Why Subscriptions Ruin Mac Software
The case against the SaaS-ification of desktop apps, from someone who runs an indie Mac shop and refuses to ship a subscription. The economic, cultural, and technical reasons it's making Mac software worse.
Disclosure first: I run an indie Mac shop. Every app I ship is one-time purchase with a lifetime license, priced from $4.99 to $14.99 depending on the app. I have a financial interest in subscription software being unpopular. So consider this argument biased and read it accordingly.
That said, I've been a Mac user since the PowerPC era and a Mac developer for half a decade, and the period from roughly 2018 to today has been the worst stretch for Mac software economics in my lifetime. The cause is the same one that's been quietly chewing through everything else in software: subscription pricing applied to desktop apps that don't need it.
This piece is the long-form case for why that's bad, not just for users (which is obvious) but for the Mac platform as a whole, for the indie developer ecosystem, and for the kind of software that historically made Mac feel like Mac.
The pivot, in three years
Roll the tape on a sample of formerly-perpetual Mac apps that switched to subscription:
- 1Password, moved from local-first one-time license to cloud-only subscription in 2017. The 7.x perpetual version still works for paid customers but is no longer sold or updated. The 8.0 version is Electron, subscription, and account-required.
- Ulysses, moved from one-time $44.99 to $39.99/year in 2017.
- Day One, moved from one-time to subscription in 2018, then was acquired by Automattic.
- Tweetbot, was one-time, then subscription, then dead because Twitter killed third-party API access.
- Fantastical, moved from one-time $40 to $4.99/month subscription in 2020.
- iStat Menus, moved to subscription in 2024.
- Bartender, sold to a holding company in 2024, perpetual still available but with shifting messaging.
- Paste, Pastebot, Paste went subscription in 2017; Pastebot stayed one-time but raised the price.
- CleanMyMac, was already subscription-leaning, fully went there.
- Setapp, entire model is subscription.
Each of these moves was rationalized by the developer. The aggregate effect on the Mac user is something else entirely: a steady inflation of "I just want to try this app" into "I just want to commit $50-100/year of my budget to something I'll forget I'm subscribed to."
Argument 1: Most desktop software does not need ongoing infrastructure
The original SaaS model was for apps where the value really did come from a continuously-running server. Salesforce, Google Workspace, Slack, these have real infrastructure costs that scale with usage and need ongoing engineering effort just to keep the lights on.
A clipboard manager does not. A screenshot tool does not. A calendar overlay does not. A microphone mute toggle does not. A color picker does not. Most of the indie Mac apps that have moved to subscription pricing do not have meaningful server infrastructure. Their costs are: developer salary, code-signing certificate ($99/year from Apple), website hosting ($10-50/month), and macOS-version-compatibility maintenance.
None of those costs scale with the number of users in a way that justifies recurring revenue. They scale with engineering complexity, which is bounded by the developer's choices. A small focused app with no server backend can be maintained on a fraction of one full-time developer's time. The subscription justification fails the math test.
Argument 2: Subscriptions distort feature priorities
A subscription customer who feels they aren't getting "value for money" cancels. A one-time customer who feels the app is fine just keeps using it. The two business models reward different developer behaviors.
Subscription developers feel pressure to ship visible new features every release cycle. The features don't necessarily make the app better at its core job. They make the app feel like it's evolving fast enough to justify the recurring fee. This is the bloat treadmill.
One-time developers feel pressure to make the app reliable, performant, and supportable. They earn revenue from new customers, not retained ones, so the marketing message is "this app does X well" rather than "look at all these new features."
Compare any subscription app's release notes to any one-time app's release notes. The subscription notes are full of feature additions, theme packs, integrations. The one-time notes are full of bug fixes, performance improvements, and macOS compatibility updates. Each is doing what their economic model rewards.
Argument 3: Subscriptions break the "I'll just install this and forget about it" model
The indie Mac aesthetic, at its best, is software that you install once and stop thinking about. The app does its job, gets out of your way, and updates quietly when needed. You discover ten years later that it's still doing its job and you've never thought about it once.
A subscription app cannot offer that. Every month or year, the app reminds you that it costs money. If you let your subscription lapse, the app stops working or downgrades. If your credit card expires, you get an email. If the developer raises prices, you're put through a decision again. The app is permanently in your peripheral attention.
The indie Mac magic of "install and forget" is incompatible with subscription pricing. You can have one or the other. The market chose subscriptions and lost the magic.
Argument 4: Subscriptions privilege the developer over the user permanently
One-time-purchase software has an asymmetry that favors the user: you have the binary, you have the license, the developer can't take it away. If the developer pivots to a worse direction, you can just keep using the version you bought. If the developer disappears, the app keeps working until macOS breaks compatibility.
Subscription software has the opposite asymmetry: the developer holds the kill switch. The app phones home, validates the subscription, and stops working if the answer is no. If the developer pivots, you have no fallback. If they go out of business, your data may go with them. If they raise prices unilaterally, your only choice is to leave or pay.
This isn't a hypothetical. Tweetbot users found out in real time when Twitter killed third-party API access, Tapbots offered prorated refunds, but the app itself died on a date set by Twitter, not the user. Day One users found themselves moved to a different company's subscription terms after Automattic's acquisition. Setapp users have watched apps come and go from the catalog without their input.
Argument 5: Subscriptions homogenize indie software toward SaaS aesthetics
This is harder to quantify but the effect is real. Subscription software has to feel like it's worth a recurring payment, which usually means it has to feel like a "service" rather than a "tool." The UI shifts toward dashboards. The interaction model shifts toward accounts and login screens. The branding shifts toward the kind of professional polish that B2B SaaS rewards. The software starts to look like Salesforce.
Indie Mac software at its best looks like a craftsperson made it. There's something idiosyncratic about it. The icon has personality. The app makes one weird design choice that you grow to love. The app's tone is opinionated. None of these qualities survive being compatible with the SaaS aesthetic that subscription pricing inevitably pulls software toward.
Compare BBEdit to its 2024 peers. Compare Things 3 to Notion. Compare iA Writer to Notion or Coda. The non-subscription apps have idiosyncratic design DNA. The subscription apps look interchangeable.
The counterargument: but ongoing development costs money
The honest counterargument from subscription developers is real. They argue that perpetual licenses with major-version upgrades stopped working when the App Store made paid upgrades almost impossible to ship. The App Store does not let you charge existing customers for a new version of the same app. So the only way to monetize ongoing development is either to charge again under a new product name (annoying) or to subscribe (annoying, but at least continuous).
This is true. The App Store's lack of paid upgrade pricing is a real problem and it has done real damage to indie Mac economics. Apple should fix it. They have not, in fifteen years.
Indie developers can route around it by selling outside the App Store with their own e-commerce (Polar.sh, Paddle, Gumroad). Major-version upgrades become a separate product the customer can choose to buy or skip. This works. Many indies do it. The TeenyApps catalog does it. It's not as smooth as the App Store would be if Apple supported it, but it's available to anyone who wants to do the work.
The counterargument: but cloud sync and AI cost money
Some apps have genuine ongoing infrastructure costs. AI inference, large-scale cloud sync, real-time collaboration. For these, a subscription is not crazy.
The dishonesty is when an app with no real infrastructure adds a thin cloud-sync feature specifically to justify the subscription pivot. The feature is not the point. The recurring revenue is the point. A discerning user can usually tell the difference between an app that genuinely needs to phone home and one that's pretending to.
Tot, for instance, has iCloud sync but uses Apple's CloudKit infrastructure (which is free for the developer up to thresholds most indie apps never approach). Iconfactory keeps Tot one-time. Things 3 is the same. The "we need a subscription for sync" claim is often a choice, not a requirement.
What good subscription pricing looks like, when it must exist
A few principles, for the cases where subscription is unavoidable:
- Make the app work degraded but functional after subscription lapse. Don't lock the user out of their data. Mimestream, for example, falls back to read-only after lapse. Kagi search degrades to a daily quota.
- Offer a perpetual fallback. Sketch sells perpetual + 1 year of updates as an alternative to subscription. Some Affinity tools do similar.
- Be honest about price increases. Notify users 90 days before raising fees, with the option to stay on the old price for the current term.
- Don't tie the desktop app to a hosted account. If the app must be desktop-only (clipboard manager, screenshot tool), don't add account requirements just to enable a subscription.
- Price in proportion to ongoing infrastructure cost. A clipboard manager subscribing customers $5/month is taking $60 per customer per year for what is realistically $2 of infrastructure cost. That ratio is the bad-faith zone.
What users can do
The market response to subscription software has been mixed. Some users absolutely refuse to install subscription apps, stay on one-time alternatives, and quietly seethe. Some users pay every fee without thinking and end up subscribed to thirty apps they barely use.
The healthier middle is to be deliberate. Look at your subscriptions every quarter. For each one, ask: does this app need to be a subscription, or did it just happen to pivot to one because the developer found that more profitable? If the second, look for a one-time alternative.
Most categories have a one-time alternative. Maccy for clipboard. Shottr for screenshots. Stats or TeenyStat for system monitoring. The one-time-purchase Mac apps list covers the broader catalog.
What developers can do
This is harder. The economics of one-time-purchase indie Mac software are not easy. Most indie developers who try fail and end up doing client work for a salary instead. The ones who succeed usually do it through scale: multiple apps, each priced affordably, supporting each other through shared marketing and customer overlap.
The TeenyApps catalog is structured this way. Nine apps priced from $4.99 to $14.99, each single-purpose, native Swift. None of them would survive as a standalone business. As a family they cover their costs, support a single developer, and demonstrate that the one-time-purchase Mac shop is still viable in 2026.
Other indie devs doing the same: Sindre Sorhus's nine-app catalog, Iconfactory's roster, Flying Meat (Acorn), Bare Bones (BBEdit), Cultured Code (Things). The model works. It just requires different growth math than the SaaS investor playbook.
The cultural argument
The Mac is a platform that has historically valued the indie developer. The platform has rewarded craft, design polish, opinionated decisions, and small teams shipping idiosyncratic products. The era from roughly 2008 to 2017 was probably the high water mark, the App Store was new, indie devs were thriving, and one-time pricing was the norm.
The subscription pivot is the slow erosion of that culture. As more indie apps move to subscription, fewer customers are willing to install new apps, because every install is a commitment. Indie devs who refuse to subscribe-ify lose growth to those who do. The signal that "Mac is where indie software lives" weakens. New developers see the trend and skip Mac entirely.
The Mac doesn't have to lose this. But it requires both users and developers to keep choosing the older model deliberately.
The bottom line
Subscriptions are appropriate for some software and inappropriate for most desktop software. The pivot of indie Mac apps to subscription pricing has not been driven by genuine economic necessity in most cases. It has been driven by the SaaS playbook spreading from B2B into consumer software, by Apple's failure to fix paid upgrades, and by venture capital encouraging recurring revenue regardless of fit.
The Mac platform is worse for it. The cure isn't legislation or boycotts. It's installing the apps that haven't subscribed and being honest about the trade-off when an app you love pivots away from one-time pricing. Sometimes the right answer is to migrate. Sometimes the right answer is to stick with the older version and accept that the app is no longer being developed for you. That choice should remain yours.
Nine indie Mac apps. None of them subscribe.
The TeenyApps family is built on the principles in this article. Each app: $4.99 once, lifetime, no account, no subscription, no telemetry beyond Sparkle update checks.