Business · 50 items · 3 min read
Easier Pricing
For one-person digital products. Format: easier > harder. The right price means fewer customers to find and fewer to support, and it makes the business worth running.
Formulas#
- Customers needed = target yearly revenue ÷ yearly price. At $100k a year, that's 1,000 customers at $100, or 100 customers at $1,000.
- Price ≈ 10–20% of the value you create. This is a rule of thumb.
- Lifetime value = monthly price × margin ÷ monthly churn. The cost of getting a customer must stay well below it.
- When expansion revenue beats churn, revenue grows even with no new customers. (Net revenue retention above 100%)
Price level (1–12)#
- Pricing for 1,000 true fans > pricing for a million users. (Kevin Kelly)
- Price anchored to value > price anchored to your costs.
- Price anchored to what they pay today > a guess.
- In the middle of competitors or above > below all of them.
- A price that covers support > a price that ignores it.
- A price you can say without flinching > an apologetic price.
- Starting high with early-user discounts > starting low and raising later.
- Round, simple numbers > complicated math.
- One currency to start > many.
- Business prices for business users > consumer prices.
- Raising the price when conversion is high > leaving it forever.
- Price as a positioning signal > price as an afterthought.
Structure (13–25)#
- Subscriptions for ongoing value, one-time for finished goods > forcing one model onto everything.
- Charging per unit of value (sites, seats, sends) > a flat price.
- Tiers split by who they're for > tiers split by random feature caps.
- A generous free tier only when free distribution pays for it > a free tier by default.
- Limits at natural growth points > arbitrary limits.
- Add-ons for special needs > a bloated base plan.
- Annual with 2 months free > odd discounts.
- A premium done-for-you tier > do-it-yourself only.
- A simple pricing page > a calculator.
- Public pricing > "contact us."
- A trial with a clear end > free forever by accident.
- Grandfathering loyal customers > forcing price hikes on them.
- A setup fee on high tiers > free hand-holding.
Getting paid (26–37)#
- A merchant of record > handling global tax yourself.
- Card payments > invoices.
- Automatic renewals > manual renewals.
- Reminder emails for failed payments > silently losing them.
- Annual prepay > monthly only.
- A clear refund policy > deciding case by case.
- Self-serve receipts and invoices > email requests.
- Local payment methods where volume justifies them > everywhere at once.
- A pause option > cancel only.
- A downgrade path > cancel only.
- Proration handled by the payment system > doing the math by hand.
- One payment system > several.
Changing prices (38–50)#
- New prices for new customers > surprises for existing ones.
- Announcing increases early > springing them.
- Explaining what they get > just posting a new number.
- Testing on new visitors > changing it for everyone.
- Small yearly increases > rare big jumps.
- Adding value when raising the price > raising it alone.
- Discounts with a reason (students, nonprofits, launch) > random discounts.
- Few discount codes > coupons everywhere, which teach people to wait.
- Measuring conversion and churn after a change > guessing.
- Letting customers lock in the old price with annual before an increase > just raising it.
- Raising prices as the product improves > raising them on a stale product.
- Watching refunds > ignoring them.
- Reviewing price every 6 months > setting it and forgetting it.
If you keep only 5: #1 (1,000 true fans), #3 (what they pay today), #14 (per unit of value), #26 (merchant of record), #38 (new prices for new customers).