The App Store Effect: Are iPhone Apps Headed for Oblivion?

It’s uncanny. When known software gets repackaged for iPhones and iPod Touches and passes through the hallowed gates of the App Store, something happens: Almost invariably, it gets cheaper. Waaay cheaper. Good right? Well, not always.

The App Store is a strange new place for developers. Veterans and newcomers engage in bareknuckle combat, driving prices down to levels people wouldn’t have imagined charging just a few years ago. Margins drop to razor-thin levels while customers expect apps to get cheaper and cheaper, but with ever increasing quality and depth.

For developers, for other software platforms and potentially for the increasingly fickle customers themselves, it’s uncharted, and treacherous, territory. But the most bizarre thing of all is—in an effort to keep people in the App Store, and to prevent competitors from getting a toehold in the mobile app business—Apple’s charting a course straight into it.

“The App Store is a very competitive environment,” says Caroline Hu Flexer, co-founder of Duck Duck Moose, an indie developer of children’s edutainment apps like Itsy Bitsy Spider. “As an independent developer without a large PR budget or well-known brands, it can be very challenging, and you’re pretty much at the mercy of Apple.”

The Problem


Most iPhone apps had no life before the App Store, and currently have no life outside it. But with those that did, you start to see a pattern. App prices could reasonably be expected to fall over time—an older game is worth less to customers than a newer game, and with other types of software, a late-stage price drop is a great way to scoop up late adopters. What’s strange, though, is how prices dramatically collapse after hitting Apple’s store.

Two weeks ago we flagged some bizarre differences in pricing between equivalent PSP and iPhone games. Big titles, like Tetris and Fieldrunners, were inexplicably cheaper on the iPhone, even in cases where it was executed better. This didn’t make a whole lot of sense. As it turns out, it had nothing to do with Sony and the PSP, and everything to do with the App Store.

As you can see in the chart above, many apps and services take a price dip in the App Store. Zagat’s premium To Go guides cost a healthy $4/month for Windows Mobile phones, but sell for just $10/year on the iPhone. CoPilot 7, a navigation app, used to set you back a full $200 on a Microsoft-badged device (later lowered to $100); the much-improved version 8 sells in the App Store for a measly $35 today. The premium version of WeatherBug runs $5 for people who happened to buy BlackBerry’s touchscreen phone, but just $1 for anyone who bought Apple’s. VR+ voice recorder, a full-featured dictaphone app, runs $30 on BlackBerry, and an incredible $2 in the App Store. So how can this little App Store, itself a subsection of the iTunes store, squeeze so many developers to the point of near-suffocation?

Update: The BlackBerry Weatherbug app boasts a few extra features over the iPhone app, including push notifications. This accounts for some of the price difference

The Economy

Some of this is pure Econ 101: The store serves a massive, captive audience that’s pre-trained to spend money in iTunes. The promise of higher volume makes it easier for developers to lower prices, which they use, along with interesting features and clever marketing, to set themselves apart from the competition.

If things work out just right, the App Store can move a lot of software for you. Spread your lower margins over tens of thousands of sales, and your $2 app could make just as much, if not more, than your old, slower-selling $30 app did. The App Store recently passed the 2-billion-download mark, and there are likely well over 50 million App-Store-ready devices in peoples’ hands right now. A vast majority of these downloads—averaging an insane 35 per device—will likely have been free. Only Apple knows just how many. But even if just 5% of the 2 billion downloads were paid for, that’s one hell of a market.

It’s true that prices are falling as more and more iPhone and iPod Touch owners enter the market. But prices won’t stop falling. And more and more developers from all over the world are submitting apps, too, so fewer devs are guaranteed visibility. Not all of the people investing time and money in their products are reaping the return they (reasonably!) expected.

Newsweek’s exposé on the end of easy money at the App Store goes a long way toward making the case against going all-in as an iPhone dev. Not only are development costs high, while success appears to be basically randomized. But the story doesn’t explain exactly what happened to make the situation so grim.

The Culture

Giz stories rage about app prices all the time, and in your own private way, so do most of you. Buying $1 songs and $2 TV shows has given us an expectation that apps should be cheap, no matter what their use. The glut of free apps you see filling out the app charts every day doesn’t help either. Software is worth less to us now, even though we use it more.

I spoke with Steve Andler of Networks In Motion, the company that makes Gokivo. It’s an app that we savaged for its introductory price of $10 a month, which then dropped to $5 a month a few weeks ago.

Andler explained reaching the unrealistically low costs with one thing: diminished features. Their app pulls up-to-date map, traffic and POI data from NIM’s servers in real time, meaning that—beyond developer costs—they have to constantly pay for new, fresh data to pass on to their customers. But even at $5 a month, it’s just about impossible for Gokivo to compete with an app like MotionX GPS Drive, which is $3 a month, or $25 per year.

Andler says there are subtle differences in services offered, which is true—MotionX, for example, doesn’t yet read street names aloud when it gives you directions—but your average user probably doesn’t know this, and there’s a good chance MotionX might add it in an update later on, as their market share and revenues grow. But the damage is done. The app-buying customer is spoiled: As far as we are concerned, turn-by-turn GPS apps should now cost no more than $3 a month, period. This is the new retail, and it’s weird.

Loren Brichter, father of Tweetie, is used to getting yelled at by jaded app shoppers. He’s charging $3 for Tweetie 2, an update—but a whole new version, really—of his well-established Twitter app. Offering the software as a free upgrade isn’t realistic for him:

I priced Tweetie at $2.99 not based on how much work I put into it (it would have been more), or to try and undercut other apps (it would have been less), but simply because I felt like $2.99 was a reasonable price to pay for a Twitter client. Impulse purchase, but not bargain-basement. I never liked playing pricing games either—a popular pastime of other App Store devs. It’s always been $2.99, and will probably always be $2.99.

His decision wasn’t easy. And even though his app is the darling of the tech press, and has hundreds of great user reviews, he’s being lambasted for charging three measly dollars for a high-quality app that people will use again and again and again. Before the App Store, a complaint this petty wouldn’t have even made sense.

Apple

From the outside, it appears that Apple is encouraging a race to the bottom. The top 10 lists in each App Store category—one of the only ways for an app to get any meaningful amount of iTunes visibility—are almost exclusively the territory of low-priced impulse buys, and are hard to cling onto for more than a few weeks at time. Flexer, of Duck Duck Moose, says she’s experienced it firsthand:

The ranking by volume (as opposed to revenue) on the App Store seems to drive the prices of apps down. Aside from being featured by Apple, exposure of an app is dependent on its ranking in the top lists, so developers lower prices to obtain a higher ranking.

This is echoed and amplified by the makers of Twitterific, an app that, in a bid to stay competitive, saw its price fall from $10 to $4, despite active development and a growing featureset:

While these changes represent perks for users, it also means that sustaining profitability for a given piece of software in the App Store is nearly impossible unless you have a break-away hit.

And if things don’t change?

Myself and others like me will have no choice but to focus our development efforts elsewhere.

With yesterday’s announcement that Apple is allowing free apps to include in-app purchases, things just got even more tumultuous. Depending on how this is handled, the top “free” apps could all be paid apps in disguise. Either that or the paid app rankings will be dominated by free-on-a-trial-basis teasers. In either case, the rankings open themselves up for opportunistic abuse, and the highest goal for any honest, talented app developer—to just crack that list—just became more uncertain.


This is disastrous for developers, even if it’s mostly incidental, and a function of Apple trying to sell apps like they’ve been selling music for years, despite a totally different set of product types and customer needs. But Apple’s effect on pricing goes well beyond incidental. At least in some cases, Apple calls the shots.

A high-profile dev team that has sold a number of apps in the store since the earliest of days, and who accordingly wishes to stay anonymous, told us as much. When they approached Apple with their first app, they had a price in mind. Apple told them it was too high, and that they’d need to cut it to succeed. They chopped it in half. Even then, Apple told them to “be careful.”

This company made out fine, since they were in a position to adapt. However, to play the volume game, they had to restructure their entire philosophy around a pricing structure that, just months before, would’ve seemed ridiculous.

With over 2 billion data points to graph and filter to their heart’s content, Apple understands the App Store climate better than anyone else possibly can. As such, their advice is probably golden. Which is okay if you’re a relatively nimble, single-purpose company, and you can afford to risk restructuring everything you do around their store, and your costs can be covered at whatever price you evidently need to set to sell at a certain volume. But you’ll just want to keep in mind that their advice is self-interested. Apple wants cheap apps, to keep people buying them, and to keep other stores firmly in the second tier—and they’re not afraid to say it. From Apple’s last quarterly report to investors, a line they’ve been echoing since the store opened:

[Apple] also expects competition to intensify as competitors attempt to imitate the Company’s approach to providing [digital app distribution] seamlessly within their individual offerings or work collaboratively to offer integrated solutions…While the Company is widely recognized as a leading innovator in the personal computer and consumer electronics markets as well as a leader in the emerging market for distribution of third-party digital content and applications, these markets are highly competitive and subject to aggressive pricing.

You don’t need to look back any further than the launch of the iTunes music store to see an Apple that will do everything it can to push other peoples’ prices down for their benefit. Of course, they can’t really fix prices for apps—they’re not songs or movies, and each one does something different—but they can nudge like hell.

What Happens Now

So what does the App Store Effect mean, right now? In the short term, we’ll get lower prices. This is great. But in the long term, it might not be sustainable.

The promise that sales volume will make up for the rock-bottom prices you need to charge just to be seen in your app category seems increasingly hollow, and to put it bluntly, if developers don’t have a chance in hell of recouping their fees, they’ll stop trying. And I’m not talking about 99-cent iFart app spammers here—I’m talking about big players who already make money selling software. If the navigation companies, the big game studios and the premium content providers can’t thrive in the App Store, they’ll have to leave; even playing in Apple’s sandbox threatens and undercut their (sometimes much more crucial) product lines elsewhere.

And don’t forget, Palm and Android fans, this App Store Effect sends ripples well beyond the App Store. Customers expect to see functionally identical apps priced the same way across platforms, because to us, that’s what makes sense. Can devs really afford to port an app to the webOS to sell to the tens of thousands of Pre owners, when they’re expected to tag it with iPhone prices, calculated for a base of millions? Whether by Apple’s design or totally by accident, everyone who doesn’t own an iPhone will suffer for it.

The App Store Effect illustrates a new kind of economy, and it’s not going to go away. In fact, it’s going to get worse. Developers will either adapt, die or leave. But where will they go? Until there are 50 million Android handsets and 50 million Pre offspring out there, the rest of the mobile software world is pretty much screwed.

Free iPhone apps can now include in-app purchases

One of Apple’s many curious restrictions on iPhone apps has now been lifted. It used to be that, in order for developers to have microtransactions / in-app purchases, they had to charge something upfront for the software, essentially requiring consumers to pay at least twice, or not at all. Well, all that’s changed, as the company has sent word to its developer community that the restriction has been lifted, meaning those annoying “Lite” and “Full” versions cluttering the app store can now be one and the same, with folks downloading the demo and paying to upgrade from within the app itself, a model that’s worked to success in other software ecosystems like Xbox Live. Sure, there’s gonna be developers out there that abuse the newly-minted business model, but it’s not like anything was stopping them before when they charged $2 upfront only to get you again later. The mass email announcement is reprinted after the break. [Warning: read link requires iPhone developer account]

[Via Daring Fireball]

Continue reading Free iPhone apps can now include in-app purchases

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Free iPhone apps can now include in-app purchases originally appeared on Engadget on Thu, 15 Oct 2009 18:11:00 EST. Please see our terms for use of feeds.

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First GSM Palm Pre now on sale in Germany, with new Euro-specific apps in tow

We knew it was coming, and here it is — the glorious first showing of the Palm Pre in its GSM garb. From today, our Deutsch comrades can grab a Pre and do whatever they want to do to it, courtesy of O2, its exclusive German supplier. The device will set you back €481 without contract, with the O2 My Handy option letting you finance it via 24 monthly payments of €20. Check out the online store link below for full details and available calling plans. Pre Thinking have also noted the arrival of two new free apps in the Pre catalog — ran and VZ-Netzwerke, both in German — and the likely prospect of even more coming along as the Pre starts its long-awaited rollout across Europe over the next few days.

[Via Engadget German]

Read – O2 Germany online store
Read – Pre Thinking

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First GSM Palm Pre now on sale in Germany, with new Euro-specific apps in tow originally appeared on Engadget on Tue, 13 Oct 2009 05:15:00 EST. Please see our terms for use of feeds.

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David Hockney paints with his iPhone, results not typical

Artist David Hockney isn’t afraid of picking up new media — over the years, he’s used Polaroids, photocollages, and even fax machines to create his art — in addition to regular, old-fashioned painting. Now, he’s taken to using his iPhone to create new works of art. The resultant “paintings” have been exhibited at the Tate Gallery and Royal Academy in London, as well as galleries in Los Angeles and Germany. Like artist Jorge Colombo (whose iPhone fingerpainting was featured on the cover of The New Yorker), Hockney uses the iPhone app Brushes to create his works. In an interview with the New York Review of Books, Hockney notes that he prefers and still uses the original version of the app, not the more recent updates. Hmm… maybe the reason our own Brushes paintings stink is because we’re using the update!

[Via All Things D]

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David Hockney paints with his iPhone, results not typical originally appeared on Engadget on Sun, 11 Oct 2009 09:36:00 EST. Please see our terms for use of feeds.

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This Week’s 10 Best iPhone Apps

In this week’s net-neutral iPhone app roundup: Wild Things, physics games, Photoshop!, Twitter again (but that’s ok!), horse music, human music, and much, much more.

The Best

Where the Wild Things Are: Promotional apps are normally garbage, and in a few areas, this is a little fluffy (though there’s some neat media in here—it’s fairly generous). But hey, the people marketing this movie know exactly whose heartstrings they’re pulling at, and how to pull them. And the 3D monster toy is genuinely cool. Free.

iBlast Moki: A visually stunning physics-based platformer, with bombs. The levels are puzzles, but they don’t feel like work at all. A very, very safe buy at a dollar.

Photoshop: This app bears almost no resemblance to the Photoshop we all know and steal love. That’s fine though, because it’s a serviceable photo-editing (on the iPhone, this means filters, cropping, and a few other tricks) app that is free, unlike virtually all of its competition.

Tweetie: Few people like Twitter as much as Matt, and Matt likes few things as much as Tweetie 2: The $3 app is described as

the most polished Twitter app yet, oozing slickness with every swipe. Yet, it’s exploding with new features, and still really fast.

“Tweet tweet?” “Who’s there?” “THE WORST JOKE YOU’VE EVER HEARD.”

Weight Watchers: I’ve never thought about my diet too much, which means my life will be short, brutal and tasty. But I have seen people using WeightWatchers, and they seemed to sorta like it, and sometime get less fat! An iPhone app pretty much seems like the ideal tool for keeping a food journal, plus this one’s free.

Pet Acoustics: Excuse me everyone, I’ve got an announcement: People write muzak for dogs. And cats. And horses! Then they put it in iPhone apps, so you can use it to soothe your stable of animals, uh, on the go? This makes me laugh, which makes me happy. (Though I have absolutely no idea if it works, because my Labrador only listens to gangsta rap.) Two dollars.

Command & Conquer: Red Alert: This one isn’t out yet, but I defy you to name a game franchise that needs an iPhone title more than C&C. TouchArcade got an early hands-on, and they say it’s fantastic—and surprisingly faithful to the original.

Rock Band: Another long-overdue addition to the store, Rock Band, the app, is kind of a jerk: While it was taking foreeever to show up, companies like Tapulous stepped in an made decent rhythm games to fill the void. Now that it’s here, and it looks great—multiple instruments, a decent song list—it’s going to poop on everyone else’s party. It’ll be here in a few weeks, price TBD.

MotionX Drive GPS: It’s not brand-new, but it’s too good a value not to mention here. $3 a month, or 25 per year is amazing for a turn-by-turn nav app, and Wilson enthusiastically deemed it to be fine:

I am not going to tell you this is the best turn-by-turn road navigation app in the world. The designers made some funny UI choices, there’s no multi-destination or point-on-map routing, it doesn’t have text-to-speech, and it only runs in portrait mode, taking up awkward space on my dashboard. Still, there’s almost no reason not to get it.

Indeed.

iLickit: This app deserves more credit than I can give it for being the first designed for use with the human tongue. Ho ho, you wacky app developers, what’s next!? Wait, ugh, don’t tell me. Not in the store, yet.

Honorable mentions

Explore the New York City Which Could’ve Been With the Phantom City iPhone App

PewPewPew (With Your iPhone): Ahem:

pewpewpewpew, bangbangbang boomPEW, swishpewpewpewpew.

Also, augmented reality. A dollar.

iSheriff: It’s a lot like that PewPew AR app above, rebalanced: It’s free, which is cool; and it’s not quite as playful: it puts people in zoomable crosshairs, and has gore effects, which makes it a little creepy.

Good Things Do Come in Threes with Tap Tap Revenge 3

MapQuest Stumbles Back Into the App Store With Budget Turn-by-Turn

FHM: DUDE MAG, in an app. Lots of near-nakedness here, with daily updated FHM non-boob content too. $2.

Let’s Draw Some Sheep: No, really, let’s draw some sheep! Because that’s just about all you can do with this moderately charming little app. $1.

Other App News on Giz

• ChilliX, who makes all kinds of neat, usually paid iPhone apps, is giving away their entire catalog for free this weekend.

Flash Apps to Come to the iPhone, But Not to Safari

The iPhone App Store Gold Rush May Be Running Low on Gold

Apocalypse Nigh, AT&T Opens Network for VoIP Over 3G on iPhone

This list is in no way definitive. If you’ve spotted a great app that hit the store this week, give us a heads up or, better yet, your firsthand impressions in the comments. And for even more apps: see our previous weekly roundups here, and check out our Favorite iPhone Apps Directory. Have a great weekend, everybody!

Palm pulls paid apps due to major bug allowing free app downloads

After mere hours of App Catalog-stravaganza, the paid apps have been removed for the time being by Palm due to a major flaw in purchase verification. From what we’ve gathered from the seedy underbelly of the internet, an exploit involving building your own dummy application with the same name as a paid application allowed folks to download a free “update” to these falsified shells and score for-purchase apps galore without dropping a cent. Whether or not this was the only exploit afoot we’re not sure, but it sounds like plenty of folks found ways to nab apps for free because Palm has clamped down hard on distribution for the time being. Optimistically, the company claims it should have the Catalog back up by tomorrow morning, but if the failure is really as severe as it sounds, we won’t be holding our breath.

Update: And… they’re back.

[Thanks to everyone who sent this in; picture courtesy of glamajamma]

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Palm pulls paid apps due to major bug allowing free app downloads originally appeared on Engadget on Tue, 06 Oct 2009 00:02:00 EST. Please see our terms for use of feeds.

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Palm throws the doors open: review-free app distribution over the web, open source developers can hop in for free

Well, things just got interesting. The very evening of the App Catalog’s launch of paid apps, Palm has made a very different kind of announcement: it’s going to let developers skip out on the App Catalog if they so choose. Devs will be able to submit an app to Palm, who will turn around and give them a URL for open distribution of the app over the web — without a review process getting in the way! The App Catalog will still exist for those who want to use it of course, with a $50 entrance fee to get an app inside — and we’re guessing it’ll remain the only way to distribute paid apps — but the new URL distribution should decentralize things just a little bit. In other good news, Palm will be dropping the $99 annual developer fee for folks building open source apps, and hopefully that free ride applies to App Catalog entry as well, though now there’s web distribution to make it less of a sticking point. Palm’s also going to open up its analytic data to developers, and even is giving away Pres and Touchstones to the audience members of the little shindig privy to this announcement — clearly the company is making a strong play for developers, and who doesn’t like to be loved?

[Thanks, Lawrence]

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Palm throws the doors open: review-free app distribution over the web, open source developers can hop in for free originally appeared on Engadget on Mon, 05 Oct 2009 23:47:00 EST. Please see our terms for use of feeds.

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The Week In iPhone Apps: The Beautiful Game

Don’t listen to the pasty dude with the Arsenal shirt who lives downstairs—FIFA 10 isn’t the only good thing to land in the App Store this week. Not even close.

AP Stylebook: Anyone who has to crank out copy on a regular basis is probably familiar with the AP’ stylebook, but an iPhone app seems like an odd incarnation. It’s more portable and convenient that the hard copy, sure, but there’s an online version too, which makes more sense for most folks, since you don’t do a whole lot of actual writing on an iPhone, and flicking an alt+tab to your browser is faster than thumbing through an iPhone search query. Still great for the occasional spot-check, though. $29, which you should probably try to expense.

Talk Assist: This super-simple, free text-to-speech app was designed to help people who have trouble talking. However, it will almost exclusively be used by people who can speak, for laffs.

Squareball: A minimalist, but amazingly polished game that’s sort of like if Pong had levels, or if Breakout was a side-scroller. It’s really, really hard—give the free version a try before taking the two dollar dive.

cAR Locator: One old gimmick—GPS as a way to find your car—combined with a new one—an augmented reality overlay, cAR Locator is more of a tech demo or party trick than anything else, but it’s a pretty cool one. 2bux, 3GS only.

Scarab: The first iPhone literary magazine, Scarab still has a few kinks to work out. Most of all, you’ve got to purchase each issue in-app, but due to a quirk in Store policy, the app itself isn’t free. If you feel like supporting an experiment like this, feel free; there’s some neat stuff here, like the ability to listen to poems read aloud by their writers. One dollar.

Buzzd: An old BlackBerry classic, buzzd meters the amount of activity at local establishments, according to other buzzd users, and tells you where the most people are, and what they have to say about it. Think real-time Yelp, roughly. The app used to depend on other buzzd users for content; now it taps into Twitter with natural language recognition, which gives it way, way more content, and enough users, or at least unwitting contributors, to make it worthwhile even in a midsized city. Free.

FIFA 10: The only licensed soccer game in the App Store, this one’s got actual teams, actual players, and at least a passing resemblance to the FIFA franchise console games everyone goes so apeshit over. Controls are predictably a bit awkward, but there’s a lot of game here, especially for diehard soccer fans. $10.

This Week’s App News on Giz:

iPhone Gets Better Image Stabilization from Pro-Camera App

Cyclopedia Augmented Reality iPhone App Drenches Your World In Wikipedia

Apple Buys Their Very Own Maps Company (See Ya, Google Maps?)

iFukkin iPhone App Maybe Is Not What It Seems

Why iPhone TV Apps Are Doomed to Mediocrity

iPhone App Developer Jacks Your Phone Number to Pitch You More Apps

ALK CoPilot GPS Navigation App Gets iPhone Keyboard, Text-To-Speech, Other Improvements

CNN’s iPhone App Makes Other News Apps Look Lazy

iPhone Accessories Can Now Trigger App Download Prompt

Daniel Johnston’s iPhone Game Is Predictably Bizarre, Bizarrely Fun

Tweetie 2 for iPhone: Full Offline Powers, Filters and Push Notifications

Ping is Like a Free SMS Client For iPhone and iPod Touch Users

Tweet Reel iPhone App Sends 640 x 480 Video to Twitter

Ramp Champ Mixes Skeeball With Flicking

Data Shows What Everyone Knows: Gimmicky Apps Aren’t Used Frequently

This list is in no way definitive. If you’ve spotted a great app that hit the store this week, give us a heads up or, better yet, your firsthand impressions in the comments. And for even more apps: see our previous weekly roundups here, and check out our Favorite iPhone Apps Directory. Have a great weekend, everybody!

Paid apps hitting the Pre tomorrow?

The release of webOS 1.2 got all of the stars aligned for a barrage (or, at the very least, a trickle) of paid applications to start hitting the Pre, and the word on the street is that the first of those will be dropping tomorrow, October 2 — for users in the US, anyhow (Canadians apparently need to wait a while longer, a problem that Android users up there are all too acquainted with). The company will smartly be tying purchases to users’ Palm Profiles, meaning you’ll be able to redownload previously bought apps on any device you choose as long as your account is currently tied to it. Of course, the big question is what apps will be available to blow some cash on in the first round of Catalog approvals — what’s everyone hoping for?

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Paid apps hitting the Pre tomorrow? originally appeared on Engadget on Thu, 01 Oct 2009 18:01:00 EST. Please see our terms for use of feeds.

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TomTom car kit for iPhone will run $120

We’ve been waiting quite a while to hear pricing info for the much-anticipated TomTom car kit for the iPhone. The kit, which will be sold separately from the navigational iPhone app, will be available in October (that’s almost now!!). While we still don’t have full details on what the whole package will include, it’s officially going to run you $119.95 (or 99.99 if you pay in Euros). Check out the teaser video after the break to tide you over until the awesome, GPS-infused release date is upon us.

[Via GPSTracklog]

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TomTom car kit for iPhone will run $120 originally appeared on Engadget on Mon, 28 Sep 2009 15:35:00 EST. Please see our terms for use of feeds.

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