It's certainly possible to make a living on the App Store, but you can't depend on a megahit like Angry Birds or Tiny Wings.<p>My theory is that you'll need probably a dozen or so apps in the $1.99 - $4.99 range. The $0.99 point has too many psychological problems in terms of perceived value and competition to be worth it IMO. Ads also aren't a viable source of steady revenue for any non-Top 100 apps.<p>Each of my (paid) apps get downloaded around 10 times a day (and trust me, I have some pretty obscure apps [1]), so this theory is based on 10 apps * 10 downloads/day * $2.99 avg price * .7 Apple Tax = $210/day = $75k a year. That's not quite Google money, but it's all <i>you</i>, which (for me) makes up for the other $40k.<p>So there you have it: have a dozen moderate, long-tail successes to make good money on the App Store. And with what, 80 million? iOS devices in the wild, how hard is 10 downloads per day? (easier said then done, right? ;))<p>Other tips:<p>- MOST IMPORTANT: be well-designed. App Store buyers love that (take a look at Dylan's app, it's <i>very</i> pretty).<p>- If you can't design, then try stick with Apple's default look. It might not be unique, but it definitely won't be ugly.<p>- Have a reusable app design. It's so convenient to be able to write the core app once and just swap out data sources for each new app.<p>- Build apps fast and be agile; don't focus on one app for months on end without launching. MVP and get real-world feedback.<p>- Make it clear that your users can get in touch with you via email or Twitter. And then respond to them!<p>- Update often!<p>- Try Lite versions of your apps with In-App upgrades.<p>Full disclosure: this is what I'm trying to do :)<p>[1]: <a href="http://itunes.apple.com/us/app/brocabulary-new-and-improved/id320767043?mt=8&ls=1" rel="nofollow">http://itunes.apple.com/us/app/brocabulary-new-and-improved/...</a>