What it costs.
WHAT COSTS MONEY
Software and licences Purchased assets Contract work Hardware and test devices Storefront fees Marketing Your own time
WHY YOUR TIME COUNTS
Ignoring it makes the project appear viable when it is not.
WHAT TO ESTIMATE
Direct costs, itemised Time, in hours Opportunity cost of that time
WHAT TO BUDGET FOR MARKETING
More than nothing, which is what most solo developers allocate.
WHAT STOREFRONT FEES INCLUDE
Submission fees, where charged Revenue share Payment processing
WHAT TO PLAN FOR
Revenue arriving months after release, and taxed.
WHAT TO ESTABLISH BEFORE STARTING
How you will be paid, and whether that route works from here.
WHY THAT MATTERS
Discovering payment problems after release is a serious obstacle.
WHAT TO KEEP LOW
Fixed recurring costs.
WHY
They continue whether the project progresses or not.
WHAT TO SPEND ON FIRST
Test hardware representing your audience.
WHAT TO DELAY
Anything not blocking progress.
WHAT TO TRACK
Spend against the budget, monthly.