I plan to add monetization to the next release of the habit-tracking App.

The evergreen question is what way to go, one-time purchase or monthly/yearly subscription?

Here is what I'm planning to do.
#ship30for30
#buildinpublic

🧵👇
A one-time purchase is nice, in theory.

As a developer, you are getting all the money asap. As a customer, you pay once and use the app forever. The only problem is - it is not clear how long this "forever' will last.

Year or three, or a lifetime while the developer is alive.
Pricing for one-time purchases should be relatively high.
IMO, those should be 3+ years of App support and updates. That's quite a big responsibility to commit to working on the just-launched app for 3+ years.

So, the obvious choice for Habit App is a subscription model.
Subscription is a win-win for the developer and the customer.

The decision to cancel on continue the subscription is on the customer's side. The developer is interested updating the App to keep customers happy.

There are benefits for developers as well.
Instead of looking for new customers all the time, developers can get on a comfortable MRR level and keep working on improvements.
Less stress about keeping up to date with the platform features on part-time projects.

It is up to the customer to decide if it is worth the money.
Can you use both?

Sure. Some users still don't want to deal with subscriptions or want to pay upfront for the product. If I know that product will be around for a while, I have ~3 years subscription price for pay once product.

Not ready to go with it for Habit App yet.
Just in case you should hear it - paid upfront App business is dead for a while.

The app should be free to download with inApp purchases and/or subscriptions. The market is saturated with free-to-download apps in each niche and category.
Follow for more and check my Apps on AppStore if you like to see what I'm developing: apple.co/3oUqqFD

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More from @Aivars_Meijers

Jan 18
ChatCPT is fun, but did you try GitHub Copilot for iOS App development?
You can save a lot of time even if Xcode does not support it natively, but you can fix it. Here is how 🧵
#ship30for30
Easy way - use VSCode with the Copilot plugin. I'm using VSCode when working on longer functions and business logic to have quick suggestions from Copilot. To compile projects or see previews, I just hit CMD+S in VSCode and switch back to Xcode.
It is possible to launch the iPhone simulator from VSCode, but I found switching back to Xcode comfortable and fast. Xcode feels handier to catch errors and debug code. If changes are made in Xcode, the VSCode editor updates them automatically.
Read 10 tweets
Jan 9
I love building iOS apps. I do that as a consultant and have a few indie apps in the AppStore.
Unfortunately, when I first got interested in iOS development, I had difficulty figuring out where to start.
It seems that finding learning materials still is a problem. So, if you also trying to learn more about iOS Development, here's the best way to get started: Image
• Go to This website:
hackingwithswift.com by @twostraws will give you all the information you need to start. 100 Days of SwithUI is a free course, and you will learn all you need to build the first App.
Read 6 tweets

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