So Apple gets $99/year PLUS 30% app revenue share?
So at a $2.99 "fair" price point as mentioned in the post, how many copies does he have to sell to break even (assuming 4 days of development priced at $2,500/day contractor rate)?
That aside, 1) the author is not an experienced iOS dev 2) hourly rates != cost, and 3) you can certainly get the same app built for under $1000 by a freelancer.
You also seem to have accidentally used a $0.99 price instead of $2.99.
I thought it was 15% for devs selling under $1M per year.
It also seems like a super-weird analysis angle to both pay yourself a (very generous) full day rate AND then expect upside on top of that and conclude that making just the $10K for 4 days’ work is somehow a loss for the solo entrepreneur.
We're talking about an app made as a weekend project to solve a problem the developer themselves has. Most normal
humans would count their time as being free. I pity the person who considers the economic value and tax implications of their leisure time projects. So the calculation is just how many downloads do they need to make up for the $99 developer fee which breaks even at 47 downloads at 30% or 38 at 15%. Definitely not unrealistic.
$2500 a day?! I will do anything, including clubbing baby seals to death, for half that rate. Is there any place where you can make that kind of cash doing contracting work?