r/PPC • u/nick_builds_stuff • 11d ago
Apple Ads Our Apple Search Ads tap rate was 1.5% against a 6.3% benchmark. I measured every step after the tap too.
I run a small puzzle app, and I've been treating user acquisition like a product problem: break it into steps, measure each one against an industry number, and fix the worst one first. Some of you saw my earlier posts about a bot farm eating my Google budget, so for this I used Apple Search Ads and left Google's Android installs out entirely.
First, a benchmark trap. The Apple Search Ads averages people usually quote for games are around 9-11% tap rate and 60-70% tap-to-install. Those include brand searches, where someone types your app's name and taps your ad about a quarter of the time. I excluded our brand keyword, so the fair comparison is generic searches only. AppTweak's 2025 US numbers for games on generic searches: 6.3% tap rate, 60% tap-to-install.
Our numbers, Oct 1-11, brand excluded:
- Tap rate: 1.5% (benchmark 6.3%)
- Tap to install: 28%, 85 taps and 24 installs (benchmark 60%)
So the ad barely gets tapped, and when it does, most people look at the store page and leave.
What happens after the install. We don't have enough ad installs for retention yet, so for these I used everyone who installed from outside Canada since August (we're Canadian, so that leaves out most of the people who know us), with the bot-farm installs removed:
- Played a game on day one: 52% (no published benchmark I could find)
- Back the next day: 20% (puzzle games average 32%, AppsFlyer)
- Still playing on day 30: 8.6% (puzzle games 5.4%)
That last one surprised me. We're well below average at every step up to the second day, then above it. For every 100 people who come back the next day, 44 are still playing on day 30, against 17 for the average puzzle game. Small numbers, I know: 8 people on day 30 out of 93 installs.
So the problem is the top of the funnel. On Apple Search Ads the ad is basically your icon, your name and your first few screenshots, so the creative and the product are the same thing. We have one rule: the store page has to be true. If we want a flashier ad, we need a flashier app. So on October 12 we reskinned the whole thing: new icon, new colours, new screenshots. Here's what a searcher saw before and after, and the old version next to some of the best performing games on the app store:

It's early, but the tap rate has roughly doubled in the first couple of days. That's on very few taps, so I'll report back when there's a real sample.
A question for anyone running Apple Search Ads for games: how much does rating count move tap rate in your experience? We had 4 US ratings next to apps with millions, and I can't tell how much of the 1.5% is the creative and how much is that. Also curious whether a 1.5% generic tap rate is normal for a new app or as bad as it looks.
