Micropricing might work, sometimes

People tend to go using price $19.95 for their game. Raptisoft (and indie Game company) managed to pull out a different strategy succesfully (they tried $5.49 and now it’s $9.95).

Source: http://forums.indiegamer.com/showthread.php?t=4912

Well… with the advent of Chuzzle, I decided that Hamsterball wasn’t as important as an income stream, so I wanted to see if I could reach more people by micropricing it at $5.49.

So far, the experiment has been a resounding success. I’m making almost twice the money daily that I was making with it priced at $14.99– and on the weekends, it’s even more. But more importantly, I’m reaching a lot of people– which I hope pays off a few years down the line.

So, I think some of you might try this, if you have an older game that’s falling off the charts!

That is all.

It’s all about testing. Try $19.95, try $14.95, try $9.95, try $4.95 try $5.49… and compare the results. Otherwise you are leaving money on the table.

Retro64 commented:

I can fairly conclusively say that pricing Best Friends at $5.49 tripled the number of units sold. Not bad actually, but still less profit. So now we’ll see what $9.95 does.

This is the way to go.

Juuso Hietalahti