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How to Soft Launch iOS Games

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App Masters11:52Open on YouTube
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The bottom line

Indie developers should soft launch for a few weeks in small, cheap countries and collect honest feedback from strangers. This fixes the icon, onboarding and retention before the full launch, and it saves the big markets for featuring.

Key takeaways

  • Strangers give the honest feedback a soft launch needs. 1:02
    • A beta with friends helps, but people with no connection to you tell you the truth.
    • Big companies soft launch for 6 to 12 months. Small teams can only afford a few weeks.
  • Icon, onboarding and retention are the three things to get right first. 3:12
    • If players can't tell how to play or move around, they leave, even if you paid to acquire them.
    • Crossy Road's creator focused on retention, because monetizing is easy once you hold people's attention.
  • Small markets like the Philippines, Norway, the Netherlands and Denmark are the places to test. 5:29
    • Avoid the UK, Spain, Italy and other big European countries.
    • A game can be live only in the Philippines, with promo codes generated in iTunes Connect for testers elsewhere.
  • Cheap channels can deliver real feedback for very little money. 6:07
    • A $25 PayPal giveaway on TouchArcade drew four pages of replies, mostly asking for a tutorial.
    • For non-games, usertesting.com costs under $100, and Amazon mTurk reviews run about $1 to $2 each.
  • Big markets like Canada and Australia are saved for the full launch to protect featuring. 10:40
    • Ballified soft launched in small European countries, added a single player mode, and 3 months later was featured in Canada, Australia and 12 other countries. 2:21
    • A new app is much easier to get featured than an existing one, which needs a big update.

I didn't care about that. I cared about retention cuz I can always figure out how to monetize people if I retain them.

Matthew Hall, creator of Crossy Road

Chapter summaries

0:00 Soft launch is for every kind of app

Indie founders can't copy big-company soft launches, but every app type still needs one.

  • Casual games, productivity apps and everything else should soft launch. 0:45
    • A beta with friends comes first.
    • An outside agency can also review the app and say what to change.
    • Big companies have whole teams dedicated to soft launch, so this advice is not for them.
    • Young's target is the startup founder or indie chasing a dream.

1:21 Ballified: a social game needs a soft launch

A game that needs many players online must prove its servers and mechanics before launch.

  • Ballified, a social card game, needed a soft launch to test its backend. 1:55
    • It is Words With Friends meets Solitaire, so it needs multiple players at all times.
    • The founder first wanted to launch right away.
    • He had already done well in the app space, and Young called the design and gameplay phenomenal.
    • Besides the new mode, they changed the icon and made small tweaks.
    • The launch also won a banner feature in the Word category under games.

3:10 Fix the icon, onboarding and retention first

Three basics decide whether testers stay, so fix them before strangers touch the app.

  • A weak icon hurts first, because it is the first thing people see. 3:24
    • Browse app icons on dribbble.com for ideas.
    • Icons can be bought from designers there, often cheaply.
  • Onboarding decides whether a new player understands the game. 4:07
    • The soft launch is what tells you how to fix it.
    • Featuring and paid acquisition don't help if people can't work out how to play.
  • Hold people's attention first and monetize later. 4:59
    • Google, Facebook, Snapchat and Instagram monetize because they have our eyeballs.
    • Young says talk of monetization often gets a little too ahead of ourselves.
    • He admits retention is harder to measure and not his strength.

5:29 Where to soft launch

Pick small, cheaper markets, whatever you are launching.

  • Southeast Asia is another place to soft launch. 5:53
    • The advice holds for games and non-games alike.
    • The Philippines and small European countries come first, and big European markets are avoided.

5:56 Run a TouchArcade giveaway for games

A small cash giveaway on a gamer forum turns promo codes into detailed feedback on onboarding.

  • Promo codes let testers play a game that is live in only one country. 6:23
    • The game is live only in the Philippines, and the codes come from iTunes Connect.
    • Testers reply with their code, one thing they like and one thing they would improve.
    • One random replier wins the $25 PayPal prize, announced January 31st.
    • The forum is under promo codes and contests, and the thread can be copied as a template.
  • Players want a tutorial before anything else. 8:14
    • One tester liked the unique click match-three play but asked for a first-start tutorial and no ads on the gameplay screen.
    • Angry Birds taught the basics first, then added new birds and elements.
    • Young's own feedback to the developer was this onboarding needs a lot of work.
    • The first few minutes of play are where to focus.

8:25 Options for apps that aren't games

Paid testing services give structured feedback on non-games for little money.

  • usertesting.com puts real people on your app for under $100. 8:29
    • Testers talk aloud while they use the app.
    • It costs about $40 for one test, and Young used it for new websites in his startup days.
  • Amazon mTurk can run the same giveaway in a more structured way. 9:02
    • Each worker gets a code and a form asking what they like and what to improve.
    • Young hasn't tried it yet. Reviews cost about $1 to $2 each.
    • You can limit workers to the US or chosen countries.

9:46 Keep it short and protect featuring

A soft launch of a few weeks, kept out of big markets, pays off in feedback and featuring.

  • The $25 giveaway produced a lot of feedback. 9:55
    • The thread ran four pages deep.
    • The game was never launched, but the feedback was still worth it.
    • Each reply bumps the thread up and keeps it on top.
  • Launching in Canada or Australia early blows your feature chance. 10:40
    • Everyone wants those markets, but they should wait for the full launch.
    • Young told the Ballified team to stay away from them.

In the growth library

Steve P. Young, Founder of App Masters, an app marketing agency. A low-budget soft launch playbook for indie app and game makers: test in small countries, recruit strangers for feedback, and fix icon, onboarding and retention before the full launch. A client game soft launched this way was fixed over 3 months, then featured in Canada, Australia and 12 other countries.

More from App Masters · The whole library, and ask it anything

Transcript352 lines
0:07

What is up AppNation? It is Steve P. Young, founder of appmasters.co. And what I want to talk to you about today is soft launch. Very, very very important. Now, the big companies, they can soft launch for a year, for 6 months, really take their time with it. So, big companies, I'm not talking about you. I'm not talking to you. You already have your strategies, you got a team of people who are just dedicated to the soft launch. I'm talking to the startup founder, the entrepreneur, the indie out there really trying to live out their dream. And what's the best way to soft launch? Okay? I feel like it's very, very important to do a soft launch. No matter if it's a casual game, a productivity app, whatever type of app you're building, it's always important to do that soft launch. Now, it's important to do a beta release, too, and try to get some of your friends to really look at it and play with it.

1:02

So, that's important, but I also think getting strangers to really go through your app who don't have a connection with you and to really tell you the truth, that's even more important. So, you can hire somebody like us, you know, as a marketing agency to kind of look through your app, kind of say, "Hey, here's what I would change." And I've done that for you. But, it's very, very important. And I'll give you a story real quick.

1:24

One of our past clients, and a good friend of mine now, but he came to us with an app. It's called Ballified. And it was a great app. I was like, "Holy cow, this is well designed. The gameplay is phenomenal." And he's already made it in the app space. He's doing pretty well already. And so, he wanted our help with the launch of Ballified. And I said, and I told him, and so, here are the few things that I'm going to go into a little bit. I said, "Look, there's some things that we should change. And I think you should definitely soft launch.

1:50

Because this is like a Words With Friends meets Solitaire. It's a very social game. So, you need multiple players at at all times. I said, "Dude, you have to soft launch this. You got to make sure the mechanics, the server, the back end, all that is in place." And he finally said, "Okay." So, he came to me, he said, "No, no, no, I want to launch. I want to launch soon." Which most of us entrepreneurs, because we're not a big company, we can't wait 6 months to launch our dream, right? We can't do it. But, he took my advice, we soft launched in smaller countries in Europe, and we got some really good feedback. Single player mode, other things that he needed change. So, 3 months later, he fixed all that, and we launched it successfully. We got it featured in Canada as a new game, hot new games category, Australia, 12 other countries, and then we got a word cat we got a feature a banner feature under the

2:42

word category under games. So, really phenomenal launch, like I was super proud of it because, you know, here's somebody that came to us I felt like already made it in the app space, took some of the things that are suggestions, we changed the icon, we did some little things here and there, and that I'm going to about to share with you, but really, really successful launch, and it's one of our really proud success stories. And so, I'm going to talk about the soft launch strategy, and first off, I want to talk about three things that you should focus on before you even get to use your users touching it, okay?

3:18

Here are the three things that I see people make critical mistakes all the time. Number one, app icon. Really ugly app icons. They make a huge difference. That's the first thing I see about your app. Like, forget about the design of the app when I get into it, but the first thing I'm going to notice is the app icon. So, what I would suggest, and I always suggest people when I'm on calls, is go on a site called Dribbble.

3:40

That's three B's, dribbble.com, okay? And look for app icons on there. So, whatever game or space icon, whatever app you have, there's going to be some phenomenal app icons on there. So, just search for category icon and just look through some of them and you can even buy the icons on there. You can prob- you probably get it for pretty cheap if you buy it through through the designer there. So, do that first and foremost. Number two is really fuck- I had to write this down. Focus on the onboarding. And that's what the soft launch is going to help you decide.

4:13

Because especially for games, if I don't know how to work your app or your game, I'm gone. Really, you can get it featured, you can spend some acquisition dollars on it, but if I don't understand how to play or actually move around your app, then I'm gone. And so, onboarding is so stinking important, all right? And the last thing, and it's a little bit harder to measure and it's not one of my strengths, but I'm going to talk about it anyways because it's really important, is retention. You got to be able to retain your users. It's one of the things I remember most about my interview with the Crossy Road founder, creator Matthew Hall. He said, "Look, I said I was asking him a question about monetization. How are you going to monetize?" Blah blah blah. And he said, "I didn't care about that. I cared about retention cuz I can always figure out how to monetize people if I retain them.

5:00

You think about all the biggest sites out there, Google, Facebook, Snapchat, Instagram, they they can figure out how to monetize because they have our eyeballs. You got to make sure you have the person's eyeballs first and foremost, and then you can figure out all the monetization. A lot of time we talk about monetization, we get a little too ahead of ourselves, all right? So, let's talk about how. Those are the three things. I'm going to just recap real quick. App icon, onboarding, and retention. Okay? Now, how do you do a soft launch?

5:32

Here's what I believe, especially if you're a game, even if you're not actually. Let me rephrase. Whatever you're launching, here's what I would suggest. Soft launch in the Philippines, soft launch in smaller European countries. Stay away from UK, stay away from even Spain or Italy, any of the bigger European countries, stay away from. Go after Norway, Netherlands, maybe even Denmark, Southeast Asia, right? Go after those markets first and foremost when you're doing your soft launch. Now, here if you have a game, I'm going to point you to this. Let's go to the screen.

6:07

Here it is. This is my TouchArcade. I'm going to put it into the show notes so that you guys can see it, but I'm giving away $25 on TouchArcade with feedback. So, we've soft launched this game that we're working on into the Philippines. And I And because it's quote unquote available, but not available in any other countries except the Philippines, I can generate promo codes within iTunes Connect. So, I generate these promo codes and I say, "Hey guys, I'm soft launching this game.

6:35

It's in the Philippines right now. Would love your feedback. And here's what I want you to do. Please reply to this thread with the promo code you took." And I love TouchArcade because it's all about games, right? These guys are all gamers. Two, the one thing you like about the app. And three, the one thing you would improve about the app. We're going to reward one random person a $25 PayPal award. Winner will be announced January 31st.

6:59

So, look, man. I'm executing the day, you know, I'm This is like recent stuff, okay? I'm not telling you stuff that I used to do a year ago. Here's what people have said. And this is why I love TouchArcade, especially for games. Here's what I redeemed. I enjoyed the click game play. It's unique. Haven't played any match-three games till now that implemented the genre like the way you guys did. One thing I would suggest that please add a tutorial on the first start. Ads are fine, but please remove them from the gameplay screen as they break the design there, at least for me.

7:31

Again, tutorial onboarding. That's what And if you read through this, cuz it it's in the link, you're going to see a lot of people talking about the onboarding, the tutorial, how do I actually play it? It's actually the feedback I gave to the developer. I said, "Look, man, this onboarding needs a lot of work. I don't know how to play it." Something simple as if you know, if you teach people how to play like Angry Birds. If you think Angry Birds back in the days, they really taught you how to play first and foremost before they started adding different birds and different elements into it. You got the hang of it first and foremost. And that's what you really have to focus on is that initial first few minutes of the gameplay of the app.

8:10

And really hone in on that and make sure the user understands that. So, that I would suggest TouchArcade. Go into the forums. The forums are under promo codes and contests. And you have the link that I used. So, you can literally copy and paste and make it into your own forms. The other site, if you're not doing a game, I would suggest going after usertesting.com. Here, let me put it into Let me go to it right now. But, it's a great site and just for like I think it's $40. But, really for a couple of, you know, under $100, you can get real people using your app and talking about your app and giving you real feedback on it. And I loved it. We used to do that for websites, new websites we're launching back in the startup days.

8:52

And doing it now is just the same thing. But, you get somebody really talking over. So, if you have a non-game, I would use User Testing. Or something I haven't tried out is go even going to Amazon mTurk and doing the same thing that you did with the TouchArcade and asking people for the feedback, too. And with Amazon mTurk, you can say, "Here's your code. Here's the question that you got to fill out." It's more of like a structured than TouchArcade. And here's the form you got to fill out and here's the other form you got to fill out. So, here's the Give me one thing you like about the app. Give me one thing that you would improve about the app. And here's your code to download the the app and let me know. And you probably can pay anywhere from a dollar to two dollar per review to just get some of the feedback from there. And you can limit it on MTurk to just US or certain countries right there. So, that's how I would do

9:44

the soft launch. It's really, really important. The game that we launched on TouchArcade was a very casual game. We ended up not launching it and that's a long story, but really good feedback that we got through that TouchArcade for just $25. And a lot of people, as you can see, I'm going to go to to it real quick. I think it was like here. Four pages deep. So, a lot of people are interacting. And the one thing I like about it and the little hack is reply. You know, when people reply to a forum thread, it just bumps it up. So, keeps you top of mind and that's what I like about TouchArcade.

10:16

All right. That's how you do the soft launch. Really, really important. It's an a strategy I'm adopting from the big guys cuz the big guys do it for a very long time. Us smaller guys, we don't have that much time to invest because we actually want to launch it and we need to make this work because you really rely on a small team, right? And so, I would suggest just a few weeks. Make sure you've got that nailed down and then get ready for your full launch. And I avoid the bigger countries because I want to get them featured. Just like we got Ballify featured in those other countries, I told them to stay away from it. Everybody wants to go to Australia.

10:48

Everybody wants to go to Canada. I say save it for your full launch because you're going to blow your feature potential if you blow if you launch it in Canada or Australia. So, that's why I say don't launch in those countries because we want to try to get you featured in those countries. All right. And it's a lot easier to get a new app featured than an existing app. And unless you have big update, it's even harder to get it featured.

11:14

That is the app launch soft strategy. If you like this video, I'm going to ask for you to thumbs up. Leave a comment. Let me know what you think. And if you want to check out the podcast, I know a lot of people just look at the videos. Check out I do have a podcast. If you go to appmasters.co/itunes, you can check out the podcast. Over 500 episodes. I would say I'm the number one podcast. Nobody's done done it longer.

11:38

No one has more episodes. No one has higher caliber guests than my stinking podcast. So, it is atmasters.co/iTunes. And I'll see you on the next video. Bye.