Cabel Sasser, writing for the Panic blog on their iOS apps and how they did on the App Store in 2015:
iOS Revenue. I brought this up last year and we still haven’t licked it. We had a change of heart — well, an experimental change of heart — and reduced the price of our iOS apps in 2015 to normalize them at $9.99 or less, thinking that was the upper limit and/or sweet spot for iOS app pricing. But it didn’t have a meaningful impact on sales.
More and more I’m beginning to think we simply made the wrong type of apps for iOS — we made professional tools that aren’t really “in demand” on that platform — and that price isn’t our problem, but interest is.
So, once again, we will investigate raising our iOS app prices in 2016, with two hopes: that the awesome customers that love and need these apps understand the incredible amount of work that goes into them and that these people are also willing to pay more for a quality professional app (whereas, say, the casual gamer would not).
You have to wonder if Apple should come up with new ways to incentivize the creation of these types of pro apps, or if Panic shouldn't have lowered prices in the first place. Maybe it's a bit of both.
I don't think Panic made the wrong type of apps for iOS. Panic's apps are fantastic pieces of software, and Apple should be proud of having them on the App Store. Panic's commitment to their iOS apps is laudable, and their taste, unsurprisingly, impeccable. Coda 2 and Transmit are some of the finest productivity software you'll find on the App Store.
As usual, I'm going to say that a possible solution lies somewhere in the middle. I'd like to see Apple improve the App Store with tools and developer relations that help companies like Panic, and I'd urge more developers to place the correct value on their apps. The Omni Group is a good example to follow here. It may sound old fashioned, but I think quality software deserves an appropriate price.