Unpossible
Unpossible generates an estimated $300–$6k/month in revenue from 400–2k downloads/month on the App Store, according to AppCurrents estimates (updated 2026-08-02).
| Est. revenue / month | $300–$6k |
|---|---|
| Est. downloads / month | 400–2k |
| Estimate confidence | medium |
| Pricing | Paid $1.99 |
| Rating | 4.56 ★ (906 ratings) |
| Category | Games |
| Best chart rank | #97 Games · Racing Paid |
| Released | 17.04.2014 |
| App last updated | 19.04.2025 |
| Platform | iOS |
Modeled monthly estimate · rating velocity · medium confidence
About
Unpossible will test your skills, your reflexes, and even your memory. It will make you smile. It will probably make you scream. You will die often and it will always be your fault. Fight to learn the obstacles…they already know how to fight you. Relentless. Thrilling. Unpossible! "Best New Games" - Apple "App Pick of the Week...An unpossibly entertaining twitch game" - Starbucks "Editors Choice…
Trends & analysis
Chart rank trend
US · categoryWhy it's surfacing
Scout 16Ratings & velocity
★ 0 in windowRating distribution
89% positive · 906 ratingsGeographic reach
best rank · 11 storefrontsRevenue & downloads trend
ARPU $1Update history
1 update tracked- v1.31.3y ago
ULTRA UNPOSSIBLE UPDATE!! - Improved a shiny graphics shader to look better and clean some cobwebs. - Cut loose some old explosion effect code that was being fussy. - Player camera tweaks. - Cleaned out remnants of the long-gone video streaming service in Unpossible 1.0. - Fine tooth combed the controls popup to make sure it pops up and controls the controls. - Kicked the Last Game slider menu thing to be in the right place on iPads. - Removed the game engine analytics. - Bumped the min iOS version. Sorry, old devices. It wasn't you, it was me. - Wiped some In App Purchase code since we’re not here for that. - Hunted/found some unhelpful debug logging. - Polished the double swipe to close vs inviso home button code. You can now single-swipe to close Unpossible. This is the way. - Gutted all the Facebook & Twitter integration code, buttons, flashy things, etc. - Reworked the splash screen logic to...look exactly the same as it previously was. - Fixed GameCenter Challenges. So, whenever you finish a rockin' game, hit that Challenge Friends button & throw down the gauntlet! - Made the player death explosion much more initially orange then passing through purple with a glowy lightning-filled blast bubble then explodiness into a nice blue...so you are really sure to know when you died. - Ok. This update involved moving Unpossible forward in time through 7 years of game engine releases. Boatloads of little things broke. Can you believe that obstacles just randomly stopped appearing starting at 20 seconds into a game? They picked up again later, but the gap-of-nothingness was really boring. We hunted that Bad Johnny down and fixed it like mad. Flowing Unpossible obstacles again! - The path generation tools got some serious work too. All that stuff is now updated, massaged and motivated. Go path-tube-of-justice-thing, go! - Brought the pool manager spawn/despawn/respawn code into the now. - Sequence06. That thing was trying to start a fight. A serious fight. We convinced it to be a lover, not a fighter. - Updated all the GameCenter handling code. - Updated all the iCloud game save code. - Wow. Fixed hundreds of different 3d meshes & obstacle sequences so that everything displays the way it should. That stuff broke HARD when the 7-year-newer game engine moved into town. Seriously, all the glowy bits were gone. What's Unpossible without glowy bits?? - Cut out some friend debug info rambling log stuff. - Tons of testing with the new iCloud code to make sure the transition works perfecto-ly when you update. - Updated the control handling backend infrastructure. The Kalman filters are Kalmaning. Keep your hands on the wheel though. - As part of the new device support, some menu things were moved/adjusted/realigned/tweaked to be in the right place when they were supposed to be and to be nowhere when they needed to be gone. - Fixed some weird artifacts that sometimes got left by the player unalive explosion. - Rewrote the menu button positioning code to handle these fancy new devices with gorgeous islands, notches, barrier reefs, etc. - Fixed a silly bug where the increase & decrease level buttons would show up again if you repeatedly pressed that area after they were purposefully hidden. (Why were people pressing those after they were hidden??) - Removed Flurry Analytics. Ba-bye. - Thought about resizing & centering the secretly large & invisible increase/decrease/play level buttons. - Removed some graphics code that wasn't used on the iOS version of Unpossible. Just making sure the awesome buttery smoothness of Unpossible is unpossibly smooth. - Turned off the news banner thing. You see enough news anyway. - Added arrow key controls in case you're playing this on macOS. Whew! Thanks a ton for playing Unpossible. I really love this game and it means a lot that you might give it a shot. If you happen to read this, post something with #unpossible and #theend in it so we can share an online high five. YOU'RE THE BEST!!!
Unpossible — FAQ
How much money does Unpossible make?
According to AppCurrents estimates, Unpossible generates approximately $300–$6k per month (medium confidence), modeled from its the App Store chart performance, rating velocity, and monetization signals.
How many downloads does Unpossible get?
Unpossible sees an estimated 400–2k downloads per month on the App Store, per AppCurrents modeling.
Is Unpossible free?
Unpossible is a paid app priced at $1.99 on the App Store.
What is Unpossible's rating?
Unpossible holds a 4.56-star average from 906 ratings on the App Store. It currently ranks #97 on the Games · Racing paid chart.
When was Unpossible released?
Unpossible launched on the App Store on 17.04.2014. Its latest version shipped 19.04.2025.