I’ve changed my strategy recently and I’m experimenting with it to find out for myself what works and what doesn’t.
There is a lot of potential in selling software. When you work at a day job for someone else you do x amount of work in x amount of time and you get paid x fixed amount. Thing is, once you’ve put in that hour’s work, unless your company has some kind of profit sharing you aren’t going to see any increase in your income beyond a fixed amount. The time you put in isn’t an investment, it’s just a flat-rate value. So you work 1 hour, you get paid $10, that’s it. That time is never going to pay you back more than $10. Guess who really profits from your efforts? However, when you create and sell software, there is the potential for your time’s value to multiply over the course of time. If you put in that 1 hour and create something and sell it, it may only sell a little bit at first, rating your hour as worth, say, $1/hour. But over time, the more time passes the more income you generate. Gradually that one hour could become worth $10/hour, or $50/hour.
Selling software is a sweet deal. You don’t need a warehouse to store inventory. You don’t need a manufacturing facility. It doesn’t cost you anything to reproduce more copies of the product. You don’t need to even deal with taking orders and dealing with payments or setting up a secure website. If you sell an asset through the asset store you just need your computer, your talents, and some time. Then you throw it up there, if it’s useful and good quality and fills a niche that there’s a need for (ie you relieve some pain), people will buy it. Then the time you put in to creating the product just keeps on paying you back over and over and over again, endlessly. Those few weeks or months or whatever that you use are not just down the toilet when you’re done - they’re an investment that will keep paying you back in future.
There is some pain involved with selling software though… I’m wholeheartedly open to providing customer support but the fact is it can be time consuming, so when I decide what to create I’m thinking about how to make the app as friendly and intuitive and self-explanatory as possible. That means making generally smaller assets. Big monolithic software needs a lot more explaining, a lot more documentation, a lot more customer service, and gives rise to a lot more questions and requests. The idea of having a community
form around your product is good and can work well to increase your audience and loyalty, but at the same time if you’re a one-man-band you just won’t have time to properly support a community and it could be a big headache that you don’t need. Customer support (if it’s needed) is all good n’all, but the honest fact is, they are a time sink, and that time you spend in customer support is NOT so much of an investment. Sure it can help your image or help give your app/company some reputation, but the fact is the hours you spend supporting the user after your app went on sale is time unpaid
, or at best at a flat rate per hour. It has far less multiplicative potential. It would be better (I think) to make the app so easy and simple that it doesn’t need any support - not to make that support wrong when it IS needed, but to simply circumvent the need for it in the first place. Time is better spent working on minor improvements to the app, major new versions at possibly a higher price, or making new apps.
So what I’m trying to do for now is to make small assets that are self contained, simple, obvious, easy to use, they just work
, they fulfill a niche, they relieve some pain/save time/make something easier, don’t need much documentation, don’t need much explanation or support, are small enough to be easy to maintain and fix bugs in (you don’t want that pain either), and just work as nice clean little money-making machines. Not that it’s all about the money, but it makes business sense to me to focus on simple quality products rather than creating time-sink nightmares. Each app might only be small, and might only fulfill a small niche or have a smaller audience, but it will do what it does well and find the people who really need it. The aim is to create MANY such small assets so that each builds up a steady thread
of income over time. Slow and steady wins the race. Even if I only make say $100 a month from an asset I’m fine with that. And I only put in a few weeks work on each, and only sell them for a fairly low affordable price (e.g. $20-$30). Maybe within a year those few weeks work will have been worth $100’s per hour. The point is I keep on making these small assets and they all work together to create a larger overall income, without all the hassles and headaches and pain. Because what’s important is seeing your time as an investment which can keep on giving
and not as something that has a fixed value. Employers hire people at a fixed hourly wage because it makes business sense for THEM to profit from the work you do, which increases their ongoing profit-making potential but does not feed that expansion back to you. That’s how THEY make their money, it’s not how you’re going to make yours.
As I say this is just my current approach and may or may not work, but I’m finding out and experimenting with it. We’ll see how it goes. I still don’t know yet if a bigger asset is worth the headaches involved versus how much income it produces - that’s something I have to keep experimenting with and seeing real results. I think if you are interested in seeing bigger assets in the $50-$100 value range you probably have to put in months of work on each, plus provide a proper website, plus write extensive documentation, plus provide a lot more customer support to understand and work with the intricate complexities of the product… I’m sure some people are okay with that but for me, as a single developer who only has part-time hours to work on anything, it doesn’t make sense for me right now to make something big. I’m okay with it taking longer for my time investment to pay off. I would be very interested to know if anyone has any data on whether the size/price of an app is more profitable (in terms of money and support time) when it’s a bigger product compared to a simpler cheaper product.