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Fugue Machine Rubato by Alexandernaut (Released)

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Comments

  • edited May 2025

    Imagine how much a hardware device that could do this would cost… the price tag is more than expected, but it is a Universal app that does stuff no other app can do at the moment. I personally see a sound design tool, sequencer, and arpeggiator like no other! But, I “get it” for some.

  • Definitely not at this price. This isn't Drambo or AUM or a host. No, thanks.

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  • @reezygle said:

    @jwmmakerofmusic said:
    After doing some experimenting with the demo, I can conclude that Fugue Machine Rubato isn't for me personally at that high price point. I use the OG Fugue Machine maybe once in a blue moon. I'd use Rubato once every other blue moon.

    I guess it's tough for me to wrap my head around why such a niche product costs more than Cubasis. 😬 I'd probably buy Fugue Machine Rubato at a $30 intro price, $40 regular price. Not $60/$80.

    Now I'm wondering if I can't get away with doing something similar to what Rubato does, but in Wotja, Drambo, and/or miRack. 🤔 If so, then that may inspire me to get off my rear and finally learn one of those creative environments.

    There was a thread on doing something similar to fugue machine with Drambo last year: https://forum.loopypro.com/discussion/60489/a-jerry-rigged-fugue-machine-possible

    It’s possible but won’t be simple to implement all the bells and whistles that this new version has.

    So that's what that thread is about. I didn't know that, lol. I'll delve into it in a sec. 😅 Maybe see how to figure this out. All I know is there is a lack of "wow factor" for me personally here. The asking price is way too high for what it actually is. Which leads me neatly to...


    @auxmux said:
    Definitely not at this price. This isn't Drambo or AUM or a host. No, thanks.

    👏 Thank goodness I'm not the only one speaking out about the unholy price point. I really enjoy making Ambient and Experimental music a bit more than the more popular genres, but as I've discovered from firsthand experience, Experimental/Ambient doesn't bring in the clients! In fact, most clients don't want Experimental or Ambient music.

    Also, a majority of Ambient and Experimental producers are hobbyists working a 9-to-5 job at least 5 days a week just to put food on the table and make sure their families are taken care off, thereby creating music in their spare time. How can @Alexandernaut justify charging an unfairly high price for something that, as you said Aux, is not a host like AUM, Drambo, Loopy Pro, Cubasis, GR-II, etc? (With the five aforementioned apps all costing under $60 each!) Alexander is greatly misunderstanding his target audience!

    I mean, I don't expect developers to charge "Angry Birds" prices like they used to back in 2011/2012 for their apps. But I'd say no more than $40 would be reasonable for the sequel to an app that currently costs $20.

  • @offbrands said:

    Lol! 😂 You never know in today's economy, but that'd be a discussion for the "Other" section.

  • edited May 2025

    $20-$30 would be acceptable for iOS only, charge more desktop but sell it separately. Drambo should be $120 by comparison and maybe it should be, but it's not. It's $25.

    I have bought both desktop and ipad apps by some developers in these cases, if I like them a lot.

  • @auxmux said:
    $20-$30 would be acceptable for iOS only, charge more desktop but sell it separately. Drambo should be $120 by comparison and maybe it should be, but it's not. It's $25.

    That would make it very fair actually. I really like Fugue Machine a lot, but at the current price point, I can't justify Rubato. Hopefully Alexander reads this thread and reconsiders the pricing strategy.

  • I’m sure I’m one of many here who makes music on IOS and PC and while I don’t expect one person developers to create for every platform out there, it would be nice to have a less expensive, iOS only version for those who will never make music on a Mac.

    The demo is amazing, such a powerful sequencer.

  • The pricing is surprising. I wonder if the developer cares about ios sales very much, because it's definitely not in line with expectations. I think a lot of people (myself included) are on ios because it's a less expensive way to make music while still supporting developers. And I have to imagine that one sale at $80 would be three at $40 and five at $20. But no complaints... I don't need everything.

  • edited May 2025
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  • edited May 2025

    Perhaps a good comparison would be strokes at £20 with much of the same functionality and great for ambient/experimental but with extras included.
    I remember a previous thread discussing original fugue machine and how that was too expensive for what it was, it was one of the first apps I ever got and was really surprised in retrospect that I'd payed £20 for it, it's good at what it does but other apps offer more for less.
    Then again iOS pricing is a double edged sword, the relative cheapness/sales(FOMO) mean I have an awful lot of apps now that I have hardly/never used that come to far more than £60.
    An expensive app that is used a lot becomes 'cheaper' in the long run making value relative to individual use case.

  • @offbrands said:

    @jwmmakerofmusic said:

    @offbrands said:

    A big reason I never got Fugue was because it's $20 by the time I found iOS and started making music in general,

    and I couldn't justify it.

    I imagine I'm not alone in that.

    Also rather new to iOS, and that was me, watching alerts for sales. And then it started doin this weird bounce between $19.99 and $20 lol. Took it as a sign it ain’t goin any lower and bought it. Guy likes playing pricing games, it seems

  • edited May 2025

    Very nice ideas, but waaay out of my price range.

  • I know it’s expensive, but I also have to say that I just spent 15 minutes falling in love with this thing. It’s right up my alley, and I could see myself using this a lot (probably too much, to be honest).

    Maybe the price will come down, but honestly, I kinda just want to support the dev for doing something that I like so much.

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  • @offbrands said:

    @jwmmakerofmusic said:

    @offbrands said:

    Lol! 😂 You never know in today's economy, but that'd be a discussion for the "Other" section.

    😅

    Lol. 😂

    Anyways, it's not like I'm unwilling to shell out $30-$40 for Fugue Machine Rubato to be honest. I've spent that amount on FabFilter IAPs in Auria back in the day, and repurchased the FabFilter plugins all over again once they went AUv3. I also spent $30 on Knock, and I've invested an ungodly amount of money into the Korg iOS ecosystem. 😂 But charging more money than an iOS DAW costs for a niche plugin I'd use on occasion? Yeah, I don't think so man.

    Well, enough rambling on from me. It's time for me to move on from this thread and work on a piece of drone music for this coming Saturday. 😂

  • @negativeone said:
    I know it’s expensive, but I also have to say that I just spent 15 minutes falling in love with this thing. It’s right up my alley, and I could see myself using this a lot (probably too much, to be honest).

    Maybe the price will come down, but honestly, I kinda just want to support the dev for doing something that I like so much.

    🎯

  • @danimal said:
    I think the midi out channel assignment seems broken?

    That feature is working fine on my device. I've got it running inside AUM with each playhead sequencing a different AUv3 instrument.

  • My bro been hanging out with the guys from Teenage Engineering it seems!

  • @colorsinspace said:
    My bro been hanging out with the guys from Teenage Engineering it seems!

    Haha

  • Koala Sampler €4.99

  • This raises an interesting dilemma. If an app is going to be universal on Mac and iOS, do you charge desktop price, or iOS price? I wouldn’t pay £80 for this as I don’t do music outside of iOS, but from what I’ve seen from desktop prices, £80 wouldn’t be too unusual.

    Apple could introduce a way to pay more to unlock it on desktop, without having to have 2 separate apps. You’d want it to be the same app for transporting projects between desktop and iOS Logic Pro for instance.

    Hmmm. I hope this doesn’t become the norm.

  • I don't think it would become the norm as the market would not remotely tolerate it. iOS devs need, in general, to think very hard about the effect that pricing an app at 15 rather than 10 bucks will have, never mind pricing it at 80. For standout, innovative apps (as this seems to be), it might be possible to buck the normal pricing trends. So l am very curious to see how this charts over the next day or two, and how the pricing might fluctuate over time depending on how the app buying community reacts.

    @gregsmith said:
    This raises an interesting dilemma. If an app is going to be universal on Mac and iOS, do you charge desktop price, or iOS price? I wouldn’t pay £80 for this as I don’t do music outside of iOS, but from what I’ve seen from desktop prices, £80 wouldn’t be too unusual.

    Apple could introduce a way to pay more to unlock it on desktop, without having to have 2 separate apps. You’d want it to be the same app for transporting projects between desktop and iOS Logic Pro for instance.

    Hmmm. I hope this doesn’t become the norm.

  • @gregsmith said:
    This raises an interesting dilemma. If an app is going to be universal on Mac and iOS, do you charge desktop price, or iOS price? I wouldn’t pay £80 for this as I don’t do music outside of iOS, but from what I’ve seen from desktop prices, £80 wouldn’t be too unusual.

    Apple could introduce a way to pay more to unlock it on desktop, without having to have 2 separate apps. You’d want it to be the same app for transporting projects between desktop and iOS Logic Pro for instance.

    Hmmm. I hope this doesn’t become the norm.

    Yeah exactly, just wrote about the same elsewhere:

    Honestly the “buy it once use it on everything” thing sounds great in theory, but results in $80 apps in practice. A better way to do it would be to offer discounts if you already own one of the versions, but I don’t think Apple offers any easy way to do that, and it would be a major pain in the ass for the developers to implement it on their own (I think IK does something like that, but they just discontinued their most useful iPad apps).
    I can’t imagine buying an iPhone, I’ve sold my Macs, and even if I hadn’t, it’s not like you can load AUv3 plugins in Bitwig, so naturally I only care about the iPad version.
    Now if the iPad app has a menu item that gives me a single use discount code for a Win/Mac/Linux version, that’s awesome. If there’s a bundle for the iPad+iPhone versions, that’s great as well.

    @colorsinspace said:
    My bro been hanging out with the guys from Teenage Engineering it seems!

    You mean the guys who just brought the price of a really good sounding hardware drum machine back to $49, and also sell a great hardware sampler for $99?

  • I’ve always said that ios music apps were too cheap from the start – this is probably how much a thing like this should cost

    That would give you the choice of buying it if you had a requirement for such a thing, or not buying it if you didn’t – as it stands, apps are too cheap but everybody buys every new app whether they want it or not (at least some years ago this was the case), and most end up being unused and fall off the conveyor belt at the other end sooner or later – this isn’t the way it should be, having a mountain of apps we forgot we even bought, and never getting into any particular one deeply, only ever having used most of them for 30 seconds, and the manufacturers forgetting about them because they made an overall loss for their time and effort

    I think this is a good move, more apps should be a proper commitment or just don’t buy it

    Personally two things put me off – it’s not a finished product (the documentation isn’t finished and yet it got released, this is incorrect, do the documentation almost first, then make the app and adjust the documentation then release it) and also it seems you can’t have playheads transposing other playheads yet, and I remember this was the big disappointment with the first one, I naturally assumed it would do that because that’s the whole point of buying it, and yet it didn’t, and this doesn’t seem to either

  • Can someone please explain how the moving notes work?

    Also, I wish there were more scales, or at least an option for defining our own.

  • @u0421793 said:
    I’ve always said that ios music apps were too cheap from the start – this is probably how much a thing like this should cost

    That would give you the choice of buying it if you had a requirement for such a thing, or not buying it if you didn’t – as it stands, apps are too cheap but everybody buys every new app whether they want it or not (at least some years ago this was the case), and most end up being unused and fall off the conveyor belt at the other end sooner or later – this isn’t the way it should be, having a mountain of apps we forgot we even bought, and never getting into any particular one deeply, only ever having used most of them for 30 seconds, and the manufacturers forgetting about them because they made an overall loss for their time and effort

    I think this is a good move, more apps should be a proper commitment or just don’t buy it

    Personally two things put me off – it’s not a finished product (the documentation isn’t finished and yet it got released, this is incorrect, do the documentation almost first, then make the app and adjust the documentation then release it) and also it seems you can’t have playheads transposing other playheads yet, and I remember this was the big disappointment with the first one, I naturally assumed it would do that because that’s the whole point of buying it, and yet it didn’t, and this doesn’t seem to either

    I agree wholeheartedly with your second paragraph here. The attitude of buy everything and learn almost none of them is rife in this niche. I think it is bad for users and the whole scene in general. Apps should be more expensive, buyers should be pickier and there should be demo modes. Every dev should be offering the time-restricted demo via test flight that Alexander is offering for this. I still think this price is a bit unrealistic, but let's see what the chart shows about that over the next few days. If it manages to make top 2 or 3 and stay there for a few days, the dev will have been wholly vindicated in his pricing decision, otherwise, maybe not.

  • I think the price is justified given how unique Rubato is. 👍

    If a developer made an Auv3 and Standalone app similar to and just as powerful as Beetlecrab Tempera (838€) for 149€ on iPad I’d be totally ok with paying that.

    In the end Rubato is a unique tool for creating musical ideas that one would not usually come up with, with any other type of gear/software/instrument.

    Yes 5€ Koala Sampler is great and thanks to it one can also invest in a cheap 16 pads MIDI controller and not bother buying a hardware sampler like Roland SP-404, Sonicware Lo-Fi XT, Akai MPC, Digitakt II etc. 😎👍

    But these type of samplers have soon been around for almost 40 years, so the concept is hardly unique at all.

    Those early vintage drum samplers/sequencers were also very expensive back in the days, and still are today if you check the prices on Ebay/Reverb! 😅

    Who knows maybe in a few years DAW developers like Steinberg, Ableton, Bitwig and all the others will finally understand that plenty of us would like to have a multi-playhead piano roll built-in to whatever DAW of choice we happen to be using.

    If that ever actually happens we know who to thank for making it a reality. 😉

    So even if a little pricey by iOS standards at least consider supporting @Alexandernaut for being really innovative.

    Also if one does not see the amazing potential in Rubato and can’t see oneself using it very often, there is really no need to complain about the price.

    Sorry all appoholics & app collectors, looks like you will have to pass on this gem. ☺️

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