The bottom line
First-time app founders succeed by launching a minimal app that solves one problem well and earns money from day one. Overbuilding, chasing downloads and going big too soon burn money and time before anyone uses the app.
Key takeaways
- An app should start by solving one simple problem. 1:48
- Facebook began by giving ordinary people a profile page, and Google began as a better search.
- Gmail began as plain email with 100 MB of storage, and a clear single problem also makes the target audience and keywords easy to find.
- The M in MVP means minimum, so fewer features save time and money. 5:45
- Too many features means too much time and too much money, and releasing features slowly gives users new reasons to return.
- One app grew from $1,000-2,000 to $8,000-10,000 a month by changing only its pricing and paywall, with no new features or downloads.
- An app should earn money from the first minute instead of chasing downloads. 9:25
- Only 17% of apps make at least $1,000 a month, according to RevenueCat.
- One app grew from $250 to $1,000 a month with just 15 downloads, by working on its paywall and onboarding.
- Starting small with a plan and a marketing budget keeps an app alive. 10:40
- Big gaming companies soft launch in another country for about six months before spending millions on a worldwide launch.
- A great app that nobody knows about is the same as an app never published to the store.
- Product and marketing work best as alternating steps. 13:45
- The best marketing can't fix a bad product, and great products still need some marketing.
- The cycle is to fix the product, run marketing, read the data, then fix the product again.
Ideas are cheap but execution is crucial.
Chaim, B7 Dev
Chapter summaries
0:00 Launch simple, not perfect
A first app should be a rough MVP that solves one problem, because polish means nothing without users.
- First-time founders wrongly expect their product to look like a blue-chip company. 1:37
- Big apps today are complex because they have had about 20 years to grow.
- A new app is just being born, so it should not copy that whole environment.
- Before Facebook, most people had no way to open their own page in two or three steps.
- Today the same idea lives in Instagram, Pinterest and TikTok.
- An ugly launch is fine if it has a paywall, onboarding and the core problem. 3:51
- One test launch had plain screenshots, a decent icon and an unpolished paywall.
- Users pay more for an app that does one thing well, and they accept several single-purpose apps.
- A fitness client missed the January peak season because he kept building gamification.
- His advice: be embarrassed by your MVP, get users first, then add on top.
5:28 Too many features
Extra features cost money and time, and they confuse the users the app needs.
- Cutting features is the way to cut both cost and development time. 5:45
- Many founders read the M in MVP as maximum.
- The app should solve the original problem, then be tested again and again before anything is added.
- Money and time are the two limits, so the feature count is the lever to pull.
- A founder should sustain a business, not throw everything out at once and hope it sticks.
- A big batch of features at launch leaves users unsure where to start. 6:38
- Users who don't understand the app say no.
- Features released over time are easier to digest and to market.
- Each new release gives a reason to re-engage users and market the app again.
- The goal is to survive as a business, not to build everything and fail.
7:48 Downloads are not a business
Chasing downloads is a way to dodge the harder work of improving the app and earning from it.
- Downloads do not turn into money on their own. 9:00
- The myth says a big download count will one day attract investors or money.
- Surviving with an app is already a success.
- The advice is to earn from the users you already have instead of entertaining many people for free.
- Perception matters: the paywall and onboarding text shape whether people pay.
- Developers default to downloads because execution is the hard part. 9:47
- The hard part is finding the one simple big idea and reading the data.
- More downloads are not needed to grow. The app itself needs attention.
- The data questions are where people fall off, who does not subscribe, and what they do in the app.
- Developers who skip this just ask for more downloads.
10:20 Too big too soon
Going big early wastes money unless the plan, budget and marketing are settled first.
- Your funding decides your pace. 10:40
- Bootstrapped founders should be slow and cheap.
- Funded founders can be fast and expensive, because that is what investors expect.
- Game companies finish their homework in the soft launch, so the worldwide launch has nothing left to figure out.
- The slow route has a price: too many features means too much time and money.
- Plan and budget everything before you build. 11:16
- Without knowing what to do next, an app will not survive.
- Talk to people who already know the industry.
- Planning to go big from the start burns money and time.
- Marketing is the item most often left out of that budget.
- Marketing starts before launch. 12:56
- Pre-launch marketing validates the idea and finds early adopters.
- Those users give the feedback an app needs to survive.
- It covers both online and offline work.
- Spending everything on development is the common mistake.
13:11 Execution beats ideas
Validating, planning and executing an idea gives far better odds than leaving it as an idea.
- Everyone has good ideas, so only validated and executed ones count. 14:21
- Validate the idea, do the homework, then execute.
- Solving a real problem raises the chance of success.
- Chance of success is somewhere between zero and one, and an idea left undone is closer to zero.
- Execution means doing the work, not collecting ideas.
In the growth library
Steve P. Young and Chaim (Haim) of B7 Dev, Steve P. Young, founder of App Masters (app marketing agency); Chaim, founder of B7 Dev (app development firm, YouTube channel Rational Startup). Two app veterans, one from marketing and one from development, walk through five mistakes first-time app founders make: perfecting the MVP, piling on features, chasing downloads, going too big too soon, and treating marketing and product as separate. A paywall and pricing change took one app from $1,000-$2,000 to $8,000-$10,000 a month with no new features or downloads.
Lessons that draw on this:
- How to set, raise and localize prices
- How to design a paywall that converts
- How to launch a simple first version fast
- How to learn from users and customers
- When to raise money or sell your company
- How to test for real customer pull early
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App Masters · The whole library, and ask it anything