1) Ending a sale price on Sunday night/Monday AM border is suicide, due to the normal drop in sales you get after a weekend at the same price. Doing this accelerates the problem dramatically.
2) Not many people buy something in the week after it goes "off-sale"
3) RT, being a unique, retro gaming experience means that our market is already a subset of app-store users. Further, that subset of users is broken up into groups that would:
3A) Buy a great roguelike at any price, ie- $2.99 and up. We've probably saturated this group, all of you great people here

3B) People who might be willing to try it for less, $0.99 or perhaps $1.99 (we saw a lot of $0.99 people join during the sale!)
3C) People who would never pay for a roguelike and would rather play the seriously underwhelming free version than support a paid roguelike (even if it was months of work and obviously well done).
3D) People who would be willing to buy if they could try a lite version first.
So, I feel like I'm laying out the business in front of my customers here, but it helps you if people get a bit of perspective on the App Store's "get rich quick view". We obviously had no illusions of getting rich quick, and I picked rogue for the love of the game and genre. This was basically to make the game I always wanted to play, and if some others enjoyed it too, then great!

From my readings and discussions with other developers we had a decent freshman run here. So many people put out games or apps and see 0-5 sales a day. We were fortunate enough to do better than those poor souls and learn a lot on the way, but this one game won't let us quit our day jobs and focus on iPhone gaming!
I think there's still a bit of life left in Rogue Touch, even if we do hit zero new sales. We've got a few great features planned that could turn things on their head. I may need the help of everyone here when it's time for that final push to lift RT back out of obscurity!
