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The archive · Consumer Apps · Strategic decision · 2012–2013

Tack Mobile launched its first game Adrift free after a founder quit his job

Six months after quitting his job, an indie founder launched iOS puzzler Adrift free with a playable web demo — 858 HN points on 2013-03-06.

Tack Mobile

The betThat a free polished puzzle game with a playable browser demo was the best first move for an unknown studio — audience and a name first, monetization later.Live

What the business is

Tack Mobile (shipping as 'Tack') was the small indie studio behind Adrift, an iOS puzzle game about drawing paths to connect matching tiles; the studio wrote the game in cocos2d, made its own soundtrack, and put a 10-level HTML5 demo on playadrift.com.

How it started

The founder posting as seanalltogether said it took around three years of reading Hacker News to convince himself to quit his job and start a business with his friends. Six months before the March 2013 launch the team began building its first game: Adrift, a touch version of a path-connection puzzle mechanic he remembered from an old Shockwave title, with levels the studio designed itself.

What happened

The iOS game was written in cocos2d, and the HTML5 prototype doubled as the website demo because the level builder was HTML-based. Since the App Store name 'Adrift' was taken, the app shipped as 'Adrift by Tack.' The studio made its own soundtrack, kept the download free — 'out of the gate making it free was our best chance for success' — and went back and forth on ads without committing. Commenters pushed the team to add iPad support, banner ads or an in-app purchase, and better App Store keywords.

No ending yet — it is still running.

Background

In March 2013 the founder posting as seanalltogether told Hacker News he had quit his job six months earlier to pursue indie development, and here was his team's first game: Adrift, an iOS puzzle game about drawing paths to connect matching tiles, published by a small studio shipping under the name Tack. He said it had taken about three years of reading HN to convince himself to make the jump with his friends.

The game was written in cocos2d, and the founder had prototyped the core mechanic in HTML5; because the level builder was HTML-based, the team added a 10-level playable demo to the website at almost no extra cost. The app was free to download, and the demo funneled players straight to the App Store — several commenters said trying the demo is what made them download the full game the same day.

Hacker News gave the launch an outsized reception: 858 points and 329 comments on 2013-03-06. The discussion repeatedly told the team to charge — commenters said they would pay for the game — while the founders explained they had gone back and forth on ads and decided that being free out of the gate was their best chance for success, leaving room to A/B test pricing later.

The studio had to ship the app as 'Adrift by Tack' because the plain name was taken on the store, made its own soundtrack, and emailed blogs for press without high expectations. The open question running through the thread — how a free game becomes a business — was exactly the question the launch strategy was designed to defer: build an audience and a name first, and figure out revenue afterward.

What has to be true

  • The jump was a conviction bet: after three years of reading HN, the founder quit his job to build with friends, giving the team about six months to ship its first game.
  • Launching free was deliberate — the founders judged that a free download out of the gate gave an unknown studio its best chance, deferring monetization to later tests.
  • The web demo was the conversion engine: it cost little because it reused the HTML5 prototype and level builder, and commenters repeatedly said trying the game is what made them download the app.
  • The thread's near-unanimous advice to charge exposed the unresolved half of the bet — free builds an audience, but an indie studio still needs a revenue answer before the launch buzz fades.

What can be applied

For an unknown studio, a free launch plus a playable web demo converts hype into downloads; but 'free' is only a first move — the monetization plan needs answering before the buzz fades.

Aftermath

As of 2013-03-06 — launch day — Adrift was live in the App Store as a free download under the title 'Adrift by Tack,' with the 10-level demo still on playadrift.com and the founders answering questions in the HN thread, which logged 858 points and 329 comments. The team had not committed to ads or in-app purchases and said they might A/B test pricing in the future. The record stops at launch week; the studio's later path is not documented in this source.

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