Why $7.99 beats $0.99 One of the hardest decisions we had in making Zombies, Run! was the pricing. For newcomers: Zombies, Run! is a running game and audio adventure for the iPhone, iPod Touch, and Android (coming May/June) co-created by Six to Start and Naomi Alderman, in which you run in the real world while getting a story and zombie chases through your headphones. Should we follow the lead of almost every other successful game on the App Store and make it freemium or $0.99 -- or... well, it didn't seem like there was any alternative. So, how did we end up pricing it at $7.99, a price that isn't just more expensive than most games -- it's the most expensive game in the Top 200 paid apps, and for apps overall, it comes behind only Apple's own $9.99 offerings such as Pages and Numbers. In fact, it's insanity. A lot of developers and investors we've spoken to after launch do a double-take when they hear that the game isn't the standard $0.99 or $2.99 and they wonder how on Earth it's possible that such an expensive game with zero brand name, zero marketing spend, and zero advertising spend could even hope to breach the top 200, let alone top 100 grossing, for any extended period of time. Yet here we are -- Zombies, Run! has been out for over a month, during which it held the #1 position in Top Grossing Health and Fitness apps for two weeks (it's