The real push towards subscription based apps started in June 2016 when Apple announced that subscription pricing was available for regular apps. I'm noticing more and more indie developers considering the move, and some have already made the jump to this new pricing model.
If Apple made a mini tower that was upgradable and could take a full sized graphics card (or two), I'd have purchased it in a heartbeat. However, they don't. There's no doubt that Apple has a refresh for the desktop market in the works, I just don't know if it's going to be enough to satisfy the creative market who seem to be slowly migrating to Windows.
I don't usually write articles like this, but every so often something comes along that changes, or shifts the way things are done. Setapp from MacPaw is that something. I believe it has the potential to change the Mac app market in a big way, for better or worse.
As far as I can tell, Steve Jobs generally didn't eat animals. Every article I can find on it suggests that at different times in his life, he was either vegan, vegetarian (possibly pescatarian?), or fruitarian. A lot of articles suggest he did it for health reasons. I like to think Steve choose his diet for the health benefits as well as ethical reasons.
The Mac App Store may seem like the best option for indie developers, but it’s not. I remember when Apple first announced the Mac App Store (MAS). It sounded like a pretty good idea to give Mac developers the same kind of centralized marketplace to sell their software that made the iOS App Store so popular.
For many years indie app developers have been distributing downloadable press kits. These are usually in the form of a ZIP file. It's essentially a folders containing a PDF review guide, screenshots, logos, and links. And while this worked for the longest time, it's recently started to feel a little outdated.
As someone who's been indie for a long time, I really can't overstate how beneficial attending a few conferences every year can be. On the surface of it, people go to conferences to learn. But as most seasoned conference goers will tell you, the real reason they go is to hang out with their peers and make new connections.
I started building Almost Impossible! for iOS on the 22nd of September. I didn't know what I was building, I was just tinkering about as I often do. After a few evenings it became apparent that I'd actually built a pretty fun prototype of a game. I started thinking perhaps this was something I could finish up and ship if I put my mind to it.
The Mac App Store has been around for 6 years, but is still lacking some of the best software the Mac has to offer. You might be wondering why this is. Sandboxing certainly has a lot to answer for, but it's not the only reason.
The lack of customer and developer interaction on the App Store is a bit of joke. It's been seven years since the App Store launched and developers still have no way to respond to customer reviews. Just the other day I was trying to think of other online stores that only allow one way communication. I could't think of a single one.
You’ve spent the last six months or more working on a major overhaul of your app. You’ve refreshed the UI. Improved the app icon. You’ve even added a bunch of new features and removed the crusty old stuff that no one ever uses. You release it expecting universal praise. Instead, you're met with a barrage of angry tweets and a bunch of 1 star reviews from your once happy users.
Late last year I was inspired to try and get back some focus and clarity in my life. I wrote an article explaining the reasons behind it. It was called "Removing Distractions". This is part 2. It’s now six months on and my life has changed because it, but I do have a confession to make first.
Choosing the right pricing model for an app is simple… pick anything other than freemium. Make your app paid and work out where the sweet spot is, keep increasing the price until you've pushed it too far then bring it back a little. If you've got an online component or are delivering new content regularly then make it subscription based. Pretty simple, right?
I thought about building Realmac's next product the way we always do. Spend 6 to 18 months building an app in secret while using the revenue from our other products to keep the company going. Ship it once it’s perfect, then pray to the gods that people buy it so we can stay in business. Rinse and repeat.