a long time with your app/storyline/game and continue to harass those with in-app purchases (e.g. Shadow Cities) in exchange for not enough content & support, or do you want a more niche audience to which you serve quality? This is fascinating -- I've talked to a couple of companies who experienced a sharp increase in revenue when they cut a $5 game to $0.99. Just because Zombies, Run is a solid hit at $8 does not mean that it won't actually hit a higher level of sales at $1 price point, right? Infinity Blade unit sales just exploded when they dropped the game from $6 to $1.... Recently I took a turn for the worse in my diabetes. I needed to get off my butt and do something. I am already vegan and eat a well balanced diet but I loved to sit around and play my video games. Even though my diet is controlled I still ballooned up to 235 pounds. I seen a cheap knock off on Google Play Market and wondered if you guys were able to get it on the Android Market...and you did. The concept itself is so enticing that I immediately bought the game today on its release date...but the market was having problems. So for over an hour I tinkered with my phone, contacted Google, and tried everything to get the purchase to work. So I dropped a quick $8 U.S. dollars. Impatiently waited for my wife to return home from work. Strapped