iOS Revenue. I brought this up last year and we still haven’t
licked it. We had a change of heart — well, an experimental
change of heart — and reduced the price of our iOS apps in 2015
to normalize them at $9.99 or less, thinking that was the upper
limit and/or sweet spot for iOS app pricing. But it didn’t have a
meaningful impact on sales.
More and more I’m beginning to think we simply made the wrong type
of apps for iOS — we made professional tools that aren’t really
“in demand” on that platform — and that price isn’t our problem,
but interest is.
So, once again, we will investigate raising our iOS app prices
in 2016, with two hopes: that the awesome customers that love and
need these apps understand the incredible amount of work that
goes into them and that these people are also willing to pay more
for a quality professional app (whereas, say, the casual gamer