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The Room Series Image
10 Mar 2014

The Room Series Hits 5.4M in Sales without Spending a Dime on Marketing

According to Fireproof’s Barry Meade, the mobile app games simply titled, The Room and The Room 2 has reached a record-breaking 5.4 million dollars in sales without spending “any money on marketing or PR.” Meade is the co-founder of Fireproof Games and the creator of The Room series.

He recently revealed via Twitter that the apps’ success was due primarily to ‘word of mouth’ a strategy many experts and other mobile app developers often overlook. “This all happened without Fireproof spending any money on marketing or PR or analysts or analytics,” said Meade.

“We had no experience of mobile, we made it up as we went along, our game wasn’t a service and we believed in gamer word of mouth. Point? Dunno. But maybe what mobile games needs is less databollocks and more devs who believe in gamers and what gamers want.”

The Room App Game Image

Fireproof Game’s The Room

Meade makes a good point. With today’s powerful social media, it is possible to promote your game through various online platforms and networks. Connecting with your core audience and getting them excited about what’s to come doesn’t have to cost a pretty penny. Buzz is buzz whether you pay for it or not. When the game goes beyond just being good and people are passionate about the game, it will sell itself. After all, marketing in its truest form is simply a well executed and planned strategy of ‘word of mouth’.

In Fireproof’s The Room players are well…., as the title suggests in ‘a room.’ In order to clear the level they must find a hidden key and unlock the mysterious safe in each room. The game features an eerie vibe and challenging puzzles for players to decipher.  The sequel, The Room 2 continues the spooky complicated puzzle mayhem with moving boxes and ominous whispers.

The originality of the game’s concept along with its unique and extremely polished graphics earned it critical and commercial success. Since its debut the game has received numerous awards including the Game of the Year 2012, BAFTA, and Unity Awards 2013 Best Gameplay title.

It’s always fascinating when an unusual game is able to reach the masses and become a hit like The Room series. Maybe later down the line ‘word of mouth’ will become number one ‘go-to’ strategy for app marketing.


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