The long-form game, which took 18 months to develop, has done incredibly well on the app store, despite having "small amount of birds, no fruit, limited water," which have all become cliche requirements for iOS success.
"Everyone isn't a demographic," Vella noted. "Target a niche due to iOS scale, niches can be huge."
He said two-thirds of all sales were on the iPad universal app and that three quarters of revenue were made on the universal app. He also noted that the title going on discount only accounted for 10 percent of sales, meaning the game had a potential audience that was willing to pay full price for the experience.
Vella feels Sword & Sworcery is a good case that longer experiences can fit on the iOS platform and targeting "everyone" isn't the only way.