Not to mention the developer account subscription is $99/year
If people are working on a full-time job and trying to create something in the free (!!) time (it still needs to be valued for the time and effort!) and they could chose to or not to charge for the app. It's more personal and a general view.
IMHO, any and all subscription fees are justified based on the thoughts of the developer and how he values his effort, time and development complexity.
Not stating anything about it even if it is not appealing or convincing. It is purely a personal choice and the dynamics of value, usage, benefits, cost and the problem it solves from the buyer's side will also kick into the thought process and decision making.
I'm just saying only one side of the story and want to record my thoughts. Peace out!
If you had customers buying last year, it’s likely you’ll have even more customers buying next year. If you stop maintaining your app, that stream of new sales almost immediately dries up.
Offline mobile apps which charge a subscription are a very silly fad to me. The few that get away with it are being steadily edged out by someone else who wants to eat their lunch.
I love the OP’s idea and absolutely see the use case. I also think it’s very promptable. My unsolicited advice is to strike while the iron’s hot at $0.99, because I’d be very skeptical if they’ll attract enough subscribers before getting starved out by copycats.
In general, when I buy something I want to pay for it once and then have it. I don't want to rent or lease it, even if it's consumable. When I eat a restaurant I I pay for the meal when it's over; if it was delicious I might come back again. Even if I like it so much that I eat there every week, that doesn't mean I want a weekly subscription.
An engineer with an app can come to work 365 days a year, fix bugs, add nice new features, unbreak the app every time iOS updates, and, though you use the app every day, they can't count on you to give them another $5 every year - or ever again - unless you enter into a subscription.
This isn't to say you have some obligation to do a subscription to any app you don't think is worth it, but for apps from non-scam developers, they're usually like $20 or less a year - about a nickel a day. A nickel is 3¢ in year-2000 dollars btw.
It's on the developer to prove to you that the app is worth paying a nickel a day to have! But ruling it out just because we wish it didn't have to be, well, that just rewards the developers who monetize exclusively with ads or sell their 'free' apps to sketchy operators.
I'd like it if Uber was free or just cost a buck a ride flat rate, but I know that anyone willing to give me a ride on terms like that is probably looking to rob me.
If you paid for it once and only got to keep the version of it as of when you paid for it, in a couple years the platform would remove your ability to use it.
Can you find a single app that was released at the launch of the App Store or Android Market, and was never updated, that can be run on a modern device?
Plenty of desktop software released at that time can still be run on modern systems. Smartphones aren't the same, keeping up with modernizing is a never ending task.
Giving this advice to developers today is frankly absurd career advice.
1. Few apps can achieve the scale needed for a one-time fee to be sustaining for the app - most apps appeal to a finite set of people, and eventually most who are in your target market (and who are willing to spend actual upfront money), have bought the app.
2. An entire generation has grown up that has never paid more than maybe 99 cents for software, and most refuse to even pay that - they're used to adware. You can't price an "app" at $75 and expect it to be bought by essentially anyone. While adware can actually be a very financially viable route, many developers hate ads and want nothing to do with this model.
3. Unlike the multiple years of stability of old desktop operating systems, platform owners today think nothing of breaking even a plurality of apps with any major OS version - and for some insane reason they also think a new "major version" ought to come out annually.
If you want apps that cease getting updates after a few months and age very poorly, or just to have no choices out there besides adware, keep boycotting every developer who uses a subscription, regardless of how cheap it is.
If you want apps that are diligently maintained and which keep working forever, reward developers who produce apps with reasonable subscriptions. I have a password manager that's $19 a year and covers my whole family, and a podcast player that's $15. That password manager comes out to a nickel a day.
Your post prompted me to donate to KeepassXC, my subscriptionsless password manager, because I would be sad if that went away, and I would hate if the software landscape became even more a subscription hell than it already is.
Pedants corner:
>most apps appeal to a finite set of people
The set of people is finite.
I pay exactly zero a month in subscriptions.
I wouldn't have enough time in the day (or month) to use 30 apps, or even 10, once you subtract all the first-party ones and ones that are just interfaces for things that are monetized separately (grocery store app, restaurant app, Uber, etc).
I have 3 paid subscription apps.[1] Total cost $43 a year. My only point was that if there's an app that is useful why shouldn't you pay a small amount per year that sustains it, guaranteeing that it gets good attention from a developer who is accountable not to their advertisers, but their users.
[1] Note: That doesn't count streaming services, but my family paid for cable 30 years ago and that was fine. It's entertainment.
If the Apple store supports this, free trial + one time payment sounds like a good way. Don't optimize for freeloaders, as someone else said.
If the app relies only on iPhone hardware and/or is not a live service, an account/subscription should not be required. Even non-devs might justifiably ask "why do I need a subscription for a camera app".
https://www.lux.camera/halide-mark-iii/
As for the subscription, there’s always been a pay-once option for major releases. You just miss out on a free trial, the beta program, and anything we might release with ongoing costs.
I use Analogue for day to day capture, and NoFusion and Moment apps for things I will want to edit later. All with one-time purchase. I don't mind paying for quality apps, but I do have subscription fatigue now.
When I emailed in, they blamed it on how the App Store mechanism changed.
Halide somehow is the only app that has this issue.
The issue is that, indeed, it actually validates that the App Store account currently logged in purchased the app. I believe this is intended behavior, as it closes a piracy loophole where you could log into the Apple ID of a friend, download all their paid apps, and then log in to a different account while retaining access.
If other apps don't run into this problem, it's possible they haven't moved on to StoreKit 2. Or the app has their own login independent of app subscription; setting aside the time it would take me to build that, I don't think most people are willing to create an account to try a camera app.
As I said in more detail below, on a free tier I expect to be able to at least try it out in a normal way. a monthly limit of exporting 3 pictures (eg to look at on my computer or TV) seems like something a normal person would hit in the first 30 minutes of just exploring what it does. Now, I noticed you run it this way for 14 days, but I gotta say that on first view this was massively outweighed by the 3/month limit.
subscription-wise, I just don't like them. If you are doing a ton of server-side processing, I'd rather pay on an as-needed basis. If not, I'd rather just Pay $19.99 (or whatever price you determine to be competitive in the market for photo apps). I see why subscription income would be nice to have for you, but for me it's a financial leaky faucet. In that case, I'd prefer to just go without because the app is a fun thing to have rather than a professional need.
It also bothered me that it was described as a 'reasonably priced' subscription. If I don't see a $ sign and a number, I reflexively classify it as a scam even though rationally I know you're just testing the waters. I close or dismiss 10 or 20 things a day after a cursory glance into whether they're worth my time or money: fear of being ripped off (FOBRO) outweighs the fear of missing out (FOMO).
Plenty of apps do this - looking at the first browser tab I have open I see gmail which does exactly this.
For a pure client app like an iphone app, you don't have any real "per user" costs, so there are no concerns about going under from the costs of attempting this. It would be very different if you had to pay for server capacity.
Just differentiate signal from noise. Listen to your target audience not random internet comments
But if there's a free tier I want to try out normal use patterns over the course of a week or a month, and I prefer one-time payments or token purchases to subscriptions. I do the latter only for my IDEs, and still don't like it that much.
My objection was to the free tier only allowing one to export 3 images a month. That seems bizarre to me, since in course of trying something for the first time you might make 5, 10, or 20 images in an hour. If I'm running into a monthly limit in the first few minutes of using a tool, my immediate reaction is that it's something I can live without.
I am also considering a lifetime unlock option.
That's insane. Good for you.
After I buy it I am zero burden to them beyond occasional updates, which I have very modest expectations of. They are far more likely to get my money if it’s one time. I can’t imagine paying a subscription for a physical camera, let alone a camera app on hardware I already paid a lot for
I think some dollars is better than 0 dollars.
Don’t overestimate the value of your products, it’s not an essential app. I’ll wait for someone else to vibecode it and release it for free.