Live data from Hacker News

Ask HN: What are your app monetisation strategies?

news.ycombinator.com

91–100 of 108 posts

Re: Ask HN: What are your app monetisation strategies?

#91
post #49

We publish games. Our free games all include ads, plus a one-time in-app purchase to turn off ads. What we've found is that we can price that product relatively high ($5) because the kind of person who's willing to put $1 in your tip jar to turn off ads is also willing to put $2. But this strategy works for us because our games are "consumable" products. Our customers will play one of our games for a while, have a go…

I have an app with 45% first month retention that is doing subscription monetization. A huge percentage of the subscribers subscribe in the first week so I don't know about doing a long free trial. That said, I need to do some machine learning to figure out the optimal free trial length.

iOS subscription free trials automatically charge the user after the trial period is up, so it at least wouldn't require an additional action from your users.

Re: Ask HN: What are your app monetisation strategies?

#92

I am currently charging a one time price for my app https://www.ghostnoteapp.com it's doing pretty well but it's also hard work. I am currently working on a subscription version of my product mostly used for team annotation of websites, something a lot of people have been asking me about. And I really want to move towards recurring revenue as there is much more to work with. The best trick I can give you is start wit…

Honestly I believe it needs to be priced less, if possible via use of coupons. I believe ghostnoteapp needs ubiquity and integrations so people buy it to add it into their workflow, as opposed making it the workflow.

Re: Ask HN: What are your app monetisation strategies?

#93

I sell productivity tools - Chrome Extensions and a SaaS - that solve my own problems in a niche. I've avoided ads: they wouldn't be worth it with such small install numbers. For business-focused products I usually do a free time-limited full-access trial + paid subscription. For consumer-focused products I usually do freemium (limited version for indefinite use + paid subscription to remove limits).

So you can make a living on Chrome Extensions? I haven't found much data on sales figures for paid extensions. Also, can you change the paid subscription cost yet? It seems once you set it there isn't a good way to experiment with different subscription fees except creating multiple subscription types with different costs.

I don't currently, but I think it's possible. That said, I'm not sure I'd recommend it. I'm building them since they're a reasonable way to handle auth with my unofficial Google integrations (without the special cookie/cors permissions I'd need to store users' Google credentials).

You're able to change the subscription cost on the fly (I think; I haven't actually done it). The bigger problem is there's no easy way to do price segmentation. This is fine for my consumer product, but I may end up rolling my own payments setup for an upcoming business product.

Re: Ask HN: What are your app monetisation strategies?

#94
Ads are hard to get a decent return unless you have hundreds of thousands of visitors. I, myself, hardly like to pay for anything, and love free products, however, I've recently tried to figure out a pricing plan that I personally would pay for.. and use that mentality to price my products, which are often far cheaper than the average, but still enough to profit.

My pricing is based on two audiences: individual and small business.

I assume if I were to ever get a big business, they could always register for multiple accounts.

So this is how I normally create and price:

I offer a "free version" of all my products that have X amount of whatever I am offering, usually around 5 or 10 for the month.

Each time the product is used, X amount drops until it hits 0, at which point, the user cannot use the product any more. If they need more X, however, they may purchase more X.

For a few products I wrote (still in beta), it is subscription-based where they hop on a plan that gives them X a month. There are variations of the plan that offer a certain amount of X depending on how much they need. If they use more than that, they can either upgrade their plan OR purchase more of X outright.

On their renew date (each month from which they subscribed to the plan), the number of X restores back to that amount.

On my non-subscription based products, I offer X amount and they can use it all up and purchase more whenever they need more, or just wait until the renew date from which they registered, which restores their account balance to whatever X amount is the default.

That has been my pricing method. I can't give you numbers yet on whether it works, as I've just begun my journey into charging for the things I create, but I just think: How much I pay for this?

Things that cost $50 a month? As an individual person, unless they were really useful, probably not.

Things that cost $1.99, $2.99, $3.99, $4.99, $5.99 or $9.99 a month? Probably more reasonable for an individual.

As for being a startup or small business? $49.99 or $99.99 is certainly a reasonable price.

Curious about .95 or .99 pricing? Basic psychology: You are technically getting the extra dollar, but in the mind of your consumer: they are not giving you that extra dollar.

Re: Ask HN: What are your app monetisation strategies?

#95
post #86

Earlier quoted context omitted.

Would you mind translating this into english? Even seeing the definition of LTV above, I still don't understand the story your comment is telling. What is "paid user acquisition"? How would a higher "lifetime value per user" enable you to do it? How is your app monetized to arrive at this LTV? What would it imply for you to have "designed it around monetization from day 1", what would be different? Why can't you chan…

Someone downvoted you, but thanks for asking this question - it made me realize I was communicating poorly. Paid user acquisition is spending money, usually on ads, to get people to install your app. The app business is now a ruthless winner-takes-all market and the game is all about spending $3.00 to make $3.05. When you see pervasive ads for Mobile Strike or Game of War it means that these games are doing a better…

Fantastic answer, thank you.

Re: Ask HN: What are your app monetisation strategies?

#96
post #92

I am currently charging a one time price for my app https://www.ghostnoteapp.com it's doing pretty well but it's also hard work. I am currently working on a subscription version of my product mostly used for team annotation of websites, something a lot of people have been asking me about. And I really want to move towards recurring revenue as there is much more to work with. The best trick I can give you is start wit…

Honestly I believe it needs to be priced less, if possible via use of coupons. I believe ghostnoteapp needs ubiquity and integrations so people buy it to add it into their workflow, as opposed making it the workflow.

Why would it need to be priced less at this point? Based on my experiences, he'll most definitely will be making less money. I don't see it. If anything, he should test a higher price point.

Re: Ask HN: What are your app monetisation strategies?

#97
post #77

Earlier quoted context omitted.

Did you read his post, or just the title? > That's why I've started working on an ad network for mobile apps...

Jesus I really thought I read the whole comment...sorry about that

No, Jesus doesn't give second chances. You're in trouble man.

Re: Ask HN: What are your app monetisation strategies?

#98
My monetisation strategy is giving free app with basic feature and then require in-app purchase for premium feature. I hated ads so I will never put ads in my app, this makes me think hard on what value/problem my app will solve or provide. ( Shameless plug: https://komuter.pro , dead simple app with only 1 view)

Re: Ask HN: What are your app monetisation strategies?

#99

Earlier quoted context omitted.

What options? The idea of just 'selling great software' is old as hat. The new in-app purchases and subscription models, in terms of how software is sold and maintained, is certainly much newer. So called 'donation' or 'tip jar' type is pretty old too. Shareware was the original free trial. Then we just started calling it a free trial! Advertising is old as hat, been funding not just software, but many things, for a…

I don't have all the answers, that's not required for raising questions. What we're doing right now is leading us down the drain fast. Advertising is about creating problems, period; and if it's one thing we don't need right now, it's more problems. Further, the proven driver for true motivation and satisfaction is mastery; doing something well; we all know this deep inside, but the contrast is too much to deal with;…

A Procrustean-Bed situation right here; it can be hard to accept some (looming?) reality particularly when the consequences for your craft and pocket are very unpalatable.

Well, we've been told that software is eating the world. We forgot that Silicon Valley and all it represents still draw their breath from the world that's​ getting eaten up. :)

Re: Ask HN: What are your app monetisation strategies?

#100

A couple years ago I had a niche Android app that I could sell for 10EUR/USD. It made around 1500/month which was pretty decent for an app with no backend and almost no maintenance work. After one year a competitor showed up at less than half the price and the party was over. My strategy: find a niche app so you can charge a lot more

Did you reduce your price to compete?

At first I didn't. Sales decreased dramatically. I then dropped my price to the same level but sales kept slowly decreasing until it wasn't worth it anymore (and OF did some upgrades) and I pulled the app
Post reply on HN