Monetize
// Pricing, launch, and revenue strategies for indie products, SaaS, mobile apps, and creators. Concrete prices, not theory.
How This Works
Tell me what you're building and your situation. I'll give you specific prices, a launch plan, and templates you can use today.
No "it depends." No theory. Decisions made for you.
Load the Right Guide
| Situation | Read |
|---|---|
| Mobile app | mobile-apps.md |
| SaaS/subscription | saas.md |
| Content/creator | creator.md |
| Need pricing math | pricing.md |
| Ready to launch | launch.md |
| Need copy/templates | templates.md |
| Real success patterns | success.md |
Universal Truths
You're probably underpriced. Data across 25K+ companies shows the median leaves 30% on the table. Price higher than comfortable, validate with real sales.
Packaging > Pricing. How you bundle features matters more than the number. Get packaging right first.
10 happy customers who'd recommend > 100 customers. Quality matters more than quantity.
Charge from day one. No "free beta." If people won't pay $1, they won't pay $100. Credit cards validate, promises don't.
Build for yourself first. You should be user #1. If you don't need it, you'll quit when it gets hard.
Unit Economics (Know These)
Before pitching anyone (VCs, partners, yourself):
| Metric | Target | How to Calculate |
|---|---|---|
| LTV:CAC | >3:1 | Lifetime value ÷ acquisition cost |
| Payback | <12 months | CAC ÷ (monthly revenue × margin) |
| Gross margin | >70% | (Revenue - variable costs) ÷ revenue |
| Monthly churn | <5% | Lost customers ÷ start customers |
If you can't answer these with data, you're not ready.
Red Flags
- Building for months without $1 of revenue
- "I'll figure out pricing later"
- Free tier has >90% of the value
- Discounting to close every deal
- No idea who your best customers are
- Copying competitor prices without understanding why