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Apple relents: in-app purchase for free apps allows demo-to-paid

Big news coming down the pike today for App Store developers. Apple has finally relented on a sticking point in the developer agreement, allowing in-app purchases for free applications. Finally, developers can distribute a free trial version of their applications, unlocking features from directly within the app as users request them (and pay for them). Until now, developers had to deliver two applications, with two unique identities, and no simple way to share data from the trial to the full version. (Yes, you could have used servers and shared keychains, but that's burdensome and kind of pointless.)

What this news means is that developers can unify into a single application. One project to maintain and support, one place to consolidate reviews, one application sandbox for a single set of application data. Earlier today, Mike S. mentioned Gas Cubby and Gas Cubby Lite -- now there could be only one version of the app, with an 'upsell' inside to go from the light to full feature set.

Expect to see these free-to-paid apps hit the store within the next few weeks. Apple will likely be deluged with new apps to review based on this news. Visit the App Store Resource Center for more details and check your e-mail account for the developer news that went out to all iPhone devs today.

Q&A: Readers ask: "How will this affect the no reviews situation for free apps." Good question. Apple is going to need to sort that out. Since in-app purchases are registered to an iTunes account and associated with an application, it shouldn't take much work to limit reviews to those who have purchased something in a free app. We'll have to watch for this to happen because as things stand now, if you download an app, you get to rate it and developers know that free apps are thoughtless review magnets.

"How will you deliver binaries?" All the functionality must already be built into the app. StoreKit allows you to unlock those features when users pay a fee. You can download data or extend a web based service but you can't download additional executable binary components.

"Will I have to buy this twice for myself and other members of my family?"
No, not if you both sync to the same iTunes account. It works the same as with applications. One app that has bought an upgrade extends to all apps for that same account. Each time your app launches, developers will check with App Store and restore any purchases that have already been made. So if you buy your upgrade on an iPhone, that upgrade will propagate to your iPod touch when it checks in.

"Will this help in anti-piracy measures?" Definitely. StoreKit allows developers to validate receipts, ensuring that unlock codes are only sent to paying customers. Add a hash-check algorithm for the current device and developers have better control over who gets to use their applications.

"What about promo codes?" I think Apple has learned its lesson about free apps/promo codes. I'm betting that they've already thought about a way to distribute in-app purchases via promo codes.

"What about people who have already bought apps?" Admittedly, this news is currently best suited for new products than existing ones. Devs who have built in shared keychains already have a slight leg up but for the time being you'll likely want to at least consider a new product that leverages this ability rather than trying to retrofit.

As for people who have already bought a paid version whom you want to support while migrating to a free demo/in-app purchase model, you're likely going to encounter trouble until Apple irons out its policies and its solutions. Again, I expect Apple to provide some sort of solution shortly.

And why all this trust in Apple? Any move that benefits developers ends up benefiting Apple in the end. This was a smart move on Apple's part, it's a good move for users, and for developers too. And it still has a long way to play out so keep watching for Apple's next steps.

"Who are the biggest winners here?" It's the people who have been putting out free and ad-support apps. They now have a way to turn off those ads and to solicit donations. In-app purchase doesn't have to be about buying and unlocking features. It provides a real solution for free apps to monetize, and for Apple to transform a huge part of their store into a paying model.

"Can free app devs charge an in-app purchase for nothing (i.e. donation)? Can the user repeat purchases or pick the amount?" Apple provides several kinds of purchase types and those purchases can be applied in multiples. For example, you can buy 5 hit point boosters or make 5 donations of $1. So yes, that model does work for donations.

"Can devs now charge for updates?" Not unless those new features are added as unlockable items. Again, this is something that Apple will likely address given the great demand for exactly that. Expect to see new App Store terms of service should that happen because the current one uses a "buy once, use and upgrade forever" model.

"What kinds of limitations should I think about?" TUAW reader Scott Kveton suggest the following in the comments for this post. He writes, "The key is keeping the app under 10 MB so it can be downloaded without wi-fi. A lot of developers can just 'unlock' functionality but when you get into actually delivery potentially large(ish) content to the device that's not possible. It also opens up the possibility to make the apps that much smaller on initial 'purchase' and then download content on the fly."

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Big news coming down the pike today for App Store developers. Apple has finally relented on a sticking point in the developer agreement,...
 

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David Winograd

Is there a minimum charge for an in-app purchase?
I can see a problem where either a cheap or free app is offering something little, like the clockface we saw in Night Stand last week, and has to charge a minimum amount, like US$.99.

This will be a lot less of problem with free apps and paying for functionality. Anything can be worth a buck looking at it that way.

But what about the little stuff. My guess is that US$.99 will be maintained since it costs something to process an order, but it also means that apps won't be able to do little incremental changes.

October 16 2009 at 6:02 PM Report abuse rate up rate down Reply
Proxima

I suspect that part of the reason Apple did this is to remove some of the workload in the app approval process. Now they won't have to approve TWO apps for a title, only one. And as a side effect it should cut down some of the cruft in the appstore as well.

October 16 2009 at 12:09 PM Report abuse rate up rate down Reply
rotane

So, what if someone wants to buy a full app right away? They have to get the free demo app and then upgrade from within this app?

Or, developers are still stuck with providing two versions, one demo app and one ootb full app.

October 16 2009 at 9:16 AM Report abuse rate up rate down Reply
MacBookOwner

I had also heard that in-App purchases were locked to one iPhone, someone who bought one of the GPS Navigator programs claimed that was what happened (on Macworld's messageboard)

Great news if its not true.

(and what is with all the spam on TUAW's comments lately?)

October 15 2009 at 9:55 PM Report abuse rate up rate down Reply
Noah

BALLOON KID WAS FOUND. He was hiding behind the couch at home the entire time. Go figure.

October 15 2009 at 6:52 PM Report abuse rate up rate down Reply
no name

great, now we gonna see even more greedy developers shoving out "free" placeholder apps that will not do anything until you purchase more content.

October 15 2009 at 6:31 PM Report abuse rate up rate down Reply
1 reply to no name's comment
KeynoteKen

That's my take on it, too. Oh well, it was nice while it lasted.

October 15 2009 at 7:50 PM Report abuse rate up rate down Reply
Rick Maddy

In app purchases are tied to your iTunes account, just like the app itself. You won't have to repurchase anything.

October 15 2009 at 6:17 PM Report abuse rate up rate down Reply
Rick Maddy

While this is good news for apps like mine with lite and full versions there seems to be one major hole. There does not appear to be any way to ensure that existing customers of paid full versions will never have to pay again in the future to keep the full functionality.

October 15 2009 at 6:16 PM Report abuse rate up rate down Reply
2 replies to Rick Maddy's comment
Jeremy

Yeah, this is what I was thinking. If I have a paid app right now, and I want to switch to the free-demo-with-in-app-purchase model, there's no way to make it so existing paid users still get the full version for free.

October 15 2009 at 7:38 PM Report abuse rate up rate down Reply
Rick Maddy

A bunch of us are discussing this on Apple's message forum at https://devforums.apple.com/community/iphone

October 15 2009 at 7:46 PM Report abuse rate up rate down Reply
Michael

From the developer perspective, another big good side effect of this:

Apps that use this are checking with Apple's servers for the OK that the user had purchased content. That should greatly reduce piracy of iPhone apps--or at least make piracy a lot harder.

Even the most basic way of storing some flag "they paid" when the check completes would be done differently by each developer. Making any "one-click-to-crack" tools much more difficult than they are now.

October 15 2009 at 6:03 PM Report abuse rate up rate down Reply
geprieto

At last! The App store info, photos and (lack of) reviews makes me shiver every time I buy something. And downloading the "lite" version is not always the same...

October 15 2009 at 5:54 PM Report abuse rate up rate down Reply
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