I have done experiments here already for my main app.

I changed to price to $4.99 for a week. The app is normally $3.99. Then I 
moved to $1.99 for a week. At all of these price points I pretty much had 
the same daily revenue. Basically the cheaper the price was , the more 
users I got. So if you want more users, set a lower price. I have never 
tried jumping the price really high at all ($9.99 for example). I think I 
would be backlash or a lot of people complaining.

Also, it's not just as you have added new features. If you app gets very 
good ratings then why not try charging a higher price? You need to find the 
price / value combination that works for your product.

-niko20

On Saturday, February 9, 2013 3:21:46 PM UTC-6, Adam Ratana wrote:
>
>
> You have the right idea, as always. One advice I heard says "Sell the most 
>> expensive product that you ethically can", because it is much harder to get 
>> millions to buy a .99 cent product than most of us think. At the other 
>> extreme, sell a multimillion dollar software contract to the US Defense 
>> Department. Not easy either, but at least you only have to do it once. ;)
>>
>> And in fairness, in the top grossing apps, I know many of them have in 
>> app purchases of 14.99, and smaller increments which can easily add up to 
>> more than that. 
>>
>> For me, a product that takes all of my time (which this does) needs to 
>> aim for the top 300 grossing apps, but if I can get more than one done, it 
>> doesn't have to be quite that big of a hit.  
>>
>> Nathan
>>
>>
>> Just to add some points to this already great discussion, one reason for 
> price increases is that as features and such get added to an app, you can 
> think of having rewarded the early adopters with cheaper prices.  As the 
> app moves up classes in functionality, so can the price, it really just 
> depends on the app itself.  I can only speak as a hobbyist developer, but 
> I've not had anyone complain as I've moved the price of one of my apps up 
> over time as features have been added.
>
> The other thing that I haven't seen mentioned here is that your app's 
> price can have a direct relationship with the support burden you are 
> inviting.  With a $0.99 app, and a small staff, if it's popular enough, you 
> may have more mail to answer than you're capable of (especially if 
> releasing on multiple platforms), and that can affect reputation.  With a 
> $5 or $10 app, your support burden might be under control, with the added 
> plus of supporting only those who are buying into your app and its concept 
> more at that price point.  They're investing more $$ into it, they may also 
> invest more time into understanding it before seeking support.  The other 
> side of that coin is that they will also expect a higher quality of support 
> and responsiveness.
>

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