— holy horsie O-o that is worrying.
There's a lot of examples, but let me pick this one: Wayward Souls
https://play.google.com/store/apps/deta ... ouls&hl=en
It's a great game, one of the best in it's genre of pixel dungeon crawl (roguelike). Probably the best in a long time. It's lauded by many review sites and game critics, receiving great coverage and awards. It was also Featured by Google on their recommended games list!
It would be the epitome of what a small indie group could hope for, right?
After months, it just broke 10K units sold (with some sale discount periods). Lets assume the best and that each unit sold is ~$7 USD. That's $70K. Google take their 30% cut, left with ~$50K. A lot? It would be, if it was made by 1 developer. But its a pretty big game that took 3 devs awhile to complete. Not only that but those 3 guys are a small studio without major marketing grunt so they got published by NoodleCake which would have a % cut of the revenue.
I mean this is absolutely the BEST CASE scenario and its still lacking in financial reward.
Why? Well, to me, it's a simple one: because pirating games on Android is too damn easy combined with the typical mobile gamer expecting games to be FREE. This sense of entitlement contributes to the rate of piracy, but it doesn't help that Google make it so easy.
Its a well known fact on iOS, the piracy rate is much less, many folds less. Why? Because its a lot harder to pirate iOS games, a lot is involved that is beyond the typical user's ability.
TLDR: IMHO, for Android, if you are releasing a paid game today, you are asking to fail.