In early March of this year Fireproof released the happy news that we’ve collectively sold 5.5 million copies of our mobile games The Room and The Room 2 since release.At Fireproof we’d always heard a mobile game had to be a casual, free to download, games-as-a-service title you can play for infinity. This was a problem, as our game was short, dark and grim, had no social or online aspect and contained no in-app purchases or adverts.We also lacked any money to pay for professional Marketing or PR so upon its release you could politely term our expectations as realistic. But backed by a feature on Apple’s AppStore our wee game with a £70k budget went on to see success we never could have expected.Commenting on our surprising figures, I tweeted that maybe mobile gaming’s war of total monetisation on free-to-play gamers has made the dev community over reliant on “databollocks” while losing sight of how a good game can affect its players. What’s wrong with a developer shooting for entertainment instead of monetisation?The biggest difference between our success and other mobile devs was that we chose to sell each title for a straight fee, i.e. paid i.e. premium i.e….