Pricing your App...

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  • Hi Folks.

    Looking for a bit of input on this... When you're releasing a new iOS game, how do you approach the pricing of it? I've so far worked on the premise that the cheapest price on offer (99c (US), 79c (euro)), makes the purchases pocket-money friendly. But I'm working on a game now that's shaping up quite well (if I do say so myself) and is taking on a fair bit of work to make, and I was recently thinking about perhaps going for a higher price with it, but am wondering would that scare off potential sales?

    What's you're thoughts on pricing your games and App's?

    KnightTrek Productions
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  • It simply depends on your game and target : hardcore user bases can put more money in a game, as pretty much most niche games players.
    These low prices are used for very wide audiences, and often backed up by other aspects of your business model : micro transactions, ads (lite/pay versions)... the choice always boils down to what your game and audience are. You can find further information on this topic online : Please login to see this link.

  • I think Tier 2 is fine for good games. With 99c you'd need at least twice the sales, I have some doubt that Tier 1 will work so much better. When running a discount weekend for Penguin vs Yeti (1.99->0.99) there was hardly a difference to spot.

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  • Thanks for the feedback, much appreciated. JoKa, interesting info there about your discount weekend and seeing no difference. My current gaming project is still in development, I'm hoping to have it finished next month. Trying to raise a bit of cash but don't want to scare sales off by upping the price.. Will have to give this considerable more thought...

    KnightTrek Productions
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  • I should add: I hoped for some additional exposure due to bots/websites which look for price drops. Waited 5-6 weeks before dropping the price. But it seems you only get much exposure by going free.

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