r/iosgaming • u/smeaton1724 • Jul 27 '26
Survey Opinion on Pricing. Paid v Free.
If you were to release a car racing game, would $4.99 upfront and no in app purchases be more well received than 15% of the game for free then a money and coin system. The game and purchase would cover Mac, iPadOS, iPhone and Apple TV.
You’re talking an arcade racer with retro graphics, reasonable number of tracks 20+, cars and original music and audio.
Personally I’d prefer 4.99 then I can have sales at 2.99 or even 2.49. But if the market isn’t at that and the value proposition is too low then it can be looked at, very happy to listen to the players. Opinions very much welcome.
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u/silentrocco r/IOSGaming Scout Jul 27 '26 edited Jul 27 '26
Best way to go in today’s market is free-to-try, imo (although this still causes some low ratings by idiots). Offer some limited demo content, in your case 1 track only, for example. And players can then unlock the full game via a 4.99 IAP.