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	<title>Comments on: Can you make a living off an iPhone app?</title>
	<atom:link href="http://losingfight.com/blog/2008/11/07/can-you-make-a-living-off-an-iphone-app/feed/" rel="self" type="application/rss+xml" />
	<link>http://losingfight.com/blog/2008/11/07/can-you-make-a-living-off-an-iphone-app/</link>
	<description>software engineering on the mac</description>
	<lastBuildDate>Thu, 24 Dec 2009 13:45:24 -0800</lastBuildDate>
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		<title>By: vasilis</title>
		<link>http://losingfight.com/blog/2008/11/07/can-you-make-a-living-off-an-iphone-app/comment-page-1/#comment-776</link>
		<dc:creator>vasilis</dc:creator>
		<pubDate>Thu, 15 Oct 2009 11:07:41 +0000</pubDate>
		<guid isPermaLink="false">http://www.losingfight.com/blog/?p=172#comment-776</guid>
		<description>i have a cool idea that i want to develop in an app. where can i find information from scratch of what to do from step 1 in making an app.
also how do you get paid by apple?
do you pay tax?
is your app going to be available in the USA and Europe ie is there a restriction?
how much does Apple make from you?
how do you check if the name of your app is available?

thanx</description>
		<content:encoded><![CDATA[<p>i have a cool idea that i want to develop in an app. where can i find information from scratch of what to do from step 1 in making an app.<br />
also how do you get paid by apple?<br />
do you pay tax?<br />
is your app going to be available in the USA and Europe ie is there a restriction?<br />
how much does Apple make from you?<br />
how do you check if the name of your app is available?</p>
<p>thanx</p>
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		<title>By: John Wilker</title>
		<link>http://losingfight.com/blog/2008/11/07/can-you-make-a-living-off-an-iphone-app/comment-page-1/#comment-565</link>
		<dc:creator>John Wilker</dc:creator>
		<pubDate>Sun, 11 Jan 2009 22:03:08 +0000</pubDate>
		<guid isPermaLink="false">http://www.losingfight.com/blog/?p=172#comment-565</guid>
		<description>Have you taken a look at the tap tap tap blog? They do some deep diving on their sales numbers, showing what they brought in for their apps. Might be a bit more data to aid in your analysis.

Great write up though, that&#039;s a question, I&#039;ve no doubt a lot of people are mulling over.</description>
		<content:encoded><![CDATA[<p>Have you taken a look at the tap tap tap blog? They do some deep diving on their sales numbers, showing what they brought in for their apps. Might be a bit more data to aid in your analysis.</p>
<p>Great write up though, that&#8217;s a question, I&#8217;ve no doubt a lot of people are mulling over.</p>
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		<title>By: Dimitri Bouniol</title>
		<link>http://losingfight.com/blog/2008/11/07/can-you-make-a-living-off-an-iphone-app/comment-page-1/#comment-567</link>
		<dc:creator>Dimitri Bouniol</dc:creator>
		<pubDate>Sun, 23 Nov 2008 21:29:24 +0000</pubDate>
		<guid isPermaLink="false">http://www.losingfight.com/blog/?p=172#comment-567</guid>
		<description>As you posted in http://www.losingfight.com/blog/2008/11/15/how-to-price-your-iphone-app-out-of-existence/ , raising the price of an app doesn&#039;t necessarily mean that its sales will fall to 1 or 2 a day. I&#039;ve been selling EleMints, a periodic table sold at $4.99, for 45 days, and have sold 3982 copies to date. Even a periodic table, not necessarily a product with a very large market, can be pretty profitable at a higher price. I&#039;ll be increasing my price to $7, then to $10 for my next updates to see how it will sell at an increased price.</description>
		<content:encoded><![CDATA[<p>As you posted in <a href="http://www.losingfight.com/blog/2008/11/15/how-to-price-your-iphone-app-out-of-existence/" rel="nofollow">http://www.losingfight.com/blog/2008/11/15/how-to-price-your-iphone-app-out-of-existence/</a> , raising the price of an app doesn&#8217;t necessarily mean that its sales will fall to 1 or 2 a day. I&#8217;ve been selling EleMints, a periodic table sold at $4.99, for 45 days, and have sold 3982 copies to date. Even a periodic table, not necessarily a product with a very large market, can be pretty profitable at a higher price. I&#8217;ll be increasing my price to $7, then to $10 for my next updates to see how it will sell at an increased price.</p>
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		<title>By: Andrew</title>
		<link>http://losingfight.com/blog/2008/11/07/can-you-make-a-living-off-an-iphone-app/comment-page-1/#comment-568</link>
		<dc:creator>Andrew</dc:creator>
		<pubDate>Fri, 21 Nov 2008 07:21:47 +0000</pubDate>
		<guid isPermaLink="false">http://www.losingfight.com/blog/?p=172#comment-568</guid>
		<description>Apple should change its rankings to be based on turnover. That way a $5 game selling 1000 units would rank the same as a $1 game selling 5000 units.</description>
		<content:encoded><![CDATA[<p>Apple should change its rankings to be based on turnover. That way a $5 game selling 1000 units would rank the same as a $1 game selling 5000 units.</p>
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		<title>By: Mat Trudel</title>
		<link>http://losingfight.com/blog/2008/11/07/can-you-make-a-living-off-an-iphone-app/comment-page-1/#comment-566</link>
		<dc:creator>Mat Trudel</dc:creator>
		<pubDate>Tue, 18 Nov 2008 14:33:30 +0000</pubDate>
		<guid isPermaLink="false">http://www.losingfight.com/blog/?p=172#comment-566</guid>
		<description>Although both of my apps to date have been rather obscure niche apps, I&#039;m particularly surprised at the low level of sales to date. In particular, the mediocre launch of OHai -- which was accepted into the store by Apple on a Sunday in North America / Europe and hence had long dropped off the &#039;What&#039;s New&#039; list by the time people started work on the Monday -- was more than a little disappointing.

My past 30 day sales numbers are up at:

http://consolidatedopcode.com/appstats/SuperSubnet%20Calculator.html
http://consolidatedopcode.com/appstats/OHai.html

and automatically update at 1400 GMT every day. Note that there&#039;s some data missing in October from when my web hosting provider went down.

I agree with the general sentiment that launch time exposure contributes to a very front-loaded sales history. Also, I&#039;ve noticed that being really careful about having relevant keywords in your app description helps as well. Selling a subnet calculator without the word &#039;subnet&#039; in the app description makes it difficult for prospective users to find your app, particularly on the iPhone App Store interface.</description>
		<content:encoded><![CDATA[<p>Although both of my apps to date have been rather obscure niche apps, I&#8217;m particularly surprised at the low level of sales to date. In particular, the mediocre launch of OHai &#8212; which was accepted into the store by Apple on a Sunday in North America / Europe and hence had long dropped off the &#8216;What&#8217;s New&#8217; list by the time people started work on the Monday &#8212; was more than a little disappointing.</p>
<p>My past 30 day sales numbers are up at:</p>
<p><a href="http://consolidatedopcode.com/appstats/SuperSubnet%20Calculator.html" rel="nofollow">http://consolidatedopcode.com/appstats/SuperSubnet%20Calculator.html</a><br />
<a href="http://consolidatedopcode.com/appstats/OHai.html" rel="nofollow">http://consolidatedopcode.com/appstats/OHai.html</a></p>
<p>and automatically update at 1400 GMT every day. Note that there&#8217;s some data missing in October from when my web hosting provider went down.</p>
<p>I agree with the general sentiment that launch time exposure contributes to a very front-loaded sales history. Also, I&#8217;ve noticed that being really careful about having relevant keywords in your app description helps as well. Selling a subnet calculator without the word &#8217;subnet&#8217; in the app description makes it difficult for prospective users to find your app, particularly on the iPhone App Store interface.</p>
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		<title>By: The Evil Boss</title>
		<link>http://losingfight.com/blog/2008/11/07/can-you-make-a-living-off-an-iphone-app/comment-page-1/#comment-579</link>
		<dc:creator>The Evil Boss</dc:creator>
		<pubDate>Tue, 18 Nov 2008 00:55:28 +0000</pubDate>
		<guid isPermaLink="false">http://www.losingfight.com/blog/?p=172#comment-579</guid>
		<description>I published my first three weeks of sales for my two applications at http://www.theevilboss.com/2008/10/analyzing-app-store-sales-data.html

I plan on publishing a follow up post in early December, which will show that there has been a significant drop in sales per day since the initial &quot;spike&quot;.</description>
		<content:encoded><![CDATA[<p>I published my first three weeks of sales for my two applications at <a href="http://www.theevilboss.com/2008/10/analyzing-app-store-sales-data.html" rel="nofollow">http://www.theevilboss.com/2008/10/analyzing-app-store-sales-data.html</a></p>
<p>I plan on publishing a follow up post in early December, which will show that there has been a significant drop in sales per day since the initial &#8220;spike&#8221;.</p>
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		<title>By: Aamir Virani</title>
		<link>http://losingfight.com/blog/2008/11/07/can-you-make-a-living-off-an-iphone-app/comment-page-1/#comment-580</link>
		<dc:creator>Aamir Virani</dc:creator>
		<pubDate>Mon, 17 Nov 2008 22:34:45 +0000</pubDate>
		<guid isPermaLink="false">http://www.losingfight.com/blog/?p=172#comment-580</guid>
		<description>Hey Andy - this is really useful data to look into - if you get more info I&#039;d love to see it and help analyze it.

One thing I&#039;ve been thinking about is the market penetration part.  If there are 10 million iPhones out there and you sell an app for $0.99, the best you can do is basically make $10MM.  (Awesome, but look at what that requires!)

Any ideas on what *percentage* of iPhones download non-gaming apps?

At times I feel like the smartest developer of all was the one who made that I&#039;m Rich application. :)</description>
		<content:encoded><![CDATA[<p>Hey Andy &#8211; this is really useful data to look into &#8211; if you get more info I&#8217;d love to see it and help analyze it.</p>
<p>One thing I&#8217;ve been thinking about is the market penetration part.  If there are 10 million iPhones out there and you sell an app for $0.99, the best you can do is basically make $10MM.  (Awesome, but look at what that requires!)</p>
<p>Any ideas on what *percentage* of iPhones download non-gaming apps?</p>
<p>At times I feel like the smartest developer of all was the one who made that I&#8217;m Rich application. <img src='http://losingfight.com/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>By: Andy Korth</title>
		<link>http://losingfight.com/blog/2008/11/07/can-you-make-a-living-off-an-iphone-app/comment-page-1/#comment-574</link>
		<dc:creator>Andy Korth</dc:creator>
		<pubDate>Mon, 17 Nov 2008 21:12:38 +0000</pubDate>
		<guid isPermaLink="false">http://www.losingfight.com/blog/?p=172#comment-574</guid>
		<description>ScribBall&#039;s sales stats are here:
http://howlingmoonsoftware.com/wordpress/?p=9

It&#039;s a small game that Scott and I developed fairly quickly, but I think ti came off really well. We&#039;ve sold it at $3.99 since release, hoping to avoid the &quot;rush-to-the-bottom&quot; pricing. We had a good launch week, but without constant press, it faded out pretty quickly.</description>
		<content:encoded><![CDATA[<p>ScribBall&#8217;s sales stats are here:<br />
<a href="http://howlingmoonsoftware.com/wordpress/?p=9" rel="nofollow">http://howlingmoonsoftware.com/wordpress/?p=9</a></p>
<p>It&#8217;s a small game that Scott and I developed fairly quickly, but I think ti came off really well. We&#8217;ve sold it at $3.99 since release, hoping to avoid the &#8220;rush-to-the-bottom&#8221; pricing. We had a good launch week, but without constant press, it faded out pretty quickly.</p>
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		<title>By: Caleb Jaffa</title>
		<link>http://losingfight.com/blog/2008/11/07/can-you-make-a-living-off-an-iphone-app/comment-page-1/#comment-571</link>
		<dc:creator>Caleb Jaffa</dc:creator>
		<pubDate>Sun, 16 Nov 2008 20:25:09 +0000</pubDate>
		<guid isPermaLink="false">http://www.losingfight.com/blog/?p=172#comment-571</guid>
		<description>To answer the subject of this entry, I think the answer is generally no. You can&#039;t make a living off of just one iPhone app. I think that the type of application you are developing greatly changes things though and you can&#039;t generalize too much all iPhone applications.

I&#039;m transitioning to an indie iPhone developer (Mac too if I have ideas for that platform). The two ideas I have I don&#039;t see more than a month full-time to take the concept to version 1.0. Granted as I add applications to my offerings, support, maintenance and new features will eat into other development time, but I want to have at least a handful of apps if at all possible selling in the app store in 2009. Coming up with good ideas will probably be the biggest hurdle and hopefully I can continue to make my applications interesting and better for current and future users.

Sadly Apple doesn&#039;t have much in the way of robust features for developers to charge users. Fieldrunners to me in its current incarnation is a $5 game to me. Their stated plans for versions 1.1 and 1.2 would make it a $10 game. However how do they deal with that? They can&#039;t give me an upgrade path if I want more features and give them the $5 difference for it. I get grandfathered in or else orphaned.

Steve from Demiforce has stated on his blog that through his Onyx platform he&#039;ll be able to have a paid holiday level pack for Trism. Not sure exactly how that will work with Apple, but it could be important to see, especially for games the paid add-on pack can be an important revenue stream that also increases the value of your game.</description>
		<content:encoded><![CDATA[<p>To answer the subject of this entry, I think the answer is generally no. You can&#8217;t make a living off of just one iPhone app. I think that the type of application you are developing greatly changes things though and you can&#8217;t generalize too much all iPhone applications.</p>
<p>I&#8217;m transitioning to an indie iPhone developer (Mac too if I have ideas for that platform). The two ideas I have I don&#8217;t see more than a month full-time to take the concept to version 1.0. Granted as I add applications to my offerings, support, maintenance and new features will eat into other development time, but I want to have at least a handful of apps if at all possible selling in the app store in 2009. Coming up with good ideas will probably be the biggest hurdle and hopefully I can continue to make my applications interesting and better for current and future users.</p>
<p>Sadly Apple doesn&#8217;t have much in the way of robust features for developers to charge users. Fieldrunners to me in its current incarnation is a $5 game to me. Their stated plans for versions 1.1 and 1.2 would make it a $10 game. However how do they deal with that? They can&#8217;t give me an upgrade path if I want more features and give them the $5 difference for it. I get grandfathered in or else orphaned.</p>
<p>Steve from Demiforce has stated on his blog that through his Onyx platform he&#8217;ll be able to have a paid holiday level pack for Trism. Not sure exactly how that will work with Apple, but it could be important to see, especially for games the paid add-on pack can be an important revenue stream that also increases the value of your game.</p>
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		<title>By: Neil Inglis</title>
		<link>http://losingfight.com/blog/2008/11/07/can-you-make-a-living-off-an-iphone-app/comment-page-1/#comment-575</link>
		<dc:creator>Neil Inglis</dc:creator>
		<pubDate>Sun, 16 Nov 2008 02:06:56 +0000</pubDate>
		<guid isPermaLink="false">http://www.losingfight.com/blog/?p=172#comment-575</guid>
		<description>I just regenerated my stats so I&#039;ll share...

Escape Pod has been out for just under 11 weeks at $1.99.  In that time it&#039;s sold 5088 copies.

Alphonetic has been out for 9 weeks at $0.99 and has sold 605 copies.

Sleeps to Christmas has been out for just over 4 weeks, has been downloaded 123,946 times, is free but has generated $3200 in advertising revenue.

Escape Pod I&#039;d consider succesful.  It&#039;s paid back the time I spent on it at a decent rate.   It&#039;s caught some breaks like being well reviewed and was featured in BBC Focus Technology magazine.

Alphonetic pretty much wasn&#039;t worth the implementation time.  I guess it&#039;s a bit of a niche app.  If I add support for more phonetic alphabets than just NATO then I could probably price it higher.

Sleeps to Christmas is an interesting one.  It has one advert along the bottom of the screen and despite a really poor fill rate (only 60% of users actually see an ad, since my ad provider is struggling) it&#039;s generated an exceptional return.  It took me 4 hours to implement the first version, with maybe another 6 hours on updates.  It&#039;s absolute crapware though. I&#039;ve had lots of debates with people about whether I sacrificed professional integrity for it and whether it was worth it.  I did and it was, but only because I work for a BigCo by day and don&#039;t have to maintain a reputation.  If I was an indie mac dev I either wouldn&#039;t have released it or I would have spent more time on it.  I saw a gap, targetted it at the right market and it&#039;s been fairly successful.


I&#039;ve mailed you details of the trends day by day if those are of interest to you.  I&#039;m quite transparent with this stuff as I recognise it&#039;s helpful to share.</description>
		<content:encoded><![CDATA[<p>I just regenerated my stats so I&#8217;ll share&#8230;</p>
<p>Escape Pod has been out for just under 11 weeks at $1.99.  In that time it&#8217;s sold 5088 copies.</p>
<p>Alphonetic has been out for 9 weeks at $0.99 and has sold 605 copies.</p>
<p>Sleeps to Christmas has been out for just over 4 weeks, has been downloaded 123,946 times, is free but has generated $3200 in advertising revenue.</p>
<p>Escape Pod I&#8217;d consider succesful.  It&#8217;s paid back the time I spent on it at a decent rate.   It&#8217;s caught some breaks like being well reviewed and was featured in BBC Focus Technology magazine.</p>
<p>Alphonetic pretty much wasn&#8217;t worth the implementation time.  I guess it&#8217;s a bit of a niche app.  If I add support for more phonetic alphabets than just NATO then I could probably price it higher.</p>
<p>Sleeps to Christmas is an interesting one.  It has one advert along the bottom of the screen and despite a really poor fill rate (only 60% of users actually see an ad, since my ad provider is struggling) it&#8217;s generated an exceptional return.  It took me 4 hours to implement the first version, with maybe another 6 hours on updates.  It&#8217;s absolute crapware though. I&#8217;ve had lots of debates with people about whether I sacrificed professional integrity for it and whether it was worth it.  I did and it was, but only because I work for a BigCo by day and don&#8217;t have to maintain a reputation.  If I was an indie mac dev I either wouldn&#8217;t have released it or I would have spent more time on it.  I saw a gap, targetted it at the right market and it&#8217;s been fairly successful.</p>
<p>I&#8217;ve mailed you details of the trends day by day if those are of interest to you.  I&#8217;m quite transparent with this stuff as I recognise it&#8217;s helpful to share.</p>
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