I wince a little when I read the section titled "Low iOS revenue." The iOS App Store's race to the bottom on pricing (and the parallel problem in Androidville) are very hard on developers. Panic reports that their unit sales are nearly even on iOS and OS X - but that the revenue is on the far side of an 80-20 split, that they make more than four times the revenue from a desktop sale than from an iOS sale! Even if you…
Maybe. But I also feel that Panic's apps are not particularly well suited for the iOS App Store. They're a bit too "power user" for a platform that's almost never used at home, with the comfort of a keyboard. In contrast, some of the most popular games this year (Monument Valley, Wayward Souls) have come out with premium pricing, which is a refreshing change.
Whenever I change the SaaS, I have to change both mobile apps. This is painful.