zero one zero dave wraights blog …


Universal App – One Price, Two Code bases – Merging nightmare

I'm working on the iPhone release of Landing Soon and I've been struggling with how to release two apps from a single (currently) universal project.  I started the app with the intention of selling a single binary with both apps packaged inside it; however I came across a few issues with this approach.

The problem comes about when you upload a single package to iTunes Connect with both binaries;

  1. I can't set separate prices for each binary (iPhone/iPad)
  2. It's not clear that when a sale is made of the universal that it's because they wanted it on the phone or for the iPad
  3. There's no way to release different versions separately, if you update the iPad code it automatically updates the codebase for the iPhone.

The first reason I would wont two products is simple - the iPad is my primary market and hence I'll be devoting significantly more resources on this platform (mostly because of screen size affords me the ability to create a much more simplified UI) and therefore I feel I can warrant a slightly higher price tag.

There are simply some things a larger screen size lets you do that the iPhones' screen cannot - the Landing Soon dashboards are a perfect example.

On the second point regarding "who's downloading what" - if I knew that people are buying the iPhone app over the iPad version then I'd have to rethink my allocation of effort.

Until this afternoon when someone suggested I use two build targets and restructure my build process I wouldn't have even thought it possible to get two separate products from the same code base - so that's what I'll be doing over the next week...

The iPhone version will most likely be a whole dollar cheaper than the iPad version but will contain most (80%) of the feature set.