Skip to content

Instantly share code, notes, and snippets.

@jiaaro
Created August 6, 2014 21:14
Show Gist options
  • Star 0 You must be signed in to star a gist
  • Fork 0 You must be signed in to fork a gist
  • Save jiaaro/fda3d04cf76f49f8051e to your computer and use it in GitHub Desktop.
Save jiaaro/fda3d04cf76f49f8051e to your computer and use it in GitHub Desktop.
app revenue calculations
Development time: 3 weeks (15 * 8 == 120 hours)
Marketing time: 2 weeks (10 * 8 = 80 hours)
hourly: $200 (must pay well enough to justify risk)
profit target: $40k (200 hrs * $200)
revenue target: $60k (40000 / 0.67, Apple's cut)
--------
## Revenue breakdown
In-app purchases needed to hit target at:
- $30 | 2k
- $20 | 3k
- $10 | 6k
- $5 | 12k
- $3 | 20k
- $2 | 30k
- $1 | 60k
Downloads required to hit revenue target at varying IAP conversion rates:
0.1% | 0.5% | 1% | 2% | 5%
----------------------------------
- $30 | 2M | 400k | 200k | 100k | 40k
- $20 | 3M | 600k | 300k | 150k | 60k
- $10 | 6M | 1.2M | 600k | 300k | 120k
- $5 | 12M | 2.4M | 1.2M | 600k | 240k
- $3 | 20M | 4.0M | 2.0M | 1.0M | 400k
- $2 | 30M | 6.0M | 3.0M | 1.5M | 600k
- $1 | 60M | 12.0M | 6.0M | 3.0M | 1.2M
@jiaaro
Copy link
Author

jiaaro commented Aug 6, 2014

note on the hourly: yes $200/hour is high, but by working off these numbers you can still make $50/hr even if only 1 in 4 apps is successful. Which is absolutely possible

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment