Categories
Business

Is the Indie App Opportunity Gone?

The app stores created an opportunity for any developer to build their own products and reach a global audience with them. For some developers this offered the promise of an independent app business, giving them creative control of their work and hopefully a comfortable income. Recently there have been lots of posts (great summary list here) from current and former independent app developers about the state of the market and how much harder it is to earn a living from your own apps. If it’s tough for established indie developers then is it still possible to get started? We’ll look at how the market has changed and share some data on the revenues of over 500 solopreneurs and small indie developers versus their bigger rivals.

indie_game

The indie developer gold rush

[tweetable]A key advantage of small indie app developers is their agility[/tweetable]. They can shift their strategy to take advantage of new opportunities incredibly quickly. The success story that may have started the iOS app gold rush was built before there was an official SDK or App Store. Steve Demeter was working on ATM software for a bank and built the game Trism in his spare time, initially releasing it for free to the jailbreak community. When the App Store launched it was initially a $5 paid download that earned $250,000 in profits in the first two months. Demeter quit his day job to become one of the first full-time iOS indie app developers. Trism was reduced to $3 to stay competitive but went on to sell around 3 million copies. Four months of evenings and weekends, just a few weeks equivalent in full time development, earned a life-changing amount of money.

It’s the overnight success stories like these that continue to drive lottery-like behaviour from some developers. Playing for the outside chance of winning big. Even the media coverage at the time noted the increasing competition with more than 1500 iPhone games available in the App Store! Today’s developers would love so few apps to compete against; there are now hundreds of times as many.

Raising the bar

By 2011 life-changing solo developer success on the app store looked rather different. A $5 app created in a matter of weeks wouldn’t stand a chance. Andreas Illiger is a gifted musician, artist and coder. His Tiny Wings took 7 months of full time effort to create and sold for just $0.99. The increased scale of the platform meant he was able to sell more than 10 million copies. In 2014 it’s debatable whether a solo developer will ever repeat the feat. Monument Valley looks like the modern benchmark for a chart topping paid game title but developer UsTwo primarily serves clients in three countries and has over 100 staff in the London studio that created the game. Sirvo’s Threes! is a better comparison yet it was created by three people over a 14-month period (not full time). Threes! was almost immediately copied with numerous free alternatives to the $1.99 original springing up. Whilst Tiny Wings enjoyed a year as a top 10 game and another two inside the top 50, Threes! is already in danger of heading out of the top 100. [tweetable]There’s just so much free-to-play competition[/tweetable]. Making a more complex game to differentiate from the crowd is just beyond the scope of most small independent developers.

Not just games

Those examples have focussed on games and it’s tempting to think non-game apps might be a different story. However, consider that our data shows only 33% of developers are making games. Those developers collectively earn over 80% of store revenues across iOS and Android. So [tweetable]67% of developers are competing for less than 20% of store revenues[/tweetable].

Lets take a look at what Hunters (our name for developers that are aiming for direct revenues from their apps) can expect to earn at different company sizes.

As you can see, iOS is still a much healthier place for an indie app developer to be than Android but unless your cost of living is very low then the chances of making a comfortable living aren’t great. The bigger developers are taking over the top charts. [tweetable]If you’re outside the top app charts then it’s incredibly hard to get noticed[/tweetable]. Some of the successful smaller developers in our survey already have established apps with a strong history of downloads and ratings that keeps them high in the search results. If you’re just starting out, is it still possible to join them?

Find the right sized niche

The key difference with non-game apps is that they don’t all compete for the same attention. If your indie developer dream is to build the app you really want to use and be richly rewarded for it, you’d better have a fairly unusual problem that you want solved. Jared Sinclair’s Unread is the cautionary tale for those wanting to build for other technology lovers like themselves. An RSS reader (or client for any popular internet activity), however beautifully executed, has to compete with a vast array of free alternatives. Many of those other apps will have been built by hobbyists with no need to make any revenue at all. Anyone wanting to succeed as an indie developer today needs to think like a small business. Trying to compete with hobbyists is as futile as trying to compete with Google.

The right sized niche for an independent app is one that’s small enough not to be interesting to much bigger competitors but big enough to earn a living. Even winning the niche is not going to support a big team. The best niches will need specialist knowledge or intellectual property that make them both unattractive to hobbyists and defensible. Ben Thompson provides a great case study of Pleco, a Chinese dictionary app with some high-value in-app purchases. This example has two key advantages worth replicating: unique licensed content and a natural channel to market outside of the app stores.

What about getting rich?

If that sounds more like hard work than the indie developer dream of becoming an overnight app millionaire, it is. It’s also many, many times more likely to succeed. [tweetable]If you want to be an app millionaire then build contract apps for businesses and grow a team[/tweetable]. Then build some products for enterprise customers in niches that won’t attract immediate competition from much better funded rivals. Or get some venture capital and think really big! If you prefer the dream of being a millionaire, stick to building apps in your spare time. Better yet, buy a lottery ticket, it’s much less effort for about the same odds.

Categories
Platforms

Building a business not just an app? Start with the revenue model

The number of app developers using business models that don’t rely on app store payments is increasing. In some cases this is sophisticated app developers adapting to the market. In many cases it’s simply a greater number of existing businesses starting to use apps as a channel to reach potential customers. We can use the data from our Q1 Developer Economics survey to examine which strategies carry the most risk and which have the greatest chances of success. Could you use one of the more successful models for your next app?

business models - mobile platforms

We asked developers to tell us all of the revenue models they use and also whether their business was loss making, breaking even, making a slight profit, or generating comfortable profits. Revenue model popularity and a sample of profit & loss distributions are shown below.

Build apps for other people

[tweetable]Contracting is the most popular revenue model and also the one associated with the second lowest probability of making a loss[/tweetable] and third highest probability of comfortable profits. Of course, contract work also has strictly limited upside – it’s not really possible to build a scalable business around contract work without becoming a global giant consulting company. That said, the [tweetable]majority of developers would be better off if they spent most of their time on contract work rather than their own apps[/tweetable].

App store payments and advertisers

The next most popular revenue models, in-app advertising, paid downloads, in-app purchases and freemium are all relying on directly monetising an app. Together they are the four most risky models with the lowest chances of profit. [tweetable]Paid downloads are the least successful revenue model[/tweetable]. Although easy to implement there are very few cases where offering a straight paid download will create a financial success. Even on iOS, despite a still growing user base, the paid download market appears to be contracting fairly rapidly in the face of free app alternatives with in-app purchases. Despite the advantages of the in-app purchase model, it’s still quite far behind other models.

Selling services

Subscriptions are the next most popular and also relatively low risk and successful. However, implementing subscription based services is usually more complex than selling apps or virtual goods. Many subscription based businesses are simply using an app to sell subscription content. Another interesting possibility for developers in this area is to resell generic cloud services by adding value on top. As very basic (and already well served) examples, re-sell storage by adding document collaboration or photo management features on top.

Providing services that app developers can resell is one model for those selling developer services. Others include tools or services that help developers design, build, market or monetise their apps. This is one of the lower risk models with a good probability of profit. It follows the classic advice that when there’s a gold rush, the best thing to do is sell picks and shovels. There are still plenty of opportunities in this space (where are all the tools that help me prototype animations?) but also others with too much competition (some BaaS providers are already shutting down).

Selling stuff

[tweetable]Apps that make money through e-Commerce are the most successful in terms of making comfortable profits [/tweetable]and have by far the lowest risk of making a loss. Most developers using this model had existing e-Commerce businesses and have just added mobile apps as another sales channel. There are some startups with mobile first commerce apps though. More than 50% of developers using this model make comfortable profits related to their apps, so the cost of building apps is more than paid for by sales through them.

Affiliate and CPI programs allow developers to sell other people’s stuff. Using an affiliate program could be selling products related to your app through Amazon. Alternatively, a travel guide app might integrate a flight search SDK that provides a native search experience within their app – the developer gets paid whenever anyone books a flight. Affiliate programs were very popular on the web and their native counterparts are likely to be as well. CPI programs are for selling other developers apps, or at least getting users to install them. The top free-to-play games have extremely high ARPU and as they try to grow rapidly it makes sense for them to pay almost anything less than their ARPU for a new user (since new users boost chart ranking and thus organic installs). Other apps are a good place to advertise apps, so this is likely to be quite a lucrative option until either there’s an oversupply of quality advertising inventory or a crackdown on free-to-play games.

Royalties or licensing

We skipped per-device royalties or licensing in the middle of those last two. Overall this doesn’t have much lower risk than relying on the app stores or ads. However, this is inherently a higher risk strategy with bigger rewards for success. It usually involves building a product for large companies or even OEMs. The downside is that the number of direct customers in the target market is usually quite small. This is usually a model for those with great connections, a lot of funding, or both.

Build a business, not just an app

The app stores made it really easy for developers to sell software to a very large audience for the first time. With over a million apps each for iOS and Android, that is no longer the case. Discovery is hard and larger, more sophisticated organisations are dominating the top charts. If you have a great idea for an app, see if you can find a great revenue model to fit it. If not, try to come up with another idea. Outside of the VC-funded startups, developers that succeed will be the ones that think about where their revenue will come from before they’ve started building the app.

For more information of the success recipe of mobile apps, check out our App Economy Profits report.

Categories
Business

How much does it cost to create a successful app?

The app stores contain a range of apps from hobbyist creations built for fun to the carefully crafted output of venture backed startups and mega-corporations that have had millions of dollars spent on their development.

05 App Profit & Loss 2014

Even though the market is maturing and exceptionally well-funded developers have taken over the store charts, the occasional small independently developed app that goes viral can still break through and achieve a decent level of success. The question is, how likely is a small budget developer to succeed? What platforms give them the best chance of success? Where should the budget be spent? With all the competition out there, how much does a bigger budget improve your chances of turning a profit?

What are the odds?

In order to look at how budget can impact profitability it’s worth calibrating by the average chances of making a profit on each platform.

The figures in this chart are probably more positive than most industry observers would expect. Looking at the data it seems likely that many solo developers have valued their time at zero when reporting costs. For hobbyists and explorers, working in their spare time this might make rational sense. They don’t expect to be paid for the time anyway and their small app profits more than cover their other development costs. This is reflected in the slightly lower level of Android developers losing money versus iOS (there are far more hobbyists on Android than iOS).

Leading platforms

On the most popular platforms – iOS, Android and HTML5 – there’s a general correlation between spending more on an app and making more revenue. However, not all spending produces equal results. Spending more on development only slightly increases the chances of making a profit, while increased spending on design and marketing are strongly correlated with higher probability of making significant profits. Higher spending on customer service is almost always associated with greater profit probability but here the causation is almost certainly in the other direction; successful apps incur greater customer service costs because they have a lot of customers! These platforms show very similar patterns but they aren’t identical. The biggest difference between them is that spending more on design for HTML5 apps seems to produce much less of a boost to profit probability than for either of the leading native app platforms.

The second tier

BlackBerry 10 and Windows Phone show similar patterns of spending versus profit probability that are very different from the leading platforms. For small amounts of spending, there are similar patterns to the leading platforms. More investment, greater chance of a profit, with better returns from design and marketing spend. However, before reaching a level that would sustain a full-time designer or developer, the trend reverses; investing large amounts in any aspect of apps for these platforms reduces the probability of a profit and increases the chances of making a loss. This suggests that these platforms have not yet reached sufficient scale in terms of app revenues to sustain many highly complex or polished apps.

Opportunities everywhere

On the leading platforms, developers with budgets in the multiple thousands of dollars a month have roughly twice the chance of turning a profit on their apps as those spending minimal amounts. Even at lower spending levels, the probability of breaking even or better is reasonably high across all platforms, particularly for those investing in design and marketing. While it’s clear that only some of the platforms discussed above are likely to support scalable app businesses at the moment, there are plenty of opportunities to build profitable apps on any these top 5 platforms.

Want to know more?

I’ve only scratched the surface of our data here. What scale of profit or loss can be expected on different platforms with different levels of investment? Are there optimal investment levels to maximize the chances of success? Which app categories are most likely to product a profit. What do successful app development companies look like at different sizes? All this and more is covered in our App Economy report.