Hey @gdeglin! Coming from PlayHaven (rebranded to Upsight), I'm familiar with this space.
How do you compare to existing push notification services?
Edit: looks like Matthew beat me to the question. :)
@gdeglin hmmm interesting, I hadn't thought about the costs past 1M as that always seems like a vast amount to me, but I'm not a game developer and can totally see how that'd be a problem.
So how do you make money? There's surely substantial cost on your side to handle 50M pushes a month and it seems that Enterprise is where the costs kick in, but are there many games with more than 15M users?
@mattlanham Actually sending notifications is quite inexpensive once you have a good backend system in place. Most services simply choose to charge by # of pushes because it's one proxy for how much a customer can afford to pay, rather than it being closely tied to the actual cost of supporting that customer.
We don't make money from this product yet. But we're fortunate to already be profitable from our games studio, so we have time to focus on growth and features instead of revenue. We do have a plan to release some premium (paid) features that will be attractive to larger game studios, but we're not ready to talk about them just yet :)
@Mattlanham@rrhoover Hi Matt and Ryan. At a high level, the main difference is that we focus on game developers. This is reflected in many ways including our pricing.
One other difference is that we place a special emphasis on supporting apps with an international audience (as most games have). Both Parse and UrbanAirship make it very difficult to send localized notifications or notifications that arrive at a user's local time.
As we build on top of our MVP, you'll see an increasing number of differentiators all aimed at improving the effectiveness and ease of use of our product for games. But already we feel that our product is the best on the market for game devs that need a push service.
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