If you create a major paid upgrade, people expect an upgrade discount – which is totally fair, by the way. However, if a paid upgrade isn’t flashy enough, there’s less of an incentive to upgrade, which kind of defeats the point. Paid upgrades need to be different enough to be super exciting and cool but not so different that they’re a whole new app that you need to learn to use (ugh, why is everything in all different places). It’s not too bad when everyone’s in the same boat, but as more apps move to subscription pricing, you find yourself at a disadvantage. This slows down development because large updates are harder to develop, test, and ship – releasing one major update with three big new features takes longer than releasing three updates with one major new feature each. You need to purposely withhold the biggest new features from existing users and save them for major updates or new paid versions. Below, are some of the most significant issues. That’s what we’ve been doing until now and it hasn’t served us badly, but the landscape is changing and, when updates become more regular, there are some pretty big problems with the paid upfront model. And eventually, your potential pool of users shrinks to make it necessary to release a paid upgrade that existing users need to pay for, too. So what’s the problem – just keep releasing major updates, right? Well, you can certainly try but if an update doesn’t do as well as expected or is delayed, you’re in trouble. The graphic below (shamelessly stolen from this blog post by Max Seelemann of Ulysses) illustrates this. The rest of the time, the money we make isn’t actually enough to support development costs. we do our best to attract as many new users as possible. With a one-time purchase model, we rely on releasing major updates that create buzz in the media and with regular folks online to sell more copies of our apps than we usually do – i.e. We’re completely independent developers with no outside funding and it’s no surprise that we make money and pay ourselves salaries by selling copies of our apps. So why are we switching to subscription pricing? Well, this is a decision we’ve been considering (and, to some extent, avoiding) for a good while now and there are a few main reasons why we’re making the move.įirst of all, a bit of background about how a software company like ours works. Also, Pixelmator Photo for Mac is coming! What’s more early subscribers will get access to it for the same monthly price, which will go up when the Mac version is out. TL DR: Pixelmator Photo will now cost $4.99 per month, $29.99 per year, or $99.99 for a lifetime license but existing paid users get unlimited access for free. Also, Pixelmator Photo for Mac is coming and we’ve got an early sneak peek at what it’s going to look like! In this blog post, we’ll explain why this is the best way forward for Pixelmator Photo and will make it into the best photo editor it can be. Hi everyone – we’ve got a pretty big announcement to make: Pixelmator Photo is moving to subscription pricing. He's been gaming since the Atari 2600 days and still struggles to comprehend the fact he can play console quality titles on his pocket computer.AugWhy Pixelmator Photo is switching to subscription pricing (and a sneak peek at Pixelmator Photo for Mac) Oliver also covers mobile gaming for iMore, with Apple Arcade a particular focus. Current expertise includes iOS, macOS, streaming services, and pretty much anything that has a battery or plugs into a wall. Since then he's seen the growth of the smartphone world, backed by iPhone, and new product categories come and go. Having grown up using PCs and spending far too much money on graphics card and flashy RAM, Oliver switched to the Mac with a G5 iMac and hasn't looked back. At iMore, Oliver is involved in daily news coverage and, not being short of opinions, has been known to 'explain' those thoughts in more detail, too. He has also been published in print for Macworld, including cover stories. Oliver Haslam has written about Apple and the wider technology business for more than a decade with bylines on How-To Geek, PC Mag, iDownloadBlog, and many more.
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