Hi Everyone,
As has always been our policy, we want to continue with full transparency and disclosure in terms of the thought processes behind our decisions and where all of this is going.
So, I’m sure many of you have heard by now that we are are re-introducing a paid version of RunKeeper (there will be both a premium version and a free one) and we are doing so on a different license, which means you will need to re-download the app either way.
The rollout of this change had been worrying me, as our reasons behind it are a little confusing to explain. But I’m going to give it a shot here, because I think it is important that our users know where we are coming from.
We launched RunKeeper as a paid app in August for $9.99 USD (prices vary from country to country). The price point was easily justifiable, as a Garmin costs $200-300 and the Nike Sport Kit costs $30, and we provide similar (or ultimately more, I would argue) utility on a device already in your pocket with no additional technology or hardware required. We sold a bunch of apps (appx. 5,200) in the first 2 months. Not bad!
Making it Free with Ads
Then, the App Store started getting more crowded, and several competitors moved in, including a couple of free ones. And some smart, well-placed people told us, “we aren’t even in the game unless we make it free” and that “free is the only way to achieve massive scale”. So, we listened. Our iPhone app is only one small piece of a broader strategy, and much of that strategy is predicated around massive scale. Tough pill to swallow for a bootstrapped company, but we gulped and we made it free. And the strategy did work on many levels. In 2 months, we went from 5K downloads to more than 120K, and got lots of press and valuable product feedback along the way. That’s great! But, we shut off our only revenue stream in the process. So now, we needed to figure out how to build a sustainable business.
The Ad-Free Version
Meanwhile, two types of customers were emerging. One said “this is great, and it is free, woo hoo!”. And the other said “I am worried you made it free, I want this to be the best product with the best features, and I would be glad to pay for it to make sure you continue to improve it.” So, we began to realize that we really needed to have two models to satisfy both of these user types. A free model is one, which we can support by advertising. After all, for a free product, the least we can ask is that you see a few ads and enable us to derive some revenue. And a paid model is the second, which would be ad-free and would enable us to fund the additonal enhancements of the premium product. Even at $9.99 USD, this is a one-time, non-recurring fee that is a bargain compared to most traditonal software of a similar caliber.
Requiring New Downloads
Also, here is a little more background info for context. When we launched the app initially, we did so using the license of the outsourced firm that built our initial application. We didn’t have our license yet, and just figured that we would transfer the app to our license once ours got approved. Well, good thing we did it this way, because it took another two months for us to get our license. But, once ours did get approved, we went to Apple to transfer the app to our license and found out this would not be possible. The only way to transfer the app to our license is to pull it from the App Store and re-release it as a whole new application, which would effectively be as if the first app never existed. Now, all of the activities logged on the first app would be safe on the web, but everyone would have to go and download a new app.
Users Who Paid Initially
So, we knew we needed to have both a free and paid version, and we knew we needed to fix this license issue. It only made sense to do it in one shot. Overall, the issue is pretty straightforward, except for one glaring question—what about the users that paid for the app initially? There is no way to enable them (and only them) to download the new premium app for free. At first, we figured, “we’ll just explain this and assure them we will find a way to repay them.” We quickly found out that this did not sit well at all, and in hindsight, I completely understand why! In the brief 7-month history of RunKeeper, I have experienced no worse feeling so far than realizing what I was about to do—burn the people that got us to where we are today! That is no way to build a business, and it is no way to live your life.
So, how could we fix it? Well, the only way I could think of is to make the premium app free for the first 24 hours once it goes live. We could send out emails to all of the initial paid users letting them know the app is live to make sure they can download it without paying again. This isn’t the ideal solution by any means, but we needed to make sure that the initial paying customers were taken care of. Yes, the app will be free to the masses for a day, and yes, we’ll lose out on a bunch of new download revenue because of it, but this isn’t nearly as costly as if we had alienated our early adopters, many of which are a primary part our core userbase. Plus, it is just the right thing to do.
Now that this licensing issue is (almost) behind us, and we will have a sustainable business model in place, it should be much smoother sailing from here on out. I hope that explanation helps demystify our actions a bit, and reassures you that we are as committed as ever to seeing this through over the long haul. Thanks for your support and understanding!
Jason