What I took away from this story is that I forget that there are ecosystems outside the Apple App Store. I’ve become so accustomed to thinking of releasing on Apple first that I didn’t even know you could make money through Teams addons.
Other ecosystems are smaller (probably nothing has more consumers than the two major app stores) but often much higher intent. The same person who you have to coax into paying $1 for an iOS app won’t bat an eye at a productivity tool that costs $20/mo.
So while the platform has less reach the lower competition and higher RPUs make them great. If I were still making games I’d be looking at Steam before iOS, for instance.
roblox :) Honestly though anything with a lot of users typically either has a way to make money selling addons, or by hosting your own content related to their product, like wikis and leaderboards and such.
There’s even a niche within Roblox, which is making plugins for the IDE used for making games for it, Roblox Studio. There’s a built-in marketplace where you can charge money for them.
>What I took away from this story is that I forget that there are ecosystems outside the Apple App Store.
Which is very limiting considering that the Apple ecosystem, other than for phones, is the smallest one. A lot of software companies don't even target Apple at all because it's not worth it.