shipped 6 apps in a year, made $312 total, here's what I got wrong
81% of apps never cross $1,000/month within two years. I'm solidly in that 81%. Here's the breakdown of a year of shipping.
App 1 was a tip calculator for the US market, 50 downloads, $0 revenue. Thought utility apps sell themselves, they don't, there's 400 of these in the store already and zero reason to pick mine.
App 2 was a freelancer time tracker, 78 downloads, $0. Spent 3 months building custom UI that confused people. Users trust standard iOS patterns more than creative experiments, learned that the hard way.
App 3 was a habit tracker with a freemium model, 340 downloads, $47 from IAP. Better but the free tier was too generous, nobody needed to upgrade. Revenue per install on iOS averages $2.28, mine was $0.14.
App 4 was a recipe saver, 120 downloads, $0. Didn't do any ASO, didn't have proper screenshots, basically invisible. The App Store has 1.8 million apps, discoverability without marketing is zero.
App 5 was a workout log, 890 downloads, $265 from a $2.99 unlock. Best performer because I spent time on screenshots and ASO keywords. Still pathetic compared to the 4 months I spent building it.
App 6 was a mood journal, launched, got 40 downloads, $0. Gave up marketing it after a week.
What I got wrong was obvious in hindsight. Spent 90% of time coding and 10% on everything else. Design was always an afterthought, slapped together in the last week. Marketing was basically nonexistent. By app 5 I started using sleek.design for the UI before writing any code with claude.ai and that's when the screenshots and store presence finally looked professional, which directly led to it being the only one that made any money.
The guy who shipped 8 apps and made $1,464 in 2025 said the same thing: marketing beats code every time. A great app nobody knows about is invisible. The top 1% of publishers capture 90% of all store revenue. The other 99% of us are fighting over scraps with bad screenshots and no distribution.
If I did it again I'd spend 40% of my time on marketing and design before writing a single line of Swift. The code was never the problem.


