Why I Sell Source Code Instead Of Building Saas (and Make More Money)
Every developer I talk to wants to build a SaaS. Monthly recurring revenue, passive income, the dream.
I tried that. It didn't work for me. What did work? Selling source code.
Here's why I switched, and why it might be the better path for solo developers.
The SaaS Trap for Solo Developers
My first SaaS attempt was a project management app for freelancers. I spent 4 months building it. Beautiful UI, solid backend, proper authentication.
Launch day: 3 signups. Month 1: $0 revenue. Month 3: I shut it down.
The problem wasn't the product. The problem was everything around it:
- Server costs ($50/month before a single paying user)
- Customer support (people expect instant responses for $10/month)
- Feature requests (everyone wants something different)
- Churn (users cancel constantly)
- Infrastructure maintenance (updates, security patches, scaling)
As a solo developer, I was spending 70% of my time on non-coding tasks.
The Source Code Alternative
Then I tried something different. I packaged a SwiftUI component I'd built — a custom chart library — documented it, and put it up for sale.
First month: $200. Second month: $180. No servers. No support tickets. No churn.
Here's why selling source code works better for indie developers:
1. Zero Infrastructure Cost
No servers, no databases, no DevOps. Your product is a zip file. The only cost is the platform fee (Boosty takes ~10%).
2. One-Time Support
When someone buys source code, they own it. They don't expect 24/7 support. A good README handles 95% of questions.
3. No Churn
SaaS users cancel. Code buyers don't "un-buy" your code. Every sale is permanent revenue.
4. Build Once, Sell Forever
I have components I built 2 years ago that still sell weekly. I occasionally update them, but the core product hasn't changed.
5. Your Development IS Your Marketing
Every app I build uses my own components. When I share my work on Threads or Dev.to, I'm simultaneously building my portfolio and marketing my products.
What Sells (And What Doesn't)
After selling 27 products, here's what I've learned:
Sells well:
- Complete app templates (Tinder clone, Instagram clone, etc.)
- UI component libraries (custom charts, animations, navigation)
- Utility packages (networking layers, CoreData wrappers)
- Niche tools (SwiftUI code generators, Xcode extensions)
Doesn't sell well:
- Generic CRUD apps (too easy to build from scratch)
- Overly complex frameworks (developers don't want to learn your system)
- Outdated code (anything not supporting the latest iOS)
The Numbers
Here's my rough breakdown from the last 12 months:
- 27 products on Boosty
- Average price: $5-25 per product
- Best seller: SwiftUI animation pack ($25, 200+ sales)
- Monthly revenue: Consistent, growing
- Time spent on support: ~2 hours/week
- Time spent on new products: ~15 hours/week
Compare that to SaaS:
- 1 product
- $10/month subscription
- Need 100+ paying users to match
- 20+ hours/week on non-development tasks
How to Start
If you're a developer considering this path:
Build something you actually use. My best-selling products are things I built for my own apps.
Document obsessively. The difference between a $5 and $25 product is documentation quality.
Show the code in action. Record a 30-second demo. Screenshots of the running app. People buy what they can visualize.
Price fairly. $5-25 for components. $25-100 for complete templates. Don't underprice — it signals low quality.
Build in public. Share your development process. Every post is free marketing.
The Mindset Shift
SaaS requires you to be a company. Source code sales require you to be a craftsman.
I'd rather spend my time writing great code than managing infrastructure, handling support tickets, and fighting churn.
If you're a solo developer who loves coding and hates everything else about running a business — selling source code might be your path too.
I share SwiftUI development tips and behind-the-scenes of building digital products on t.me/SwiftUIDaily. Check out my products at boosty.to/swiftuidev.
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