I’m working on an iOS app which, while very immature, has caused me to think about app pricing. I have these constraints:
- I believe in the “release early, release often” maxim, and that software is never finished
- I believe that rewarding early-adopters, and settings realistic expectations from the start, would be a good strategy for getting early positive reviews
- I believe that an application has a natural price-point
- I believe that most applications in the app store are under-priced
- I believe that app development is an iterative process, and the deployment of the app should be iterative too
On the pricing front, I have these concerns:
- I may price to high initially, gain no users (or worse, gain users who complain about the price and rate the app poorly)
- If I price the app aggressively for a while, as an introductory offer, I’ll get a lot of customers paying very little, sales would likely drop off when the price is increased
- I dislike ads and vowed to not use in-app advertising
So here’s a proposal which may address these constraints:
- When the app has bare functionality, set realistic expectations about the limited functionality in the release notes. Release the app at no cost. That way, users are unlikely to complain about its lack of features
- Include this pricing policy in the release notes, so purchasers know what to expect in the future
- Add more features, release updates
- At some point, when I think that I would pay a minimal amount for the app, start charging for it. (£0.59 or $0.99)
- Gradually (carefully) increase the price as more features are added
- Updates are always free to existing users
I’d be interested to hear any comments or thoughts!
