Folks, I think we got it
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Folks, I think we got it
In this episode, the speaker outlines the new pricing tiers for Flux, which includes two solo developer tiers and one team tier. The first solo tier charges $149 per project, which includes unlimited updates for life, while the second solo tier offers unlimited projects and also unlimited updates for $279. For teams, the pricing is subscription-based and starts at $349 per year for 1-5 developers, scaling up for larger teams. The speaker emphasizes that this pricing structure aims to create a good experience for solo developers while ensuring sustainable revenue from businesses.
The speaker shares insights about receiving feedback from the community, noting that many people reached out with constructive thoughts on the pricing model. This engagement with users is crucial in shaping the final offerings, and he expresses appreciation for the inputs from notable community members like Ian Lansman and Adam Wadden, highlighting how their suggestions played a role in refining the pricing strategy.
The episode discusses the decision to take down the pre-order option for Flux. The speaker explains that maintaining clarity during the transition period would be more beneficial than muddying the waters with uncertain pricing. He opted to create a simple email capture page for interested users instead, ensuring that they would be notified upon the official launch of Flux.
Throughout the podcast, there are candid moments where the speaker shares personal challenges, including the cost of healthcare related to a family member's hospital stay. This adds a human touch to the discussion, illustrating the personal stakes underlying the pricing decisions as the speaker balances business with personal responsibilities.
The speaker expresses excitement about future improvements and additional features for Flux, including subscription management and team capabilities. The goal is to enhance user experience continuously while ensuring that the software remains a valuable tool for both solo developers and teams.
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