iOS users who try the hack may find that, in addition to robbing the developers behind apps that they enjoy, they’ve put themselves at risk. “I can see the Apple ID and password,” for accounts that try the hack, Borodin told Macworld. “But not the credit card information.” Borodin said that he was “shocked” that passwords were passed in plain text and not encrypted.
According to Tabini, though, “Apple presumes it’s talking to its own server with a valid security certificate.” But that was clearly a mistake—“This is entirely Apple’s fault,” Tabini added.
Anyone who has done this is fortunate that the first person who found the hack seems to be a pretty nice guy.
As developers with a functional centralised software distribution mechanism, we love to complain about capricious reviews by customers. It’s so unfair, we essentially say. And it no doubt is, but at some point, at least one party has to stop being a teenager – and it won’t be our customers.
Crappy reviews aren’t surprising, even if your software is the best thing ever. I always get a mild feeling of unreality when I (regularly) hear a CrapStore-review complaining session, because people haven’t changed.
His analysis of why people write super-critical things for no apparent reason applies not just to iOS reviews, but also to pretty much every software-related customer service situation ever.
Sometimes the best decision is not to give the people who are saying crazy things about you an audience.
Eighteen months ago, when I left Ubisoft to start an independent game studio and focus on making my own games, I looked online a bit to get an idea of how much income I could expect to make as an indie. At Ubisoft I used to work on big AAA console games, and I had some figures in mind, but I knew they wouldn’t be relevant for my new life: $20M budgets, teams of 200 hundred people, 3 million sales at $70 per unit… I knew being an indie developer would be completely different, but I had very little information about how different it would be.
Angry Birds had taken off, Plants vs. Zombies was already a model, Doodle Jump was a good example of success, and soon after I started my “indie” life, Cut the Rope was selling a million copies a week. But except for what I call the “jackpots,” there were very few public stories or numbers on the web, and this meant we were a bit in the dark when we started SQUIDS. I have been tracking figures since then, and I’m writing this article to share what I’ve learned with my fellow indie dev buddies who might be in the same position I was, a year and a half ago.
In this article, I will present all of the post-mortems and figures I’ve found interesting, and I will also explain how SQUIDS fits into the overall picture. But first, I would like to quickly give my opinion on few of the App Store myths you may believe if you’re not an experienced iOS developer. There are plenty of ways to view the App Store, but my point is that you might be a bit surprised by what the App Store really means in terms of money.
This is a great piece with some sharp analysis of how the App Store economy runs and what’s needed to create and make a living off a hit iOS game. If you’ve ever wondered how the business side of that $5 app you just downloaded runs you should give this a read.