> So for approximately 10 months work, $1.4M divided by 2 developers, so, annualized, about $1M/yr/developer.
$1.4 million is the all-time, sell out all your tokens maximum, assuming 0 piracy (because every pirate takes away from that 100k token ceiling), not for 10 months of work but for 10 months of work + all work going forward. Very, very few products are sustainable when their absolute all time revenue ceiling is a paltry $1.4 million. To argue that that ceiling is too high, that they should be selling for, what, $9.99 (all time revenue ceiling: $700k) or $2.99 ($210k lifetime max) is nuts.
> I'd love to have a labour of love that nets me around $250,000/year income as a base.
Then I'd suggest building good software and charging what you're worth. By playing the "a very polished piece of software is overpriced because it costs as much as the price of having a pizza delivered" game, you're only participating in the devaluation of your own skills.
So for approximately 10 months work, $1.4M divided by 2 developers, so, annualized, about $1M/yr/developer.
That's not including the fact that during the same time frame, they're developing and releasing more applications (sources of revenue).
That's some labour of love, even if you factor in 3 more years of ongoing maintenance and development.
I'd love to have a labour of love that nets me around $250,000/year income as a base.