
Adamant Entertainment kicked off the year entering into an ‘app pricing’ experiment, setting all their products – no matter what – to a price level of $1.99. They’ve recently abandoned this model after apparent initial success, as detailed in this blog by Gareth Skarka (pictured above).
For my part I also entered into this experiment, albeit somewhat half-heartedly and with some reservations. I suspected Adamant would see an initial rush of sales – like a sale – and that this would tail off and this seems to have been what happened after all. For myself I released some products at ‘app price’ levels and others (due to contractual obligations and considerations) at normal levels (which for me are pretty reasonable anyway).
- The $10.00 barrier still exists and people should pay more attention to it.
- Cheaper sells more, quicker, faster, but it tails off rapidly. Paradoxically it may be better to start low and shift prices HIGHER as time goes on.
- People will still pay more for good product that they want.
- Cheap products bring traffic site/shop traffic.
- Ending a price in .99 genuinely does seem to sucker people. Something I’ve been very resistant to in the past.
- Split my new products into two-tiers.
- Secondary products (Experiments, adventures, support) will be $1.99
- Main products will be between that and $9.99, I will think VERY hard about putting any products over that limit.
- .99 will appear far more often in product pricing.