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2 college students built a $20K/month app by pricing it like Robux 😳

Starter Story

Two college students with no coding experience built a track athlete app generating $20,000/month by adopting Robux-inspired pricing psychology. They offer $10 monthly and $30 yearly subscriptions, deliberately targeting young athletes' spending habits of frequent small purchases rather than large upfront commitments.

Summary

According to the transcript, two college-aged entrepreneurs without any developer background have created an app for track athletes that generates $20,000 per month in revenue. Despite having zero coding experience, they successfully launched and monetized the product. Their pricing strategy centers on $10 monthly and $30 yearly subscription tiers. The founders emphasize that they conducted extensive testing on the yearly package pricing structure, recognizing that while the yearly option isn't significantly more expensive than monthly ($30 vs $120 annually), their target demographic—young student athletes—won't spend large amounts upfront. Instead, they've modeled their pricing psychology after gaming microtransactions like Robux and V-bucks, understanding that their young audience is accustomed to spending $10-20 here and there on digital purchases. This approach acknowledges that their demographic prefers incremental spending patterns familiar from gaming rather than traditional subscription models that require larger commitments.

Key Insights

  • The founders discovered through testing that their young athlete demographic won't spend $60-70 on training programs despite the yearly subscription being better value than monthly
  • They modeled their pricing after gaming currency systems (V-bucks, Robux) because young users are conditioned to make frequent small purchases of $10-20 rather than large commitments
  • Two college students with zero coding experience built an app generating $20,000/month revenue
  • The founders offer both $10 monthly and $30 yearly subscription options, with pricing deliberately designed around their understanding of young athletes' purchasing psychology
  • The founders acknowledge their demographic's familiarity with gaming microtransactions makes them more willing to spend money in smaller increments across different digital products

Topics

Pricing strategy and psychologyMicrotransaction-inspired monetizationCollege entrepreneurshipNo-code/low-code app developmentTarget demographic spending behavior

Transcript

[0:00] Just the other day, these two college guys DM'd me saying they're making $20,000 a month with an app they built for track athletes, [music] but they're not developers, they have zero coding experience, and they're still in college. >> We have our $10 monthly subscription and a $30 yearly subscription. We've done a lot of testing with our yearly package because we know the yearly to monthly subscription isn't that much, but you have to remember our demographic is young kids. They're not going to spend $60, $70 on a training program. They just, you know, they want to buy V-bucks, Robux, and stuff. So, they can spend $10, $15, $20 here and there.

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