GTM Sauce

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

Unknownteam-process

What they did

Hires Upwork devs for every app. Breaks the app into 3-5 functional parts and sets a fixed price per part (e.g. $500 / $1,000 / $200) to stop cost bloat; uses ChatGPT to estimate each feature's complexity against cost benchmarks; negotiates on price; caps each iOS app at ~$2,000. Notes the core feature is usually the least labor-intensive part and onboarding the most. Apps are pain-point, hard-paywall utilities.

What happened

Keeps dev spend at or under ~$2,000 per app
Stage
Pre-launch (build)
46:31
“you got to break down the functions of the app into at least three parts, 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”
Joseph Choi
47:36
“I think his cap is like something around $2,000. So, he never pays more than like $2,000 per iOS app”
Joseph Choi

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