I'm increasingly disinclined to feed the subscription-based software economy, especially for the personal tools I use.
I'm increasingly disinclined to feed the subscription-based software economy, especially for the personal tools I use.
Great work! Will def. try it out
Apple want that reoccurring revenue from other people's work.
Unfortunately, as a solo developer on macOS, some of the more complicated approaches don't seem feasible from a maintenance and support standpoint—at least not initially. I hope to stick with the macOS App Store as well, which I assume adds additional complexity since that type of offering is not supported natively by the framework (to my knowledge anyway).
I would like to explore additional options in the future, but I don't see any major overhauls happening in year 1.
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Money.
Apple gets 30% off your app purchase and/or in-app purchases, while it gets 30% from your subscription for the first year and 15% for the subsequent years.
So, if you think your app is worth 10$, you lose 3$ and the ability to make more money and to support its development (if you do, they have to be in-app purchases, like extensions, etc. and again 30% is gone).
On the other hand, if you sell it with a 0.83$/month subscription (= 10$ / 12months, just to be "fair"), the first year you lose 3$ but you gain later 1.5$. And btw, I don't even think 0.83$ is allowed (AFAIK the price points start with 0.10$ so you can't have weird numbers like 0.23$ or things like that), so you round it up to 0.89$/month or 0.99$/month and you gain even more money, which will be used also to keep the development going.
Anyway, that's beyond the point. You need to find a way to support your development also for the next years.
Additionally, the refund policy of Apple is so bad that they keep the 30% and the developer has to pay for refunds 100%, meaning it's a net loss and a lot of indie game devs got doxxed into insolvency because of this.
That's brutal.
That is not true.