The biggest problem with third party stores is that the user is told they have to turn on "Unknown Sources" which scares a lot of them. It is of course a poorly worded phrase maybe "Allow Third Party Applications" would have been more appropriate. Here in the states you would probably need between $150-$200 a day in sales to begin to make a living at selling apps. But its not impossible. The trick is coming up with not just the right app but releasing it at the right time when people are looking for it. That has more to do with luck than logic.

Al Sutton wrote:
I'm going to share a statistic with you which should help you with your 
decision about 3rd Party Markets; AndAppStores most popular paid app over the 
last couple of months has made, since the start of february, over 450 sales 
which represents around 1800 USD of revenue to the developer, so although sales 
are small compared to the mega-buck stories, a good, reasonably priced, well 
marketed application can make a decent amount of money for the developer.

Now, of course, going to recommend AndAppStore, as my company runs it :). We process all payments through PayPal which has better multi-currency options, and we pass 100% of the payment to you directly so you get instant payment and can get any information you want about the transactions (before you ask we make our money from ad revenue & OEM deals, hence why we don't need to take a cut of your sales).
Its' worth thinking about the cut an appstore takes because in the case of 1800 
USD of sales you get 1800 USD from AndAppStore instead of 1260 USD from a 
market which takes a 30% cut, so you're looking at 540 USD of extra money from 
the same amount of sales. Even with a store that does a 20% cut you're 
basically giving away 1 application for every 5 you sell, so you should ask 
yourself at some point what are you getting for that. If the answer is value 
for money and access to quality users, then it might be the right thing for you 
to do.

At the end of the day if you don't try it you won't know whether it works for 
you, but I'd be happy to have an email exchange (on or off list) with you about 
any of your concerns.

Al.
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On 24 Mar 2010, at 09:15, westmeadboy wrote:

About two-thirds of users of the free edition of my app are based in
non paid-app countries so I get a lot of questions from them asking
how they can get the recently-released pro version.

I could suggest MarketEnabler or finding a US/UK etc sim card
(inactive ones are fine) but I think most users would not be able to
do either of those. Also, I wonder how easy it is for, say, Chinese
users in China, to set up a Google Checkout account with a payment
method that supports GBP payments. (Side note: AFAIK, even US users
who have set up Google Checkout with an American Express card cannot
buy apps quoted in GBP, for example).

So I was wondering what most devs here do. Maybe:

1. Third party app market - in which case, which one?
2. Send the apk to the user directly - in which case, how do you copy-
protect it and receive payment?
3. Do nothing and hope Google sort it out.
4. Something else?

Number (1) seems the obvious choice but none of those app stores seem
to stand out from what I can see and I only ever hear reports of next-
to-zero app sales. They all seem to provide some kind of means to app
copy-protections but I'm a little hesitant to weave in store-specific
code into the app. Its also yet another thing that can go wrong. App
store goes bust. User can't see update. Update gives error X etc.

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