There are two ways to learn stuff: realizing success to learn what works, and realizing failure to learn what doesn't work. This is about the latter. Specifically, it's about what types of marketing activities are ineffective for promoting iPhone apps on the App Store. Unfortunately (for me), I realized a 100% success rate in learning what doesn't work. I'm posting this because I hope it will be useful to other small indie developers trying to market their wares on the App Store.
When I released the original version of That Word in 2009, I did essentially no marketing1—and the sales figures reflected that. At best, I achieved a couple sales a day, and it wasn't uncommon to have a dry spell of three or four consecutive days here and there. I didn't create That Word out of commercial interest (I was on “sabbatical”, after all)—so I wasn't too disappointed about the sales.
For That Word 2, however, I decided I would put more effort into marketing to see if I could actually make any real money from the App Store. I started reading several marketing blogs and studied the really successful indie iPhone developers2 to try to emulate their secret sauce.
Here's a summary of what I did for marketing:
-
I did a press release to announce That Word 2, using
the services of PRMac, costing US$19.95.
-
I ran ads on Facebook targeting people who stated an interest in
word games, were iPhone or iPod touch owners, and lived in an
English-speaking country. I ran the ad only for three days, which
yielded 406,734 impressions and 108 clicks (a click-through rate of
0.027%). The total cost was US$39.92. Facebook offers advertisers
either CPC (pay per click) or CPM (pay per thousand impressions)
pricing models. I chose the CPC option, with a bid of $0.45, lower
than Facebook's recommended bidding price3. My average CPC ended
up being $0.37, and the CPM was $0.10.
-
I ran a one-week ad campaign on the Fusion ad network. I chose Fusion Ads for a several
reasons. First, they offer a one-week campaign for US$400, which
was an amount I was willing to risk, and less than what other ad
networks charge4. Second, I believed that the target audience
served by the Fusion ad network would be technically savvy and have
a higher-than-average adoption rate of iPhones and iPod
touches. Third, I saw some of the “really successful” indie
developers advertise on the Fusion network, so if it worked for
them, I thought it might do likewise for me.
The ad received 112,867 impressions and 614 clicks (a click-through rate of 0.5%); this translates to CPC of $0.65 and a CPM of $3.54.
-
I submitted my app for review to a few sites (the major ones), but
got no reviews5.
The net effect of all these marketing activities, at a cost of US$459.87, was a doubling of sales for two weeks, and then a return to normal. “Doubling” is usually pretty good, but when you have only a trickle of sales, doubling the sales is still just a trickle. So, overall, it was a bust.
Lesson learned: there's no ROI on web-based ads for marketing iPhone apps. Your marketing dollars and effort are better focused elsewhere. At a CPC of between $0.37 and $0.65, and Apple taking $0.40 on each sale, your ads need an impossible 30% conversion rate on a $1.99 app just to break even.
I'm convinced you need to get some kind of mainstream press6 exposure to have reasonable success. The economics of selling something for $1.99 precludes using conventional CPC or CPM-based advertising at the current market rates; this only makes sense when your product costs much more, or you can spend enough to reach a critical-mass of users and then subsequently benefit from large-scale word-of-mouth exposure. As an indie developer, I don't have the means for a big ad campaign to reach critical-mass in this fashion.
I need to figure out how to get exposure from the mainstream press.
| 1 |
Except for this t-shirt I made, which only lasted a short while, because after the first couple of washes, the image faded and the colours bled. ↩ |
| 2 |
For example, Tapbots and tap tap tap. ↩ |
| 3 |
Facebook's recommended bid price is given as a price range; the lower range was always near $0.50, but the upper price fluctuated quite a bit, at times reaching as high a $1.63. ↩ |
| 4 | |
| 5 |
I received one response from an app site indicating they were interested in writing a review and requested a promo code; they also asked if I was interested in advertising on their site. This was after my Fusion and Facebook ads failed, so I wasn't willing to try that avenue again. They never did write a review. ↩ |
| 6 |
I include premier bloggers in the “mainstream” press. ↩ |
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