In case you missed it, Jared Sinclair kicked off this past week by offering an in-depth look at the sales figures on his RSS reader, Unread. If you've been an iOS developer for a while, you probably already know how this story ends. Making it as an indie developer, at least in the mobile space, is incredibly challenging.
That game you've poured your heart and soul into for the past 12 months? It's probably not going to earn you back the equivalent of minimum wage. Your podcast app? Unless you have 70,000+ Twitter followers to pitch in order to get it charting on the App Store, I don't think it's going to make it no matter how good it might be.
But, I think that's alright in the end. The gold rush might be over, but there are tons of other opportunities out there for canny developers. Here are a handful:
- Mac apps - Mac users are generally a lot less price sensitive than iOS users. Case in point: I'll routinely buy $10-20 apps from the Mac App Store without batting an eye if the tool is something I need, but I don't think I'd ever even consider doing the same on the iOS App Store. So, build a Mac app, and figure out how to build an iOS companion app if relevant.
- SaaS - You know what's way cooler than charging someone $20 for software? Charging them $20 for the software every single month. This is certainly more challenging than building a standalone app, since you'll have to start thinking about issues like billing, database management, security, and cross-browser compatibility. And you still have to make something useful that people want, but hey, I'd rather make $240/year from a user than $20 once. Your mobile skills may still be super-relevant here, as a well-designed, free, companion mobile app can be invaluable to users.
- Consulting or contracting - Another option is to treat your App Store submissions as your portfolio. They don't have to make money directly, because they're designed to get you in the door with companies that are looking for skilled mobile developers.
I have a decent amount of experience with all three of these categories, so let me know if you want me to drill down into any of them in more detail in the weeks to come.
Best,
Aaron
What We're Reading
- A Candid Look at Unread's First Year
- A Candid Look at the Financial Side of Building Mac Apps on Your Own
- My iOS Indie-Game Numbers
- On Promotion and Marketing - A Response to Critics of Yesterday’s Article about Unread
- Pleco: Building a Business, Not an App
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