The free-to-play model (F2P) has become the de facto standard for mobile game releases. There are several successful exceptions to the rule. Minecraft, Angry Birds, and Five Nights At Freddy’s are money-making juggernauts of a similar ilk. The prevalence of the F2P business model creates a consumer culture that expects games to be free. This is far from revelatory to the community at large. My next game release is Teeter (forum thread here: http://forums.toucharcade.com/showthread.php?t=288989&highlight=teeter). It developed over the course of a year. It has both tangible and intangible costs. There is“real” value in the art and the product (it cost me “x” to make this game). My previous nine games, created under similar circumstances, are all F2P. High Dive (App Store link: https://itunes.apple.com/app/high-dive/id968907076) amassed 1,000,000 downloads in less than a week. That’s like, Crossy-Road good. This appears to be a success in every sense of the word. On a personal level, it was. But from a fiscal point of view, High Dive is an exercise in fiduciary irresponsibility. I was hyper-focused on creating a great user experience at the expense of earning a buck or two. And people sure do love it (#1 in Russia, yo). Teeter is a different type of sexy-beast releasing in a different type of sexy-time. It’s the best game I have made. It’s delightful, whimsical, and thoughtful, no doubt. I value the money I put into it. I value the design I put into it. I value the time I put into it. I value the user experience I put into it. I’ve learned these things need not be exclusive. In this context, I will be selling Teeter for $1.99 USD with no adverts, and no in-app purchases. Free to pay, if you will. And free not to pay, too. It will be available June 30th, 2016, only on the App Store. I hope y’all enjoy it. Subscribe to the TouchArcade YouTube channel