The market for paid iOS apps isn’t dead
marco.org
marco.org
Edit:
This isn't to say I won't make anything else. I have other apps in progress, but I'm going to apply the lessons I've learned to make them work. They are somewhat niche apps, but I've found those work for markets that are accustomed to paying for tools/software. None will be under the $14.99 price point. It's unlikely I'll ever make another one that is -- it's just not worth the effort.
One notably potential source I have not really pursued much is social media, Twitter in particular. I'm one of those people that pretty much never uses it and doesn't understand the allure.
The app is Portfolio: http://ipadportfolioapp.com/
It's a tool for presenting visual or audiovisual work to others (e.g., prospective clients) and is used by photographers, designers, sales reps, florists, and pretty much any other field where that presentation is a key part of the job. The customer-facing appearance can be completely customized to match a business's branding while leaving the management bits out of sight.
It started out life as a tool for our photography studio to present more recent work to prospective clients since it's incredibly expensive to keep the print equivalents up-to-date. The original price was $9.99, which was bumped up to $14.99 after a couple months if I remember right. The current $12.99 price is only a few months old and is a result of the market leveling out a bit. In its first year or so the revenue was $10-15k per month, but the saturation of the App Store and the introduction of new app possibilities that dilute the ratings (e.g., magazines) has lowered it to its current revenue. It definitely won't last forever, but I believe it will continue to be worth my time for a while yet.
Your app is a little different than most because your price isn't in the basement. That means you can afford to spend a little bit to acquire a customers. The 99 cent app can't afford to spend much at all to acquire a customer.
Wrong. The parent post claimed that the higher cost app $12.99 led to much higher revenue than the lower priced apps at FREE with ads and $.99 to $1.99 cost. In fact so much so that the parent post wrote that no more low cost premium or premium apps would be developed.
Please, do your research so as to not waste people's time correcting you on this website.
People make purchasing decisions based partially on price... I'm not sure why (or how) Marco is trying to refute that fact.
http://support.google.com/googleplay/bin/answer.py?hl=en-GB&...
http://gizmodo.com/5886683/how-to-get-a-refund-from-the-app-...
The biggest issue with the app store is that apps are undifferentiated. They're all lumped into a big uniform grid and psychologically this communicates that they're all units of some kind of uniform commodity, when nothing could be further from the truth on the production side. At least in the old shrink wrap world you had a lot more ability to physically differentiate your product.
It also doesn't help that any random moron can post an inaccurate or unfair one star review of your app and that's the very first thing any prospective buyer sees.
Here are my sales https://docs.google.com/spreadsheet/ccc?key=0Asp1Qlg4fVlzdFk...
I got picked up on app advice in February, and got about 10,000 free downloads. That had positive effects.
The missing months is cuz i made the app free for a few months.
I happen to be a user of your app myself, which makes it even more interesting. I downloaded your app as part of your free promotion that you mention in the spreadsheet. I have since recommended your app to several colleagues, of which several paid for the app, so your promotion was probably successful.
I also use a similar app, "TimeSheet". This app is ad-sponsored. I found this app by browsing the app stores lists of most popular apps, and because it was free, this was the app I started using.
Seeing the economics of your app seems to be barely viable, I would offer some food for tought.
You have minimal expenses already, so you can't boost profits by minimizing expenses. You can however do what you seem to be doing and just "wait" until the app is profitable. Your app has a decent focus and is streamlined to do one thing and do it well. You can improve the app by doing customer interviews, but that will be costly and may not provide a ROI. You could change the price of your app. If someone is using your app, it doesn't matter if the price is $1 or $5, it's peeanuts for anyone using it as a business app. This would hurt the "I'll try it out-downloads" though. You can expand your user base by promoting your product more. This seems to me to be the most attractive option. What are your own thoughts about increasing the revenue stream for the app?
Short term plan is to add invoicing features. Long term plan is to add a cloud team backend that has a subscription.
It is a weird world.
(for the record I like marco's work)
Out of all the app pitches I've heard, I'd say 33% are already done reasonably well by other apps. Maybe 25% or more are not possible to do on the iPhone (but sometimes on Android). At least 90% have a marketing plan of "just put it in the store and wait for the sales to explode."
I understand things look different from his vantage point, but I just don't see a healthy market in what he wrote - I see a dying one. With the climb getting steeper and the asking prices getting higher, that just shrinks the potential market for paid apps more and more. That helps a culture of not buying apps (other than games) keep growing. To me, it seems clear where this will end.
It might help for expensive software but for something that is a few dollars I'd see it as a negative as a developer.
For example with a business app like Grafio, I want to test drive it to see if it works for me. Then I can pay a significant price for the app - if I am using it in a business setting my time is worth hundreds of dollars per hour and the prices of apps are not really a significant expense. I would want development of Grafio to extend further towards supporting my business needs, which is Visio import/export, and I would gladly pay for that feature.
I dislike when the free app is missing important functionality (this defeats the test drive aspect) and I dislike when the in-app is a subscription. I find it obnoxious when apps have too many in-app purchases. It becomes an annoyance to have to pay $1 to read, $1 to write, $1 to save. Just ask $3 for "full functionality" from the start. Don't be silly.
I like when the app is fully functional and I can choose to pay different amounts to support further development.
Google then changed the period to 15 minutes which is far too short. Many games start off with large downloads that won't have finished in that time. I'm currently looking for a podcasting app and there is no way you can evaluate one within that time (little details matter).
Some try to solve this problem by having separate free versions that have less functionality, or various complex schemes involving paid unlocks, but neither solution is perfect.
http://browsershots.org/http://www.marco.org/
(Check the Firefox 22 shots)
And gets worse when I increase the font size:
http://i.imgur.com/jU1swoq.png
Why is that?
All of that is good, however the problem is that in order to be able to justify completing the series I have to show revenue. Placing ads in apps for 3~5 year old kids is not an option. One thought was to place ads in screens off the main game (Settings, etc.) to at least capture a minor revenue stream. I have that build but haven't released it yet.
The problem with the expectation of everything being free is what it does to the ability to innovate and explore. Apps don't cost zero to develop. As much as it hurts me to think it, I am not sure I can justify attempting to innovate at the early education market because there's virtually no money in it for the vast majority of developers. Even paying for logo and graphic design is impossible when your revenue is zero or near zero.
For me at least there seems to be far more traction and revenue in the specialized utilities segment.
On the other hand, it is hard to pay the iOS software world attention when we can charge $250 to $350 per hour for mechanical, electronics hardware and software development in certain verticals.
Right now it looks like you're releasing each content pack as a new app, that's also free. There's your problem. Release content packs as IAP, give 3 away for free and charge $1 each for new content packs. There's your revenue stream. If the app is really teaching the kid stuff, parents will probably pony up and pay a few bucks now and then, since they care about their children's education.
After that success (2 figure revenue!), I built another app and put it on the App Store for $9.99. People are downloading that as well. I admit that I am making more off of contract work, but based on my estimates the App Store converts really well, even at >$5 and has the potential to be profitable with paid apps.
(anecdotal evidence based on my sales of http://free2goapp.com/download)
Congrats on the success!
The user interface that iTunes provides on the phone, tablet and desktop is super clunky and slow for exploring apps. Click, wait, click, wait. etc. Why no tabbed browsing so users can load and look at 50 app descriptions in the background?