Lutz, multi-app iOS founder (Consumer Club member) who hires devs on Upwork
Split the app into 3-5 parts, price each one, and cap the build at ~$2,000
Never pays more than ~$2,000 per iOS app; host relays it, no revenue numbers
What they did
What happened
- Stage
- build
In their words
Dmitri Mirakyan - he had nothing.. until he built a stupid simple $30k/mo app with AI
Dmitri MirakyanBut like, god, hiring an agency, terrible time. And then like yeah, hiring somebody before you know what you're doing. I'm wondering like, how do other people do this? Like is there is there any sort of shortcut, or are you basically just kind of fucked the first time you hire a dev if you're like not that technical? Has anybody actually found a good work around for this?
Joseph ChoiI've talked to There's this guy Lutz, who was one of the um first members of Consumer Club, and he was on this channel, as well. I interviewed him. And he uses Upwork for all his apps. He He's like a multi- uh time founder, he built all these iOS apps, and he just he hires out of uh Upwork every time, and I think there's just some basic stuff that you can do. Like he says that you basically just you got to break down the functions of the app into at least three
Joseph Choiparts, like three to five parts, and then put a price on each of the parts, because one of the biggest problems is the costs bloat over time when the dev says like, "Oh, sorry, this is taking longer than I expected." And then you just don't know how to say no to that. You're just like, "Okay, I guess I'll trust you." But part of it is all is also like ChatGPT, where you you know, you can use ChatGPT to estimate, you know, how complex are each of these features and then put a price on that based on a benchmark of,
Joseph Choiyou know, what what are the costs. And then he just has his own Like, I don't know if this is arbitrary, but he just sets his own like cap on each iOS app. So, he's he has like very problem-solving type of apps that are just pain point solution, hard paywall, and all he does is um, I think his cap is like something around $2,000. So, he never pays more than like $2,000 per iOS app. [laughter] And I think that requires just good SOPs, good vetting,
Joseph Choiand negotiating on price. I think a lot of people just don't negotiate on price or are really clear about like, "Build this part, it's $500. This part, 1,000. This part, like 200." And the core feature should always be like Actually, the least For him, at least, he says it's the least labor-intensive part, the core uh feature of the app. And the onboarding and and stuff like that is like the most labor-intensive.
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More from this episode
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- Hand out flyers in a busy city parkDidn't work well; founder calls it a naive move
- Get national press on a novel AI angle, mainly for the links backPress sent few users (TV < one Reddit post) but gave strong domain authority
- Write blog posts for easy, popular searches like pickup lines, with pop-ups for the appNearly half of all traffic; has declined since Google's AI answers
- Send Google ads for each search topic to the matching product on your siteAds worked well for some products and not at all for others
- Try many small products on one website and keep the ones that earnAbout 12 tried; texting help, profile tools and AI photos stuck
- Build a keyboard app that suggests texts right inside the dating appPerformed much worse than the plain copy-paste flow; over budget and broken inside
- Keep the cheap text tools behind a soft paywall; hard-paywall AI photosStill how it runs; photos gated because compute is costly
- Use your job salary to pay 10-12 part-time Upwork contractorsScaled to ~$17-18K/month while employed; ran unprofitable the final year
- When starting a new channel, hire someone who does the work and teaches youFounder learned what good looks like, making the next hire easier
- Keep your job until the app covers your costs: here, $20K/month revenueQuit at ~$17-18K/month; laid off with severance weeks before leaving
Tags: upwork, outsourced-dev, fixed-price, budget-cap