Selling kits, not prompts: the economics
Why the median prompt sells for six dollars, what a demo and a lesson do to that number, and how the 80% share and membership picks work for creators.
If you've sold prompts on a big marketplace you know the shape of it: hundreds of thousands of listings, a median price around six dollars, and your listing visible for about a day. Kits are a different product, and the numbers are different.
Why prompts are cheap
A bare prompt is easy to make and impossible to evaluate before buying. Buyers price in the risk. Models can write decent prompts themselves now, which pushes the price down further. And the marketplaces that list everything can't put your work in front of anyone for long.
What a demo and a lesson change
A demo removes the risk: the buyer has already used the thing. A lesson turns one build into a skill, which is worth more than one build. Together they let a kit sit at nine to twenty dollars without a second thought, and they keep refund rates low because nobody is surprised by what they get.
Curation does the rest. A small catalogue means every kit on it gets seen. We'd rather list forty kits that sell than four thousand that don't.
The split
Creators keep 80% of every sale. There's no listing fee and no minimum balance; payouts go out on the 1st of each month through Stripe Connect, net of refunds.
Membership picks pay the same 80% share at the kit's listed price. There is no pooled payout where popular kits dilute everyone else: a kit nobody picks earns nothing, a kit everyone picks earns a lot. That keeps the catalogue honest and keeps creators improving their lessons.
What sells
From the first catalogue: builders for complete things (a whole game, a whole app) outsell utilities. Kits with a strong step 3, where one follow-up prompt visibly transforms the build, get the best reviews. And demos get shared, which is the only marketing most kits ever need.
If you've got one finished kit, apply. We answer every application.