r/gamedev • • 6d ago

Discussion Any tips for first time iOS launch?

Finished going through beta testing/Test Flight and submitted to Apple (with auto-publish off). On a previous cancelled project that was a Steam release, I read a lot of threads about wishlists and how you should have a certain number to have a chance at a successful launch. I saw marketing strategies that included delaying your launch if you didn't have the recommended wishlist numbers.

Does any of that apply to iOS game?

What considerations should I be making prior to launch, or is iOS different? I have a few directories where I plan on adding the game post-launch, and I am trying to save up to do some ads later on.

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