Lessons From My First Profitable iOS App ($1,400 in 90 Days)

Not a life-changing amount, but enough to prove that small indie apps can make real money. Here are six key lessons I learned from launching my first profitable app


This content originally appeared on HackerNoon and was authored by Lin Wang

I launched an iOS app with no audience, no funding, and no marketing experience.

\ The first few weeks? Almost no downloads.

\n Fast forward 90 days? $1,400 in revenue.

\ Not a life-changing amount, but enough to prove that small indie apps can make real money. Here are six key lessons I learned from launching my first profitable app:

1. Market Research Matters More Than Code

Like many devs, I used to believe: "If I build something great, people will find it."

\ Wrong. If nobody is searching for your app, it doesn’t matter how well you code it.

\ How to avoid this mistake:

  • Validate first – Check Google Trends, Reddit, and App Store reviews before coding.

\

  • Look at competitor apps – If similar apps exist and are making money, that’s a good sign.

\

  • Read 1-2 star reviews – Find gaps in existing apps and solve them.

\ I made the mistake of coding before validating, and it nearly cost me months of effort.

2. Marketing is Just as Important as Development

"Build it and they will come" is a lie.

\ I launched my first app without a marketing plan, and it sat in the App Store unnoticed.

\ Once I focused on marketing, downloads increased.

\ Here’s what worked:

  • App Store Optimization (ASO) – Optimized my title & keywords.
  • Apple Search Ads ($5/day) – Even a small ad budget can bring real users.
  • Leveraging social media (Twitter, Reddit) – Sharing insights instead of spamming links.

\ If you don’t actively market your app, nobody will find it.

3. Monetization Needs to Be Planned From Day One

A common mistake: Launch a free app & figure out monetization later.

\ I started with ads. Bad move.

\ What works better:

  • Subscriptions – The most stable revenue model.
  • In-App Purchases (IAPs) – If users see value, they will pay.
  • Ads (AdMob, Unity Ads) – Only effective with high traffic.

4. UX Matters More Than Perfect Code

Devs love clean, optimized code. But users don’t care.

\ Here’s what actually matters:

  • Speed – If your app is slow, people will uninstall it.
  • Simplicity – Reduce friction in onboarding.
  • Intuitive UI – If users struggle to navigate, they won’t return.

\ I wasted time optimizing code instead of improving UX, and it hurt my retention rate.

5. Track User Behavior, Don’t Guess

Initially, I had no idea why users were leaving.

\ Tracking these metrics changed everything:

  • Retention Rate (1-day, 7-day, 30-day) – Are users coming back?
  • Session Duration – Are they staying long enough to find value?
  • Conversion Rate – How many free users upgrade to paid features?

6. Most Devs Quit Too Soon

Your first version won’t be a hit. Iteration is key.

\ I almost gave up after:

  • Weeks of $0 revenue.
  • Struggling to get downloads.
  • Thinking my app was a failure.

\ Small changes made a huge difference:

  • Better onboarding = Higher retention.
  • Pricing tweaks = More conversions.

\ Most indie devs quit too early. Those who iterate, win.

Final Thoughts: Should You Build an iOS App?

If you’re willing to:

  • Validate your idea before coding.
  • Market your app properly.
  • Plan monetization from day one.
  • Track user data instead of guessing.

\ Then YES, you absolutely should.

\ 📺 I break down my full experience in this video

https://youtu.be/y0hNXf4wwQU

\


This content originally appeared on HackerNoon and was authored by Lin Wang


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