Source: http://www.macrumors.com/2015/05/07/redacted-mac-app-profits...
Source: http://www.macrumors.com/2015/05/07/redacted-mac-app-profits...
They say after they left the App Store, their revenue went up 44%:
https://www.panic.com/blog/the-2014-panic-report/
"I was pretty nervous to be pulling Coda from the Mac App Store. But when we finally did it, I felt an incredible, almost indescribable sense of relief — mostly because as we began to wrap up bug fix releases, we were able to immediately post them to our customers within minutes of qualifying them. My god. That’s how it should be. There’s just no other way to put it — that’s how you treat your customers well, by reacting quickly and having total control over your destiny. To not be beholden to someone else to do our job feels just fantastic. (Also to not pay someone 30% in exchange for frequent stress is a fine deal.)"
Oh the other hand, if you do your own marketing and use the app store as a distribution channel, you could probably do just as well (or better) as if your app wasn't in the store. Depends on whether the benefits of the store are worth the 30% cut they're keeping.
The point is that 94 units with $452 in sales makes you eighth top paid app.
So, unless you are top 10, as a developer you can expect a maximum revenue in a year of $120,000. IF you can make that EVERY DAY ... and you can stay in the Top 10 ... and you can't. And Apple takes $40K of it.
And most people will never break the top 10.
I knew things were bad, but that's disgustingly bad.
The problem is no-one is going to pay that much money for an app that lets you add black boxes to an image. You have to deliver real value worth paying for. Think apps like Day One, Transmit, DaisyDisk, 1Password, Reeder.
Moreover, your numbers are off, you don't need to be anywhere near the top 10 to make over $120,000/year. In fact, you can be well outside the top 100 if your per-unit price is high enough.