The bottom line
Pitch Apple three weeks before launch, with your app already approved, a fixed date and real metrics, to give yourself the best shot at a feature. Treat it as a lottery ticket, not a strategy, because it is hard to win.
Key takeaways
- Apple features are scarce, and games and updates have the hardest time. 1:18
- Apple mostly features new games, so a game update needs to be very significant.
- Non-games have an easier path, but only three of them show up in the top row each day.
- A soft launch and an approved app make the pitch credible. 2:14
- Big studios soft launch with a small budget to tune retention, monetization, icons and screenshots, then use those metrics in the pitch.
- One app pitched after approval was featured in China and earned about $30,000.
- Send the pitch three weeks before launch to the generic Apple promotion address. 3:05
- Apple asks for two weeks, but three leaves room for the next steps.
- Include the app ID, video, screenshots, credentials, soft launch metrics, past features and a launch date that will not change.
- Track the email and follow up if Apple stays silent. 6:00
- Tools like Banana Tag or Sidekick show whether Apple opened it. If not, resend with a new subject line.
- If Apple opened it but did not reply, ask for the roadmap form, which shows you know the process.
- A feature is a lottery ticket, so never build your downloads on it alone. 7:56
- A feature after launch is rare. It happened when an app hit number two in paid apps and when a game went viral at about three weeks old.
- If you get press, a viral moment or a Product Hunt feature, follow up with Apple after launch.
I would not completely rely on an apple feature for the life of my app.
Steve Young, App Masters
Chapter summaries
0:00 What the timeline covers
The feature timeline is stable, though what Apple does with it can shift.
- The timeline should hold as long as Apple keeps its process. 1:08
- It comes from the process used to help nine clients get featured.
- Details may change within months of recording.
- The question he gets asked most is whether an update can be featured.
- Productivity and other non-game apps are the easier case.
2:11 Soft launch and an approved app
Acting like a big studio, with data and an approved build, makes the pitch read as settled.
- Big studios run a large soft launch before going worldwide. 2:11
- They put budget into buying users for it.
- Indies rarely do this.
- A worldwide launch includes the US, so every variable is tuned beforehand.
- Even a small soft launch gives a non-game useful data.
- An approved app lets the pitch say the date is fixed. 3:25
- Big players are probably already talking to Apple at this stage.
- The pitch can state that the app is approved and the date will not change.
- Mention any marketing budget too, as the bigger studios do.
- Apple wants a pitch two weeks out. Three weeks gives room for the next step.
4:13 Where and what to send
A generic address and a personal credential beat chasing individual store managers.
- Pitch the generic promotion address instead of a category manager. 4:13
- Managers are now swamped with pitches, so he has moved away from targeting them.
- The pitch should open with credentials or social proof.
- His own pitch said he had interviewed over 400 app developers.
- The same email also said he studied along the way and was now ready to release his own app.
5:09 Social proof, launch date and follow-up
A pitch earns trust with credentials and a fixed date, and then it needs tracking and a nudge.
- Credentials and a firm launch date make the pitch believable. 5:10
- Having worked at Apple, Netflix or Facebook helps a little.
- Approval lets you promise the date will not change.
- Once approved, nothing stops the launch on that day.
- Big companies gear every channel and budget to launch day, so act like one of the bigger guys.
- Apple answers when it likes the app. 6:14
- The reply thanks you and asks you to fill out the roadmap.
- Start following up at two weeks out, or a bit earlier for more time.
- A reply with the roadmap request is the sign of interest.
- Follow up on the original email, not a new thread.
7:05 After launch and the limits of a feature
A feature after launch needs real momentum, and even a win is a bonus, not a plan.
- Launch wins are worth sending to Apple. 7:05
- Games find it much harder to get featured after launch.
- Send Apple every major accomplishment from the launch.
- The number-two paid app was an early client, and Young will not take full credit.
- Three weeks old is kind of old in app terms, yet that game was still featured.
- A feature brings free downloads but cannot carry an app. 7:56
- It brings a ton of free downloads and bragging rights.
- Pitching costs nothing, but it is like buying a lottery ticket.
- Some launch a game, pull it if it is not featured, and look for a publisher.
- Without Apple relationships, relying on a feature is especially risky.
In the growth library
Steve P. Young, Host and founder of App Masters, an app marketing agency. A timeline for pitching Apple for a feature: get the app approved first, pitch three weeks before launch, and track and follow up on the email. Steve says the process helped 9 clients get featured and led to a featuring in China for one of his own apps worth $30,000.
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