Sorry, I meant 3,900 sales to break even. That is, if you haven't
hired/payed part time a designer or whatever.

On Fri, Mar 20, 2009 at 11:10 PM, Stoyan Damov <[email protected]> wrote:
> If your app is great and useful, people would buy it at almost *any* price.
>
> Devs, what the hell's wrong with you? $1 app? If it doesn't simply
> fart it can't possibly be $1 unless you suspect thousands and
> thousands of sales. Think about it, if you've developed the app in 1
> month, and you are "paying" yourself $3K, this means that you'll have
> to reach 1,300 sales before you break even (before taxes!).
>
> Given that a FEW apps so far have jumped over 1K sales... I'd price
> any productivity app anywhere *above* $4, and a game at $5+ but that's
> just me. Hell, a McDonald's cheeseburger is > $1 and will only satisfy
> your hunger once, tomorrow you'll have to get another one, while the
> app is still owned and used by the user.
>
> Whatever.
>
> Cheers
>
> On Fri, Mar 20, 2009 at 6:22 PM, [email protected]
> <[email protected]> wrote:
>>
>> I know different apps have different levels of functionality etc. but
>> clearly some pricepoints do not sell - with the exception of aHome,
>> not many things to sell at say $5+.
>>
>> So I would consider either $1 or $2 (or UK equivalents) as the most
>> popular price points.
>>
>> But which is best for maximising revenue?
>> >>
>>
>

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