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How to price your side project: a practical guide for indie makers

Digital Underground · 4 min read

Learning how to price your side project is one of the most uncomfortable parts of shipping. Price too low and you attract people who will never value the work. Price too high without explaining why and nobody tries it. The good news is that pricing is not a one-time guess. It is a decision you can test, adjust and improve, and this guide walks through how.

Start with the value, not your costs

Your hosting bill and the hours you spent building are real, but buyers do not see them. They see what the product does for them. Ask:

  • How much time or money does this save the user each month?
  • What are they using today instead, and what does that cost (in money, time or frustration)?
  • Is this for work, where someone else may pay, or for personal use, where people are more price-sensitive?

A tool that saves a freelancer an hour every week can support a much higher price than a nice-to-have utility, even if the second one was harder to build. Costs set your floor; value sets your ceiling.

Pick a pricing model that matches how people use it

One-time purchase

Works well for tools people use occasionally, templates, ebooks, games and offline apps. It is easy to understand and easy to say yes to. The trade-off is that income stops when new sales stop, so plan for paid major upgrades or new products.

Subscription

Fits products with ongoing costs or ongoing value: anything that syncs, hosts data, or gets regular updates people rely on. Offering both monthly and a discounted yearly plan is common and gives buyers a choice.

Free plan plus paid upgrade

Useful when the product gets better the more people use it, or when trying it is the best way to sell it. Be strict about what is free: the free plan should be genuinely useful but leave a clear reason to upgrade, such as limits on volume, advanced features or commercial use.

Pay what you want

Good for building goodwill and an audience, especially for creative work. Set a suggested price; many buyers will use it as a guide.

Look at the alternatives, then position yourself

Make a short list of the products your users would consider instead, including the "do it manually" option. Note their prices and what you do better or differently. You do not need to be the cheapest. Being the simplest, the most focused, the offline option or the one with no account required are all reasons people pay more. Pricing far below every alternative can actually make buyers suspicious of quality.

Keep it simple

For a side project, one or two options is usually enough. Every extra tier is a decision the buyer has to make, and confusion stops sales. If you add tiers later, make the differences obvious and name them by who they are for ("Personal", "Pro", "Team") rather than by abstract labels.

Test with real buyers, not surveys

Asking "would you pay $10 for this?" produces unreliable answers, because saying yes costs nothing. Better signals:

  • Put a price on it early. A real checkout, even for a beta or presale, tells you more than any poll.
  • Talk to people who bought and people who didn't. Ask buyers what nearly stopped them, and ask visitors who left what they expected the price to be.
  • Change one thing at a time. If you adjust the price, keep the page and the traffic sources similar for a while so you can tell what made the difference.

Raising prices without drama

Most makers underprice their first version and should raise prices as the product improves. A few ways to do it well:

  • Announce the change ahead of time and let people buy at the current price until a set date.
  • Keep existing customers on their original price if you can. It builds loyalty and costs little.
  • Tie the increase to something concrete: new features, better support, more templates.

Make the price page do its job

  • Show the price clearly. Hiding it behind a signup makes people assume it is expensive.
  • Say exactly what is included and whether it is one-time or recurring.
  • Explain the refund policy in one line. A fair, clear refund policy reduces the risk of buying.
  • Answer the two or three questions buyers always ask, right next to the button.

Discounts: use them sparingly

Launch discounts, holiday sales and student pricing can all work, but constant discounts teach buyers to wait. Give every discount a clear reason and an end date, and honor that end date.

A quick pricing checklist

  1. Write down the main value the product delivers and who it is for.
  2. List the alternatives and their prices.
  3. Choose one model and at most two options.
  4. Launch with a real price, even if it feels a little high.
  5. Talk to buyers and non-buyers, then revisit the price after you have real data.

Want a free item to lead into your paid one? See the free-to-paid ladder.

Show your price where buyers are browsing

When you are ready, list your project free on the Digital Underground Developer Marketplace. Your price label appears on the card, buyers check out on your own site, and there is no fee or cut of sales. You can also enter the Maker League to put your project in front of other makers.

List your project free

Paste your link, check the details we fill in, and go live after a quick automatic check. No fees, no cut of sales.

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