Mika Mobile blogged yesterday that they were going to no longer develop on Android. They cite the reason for their decision is based on their cost to benefit ratio. They simply say it is "unsustainable."
This makes for a good argument for fragmentation, but the reality of the situation is that the last time they updated either game was in July of 2011. Perhaps that is why their sales were so dismal? Maybe, maybe not. The issue of fragmentation will not go away, and we are not going to pretend to know exactly what goes into developing games for Android, but the question remains. Are the dizzying pace of handset releases eventually going to become Android's worst nightmare?There's a big difference between generating revenue, and "making money" - It's not that they haven't generated income, but that income is offset by the additional support costs the platform has demanded. Where did your dollar go? We spent about 20% of our total man-hours last year dealing with Android in one way or another - porting, platform specific bug fixes, customer service, etc. I would have preferred spending that time on more content for you, but instead I was thanklessly modifying shaders and texture formats to work on different GPUs, or pushing out patches to support new devices without crashing, or walking someone through how to fix an installation that wouldn't go through. We spent thousands on various test hardware. These are the unsung necessities of offering our apps on Android. Meanwhile, Android sales amounted to around 5% of our revenue for the year, and continues to shrink. Needless to say, this ratio is unsustainable.
From a purely economic perspective, I can no longer legitimize spending time on Android apps, and the new features of the market do nothing to change this.