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The Cookie Cutter Guide to Charting in the App Store

by Phill Ryu
December 23, 200922 comments

After what seemed like an endless parade of media stories highlighting the early “lottery winners” in the App Store, the inevitable backlash is now in motion. People are now starting to see the App Store as more of a game of craps than a gold rush.

While craps is probably closer to the truth, you can significantly swing your chances with some smart plays based on knowledge of the system, and a dollop of brute force.

'Success'My first gig as a new partner at tap tap tap was to work with the team to ensure our new app, Voices, would be a success. Part of it was working with John, Scott, David and Oliver at Taptivate to polish up the design and add some new effects. But more important, in terms of guaranteeing a blockbuster App Store launch, was what ended up being a fairly simple launch strategy for the app. (Simple as opposed to complex, but not easy.)

Releasing Voices held some special significance for us —this was the first app launch following a tap tap tap partnership restructuring. We also partnered with the Potion Factory to offer a freebie of its voice morphing app for Mac, Voice Candy. With that in place, we were ready to introduce the iPhone app and a Mac freebie for tweeting to a fanbase now numbering close to 600,000 MacHeist members. This TweetBlast and email announcement would almost cover the entirety of our launch marketing for Voices.

Launching an app in this way, without any teasing, ads or a press release, and with one (to be fair, giant) mailing would be experimental. But I had launched an app successfully before with a much smaller audience of 6,000 email sign-ups gathered through a week of previews and teasing. In our initial charting, we peaked at No. 12 in the overall charts. 

We were confident that Voices’ comparatively rocket-powered launch would drive us high enough into the charts where we could glide slowly down for a huge opening month or even longer. We also expected this would affect the US and international charts because of our wide-reaching MacHeist member base.

So the plan in short? Get our app charting as highly as possible from an email announcement. Then let it snowball.

You may question the logic of sustaining an epic charting run fueled by a single email announcement and TweetBlast that was read and played out over just a few days. I don’t think it would normally make sense either, save for an interesting feature of the App Store’s chart placement that is far from common knowledge.

The Missing Piece to Charting

As it turns out, your charting position in the App Store is based on a rolling-day average of units sold, which we suspect to be based on a window of around 3 days. (As opposed to placing you based on live sales, or sales over the past hour or day.) On the surface this doesn’t seem to change much, beyond smoothing over activity in the charts, as opposed to apps jumping all over the charts if they were updated live.

But the situation changes a fair amount when your app is new, for two big reasons:

1. You start with trailing ’0 sales days’ that can dampen but also lengthen your charting momentum, which is based on a rolling average of several days’ sales. Trailing days with 0 sales mean you have some degree of guaranteed momentum for the first few days, as you replace them (presumably) with days with actual sales.

This means no matter the size of your email announcement, its effect would be automatically spread out over the first few days, and result in smooth charting momentum. In other words, as opposed to live charting, you won’t face a huge charting position dropoff immediately after your email announcement (an artificially inflated and very temporary sales spike).

2. Your app is brand new and fresh. Freshness translates into maximizing sales from your charting exposure. As it rises in the App Store’s most prominent shelf space, it will ‘pop out’ to all the App Store browsing regulars who have seen everything else in the charts before.

So the bigger the initial spike, the closer it’ll rubber band the app to its peak charting position (or send it even higher than its ‘natural’ charting) and translate into higher amounts of sustaining, exposure-driven sales. (This effect strengthens the higher you go, and as the sales gap between charting positions near the top widens.)

With these points in mind, we quietly sent in Voices for approval. The app was scheduled for release close to Black Friday; once its release date came around, we not-so-quietly announced it to an audience of nearly 600,000 via the HTML email below.

The Announcement

Boom

Trending on Twitter!Hundreds of thousands of people checked the app out. Tens of thousands of people tweeted and collected their free copy of Voice Candy. (Enough to get multiple related terms trending on Twitter, though sadly we never topped New Moon:)

And, in the end, thousands and thousands of people thought ‘why not?’ or ‘cool!’ at 99¢, and checked it out.

Voices’ climb in the charts was fast. A little too fast perhaps. A strange glitch in the App Store temporarily split Voices into two placements in the top 100 list and probably ended up further compounding our momentum. We speculate that our rapid climb might have caused something to do with going out of sync on Apple’s end but have no real clue what happened. A few days later, the “shadow Voices” mysteriously disappeared. 

Ghost Voices!

All overBut long before that, and just a few short days after we had officially launched the app, Voices claimed the No. 1 spot in the overall “paid app charts” in the US, becoming the most popular selling application in the entire store.

It then continued to hold the spot over Thanksgiving in the US while also rapidly breaking into the top 100 overall charts in pretty much every possible market (first column after the country is position in the overall paid charts):

That is, except for Japan (those weirdos), where Voices began charting a week or so later. But I figure you guys are all waiting for the sales chart, right? The results speak for themselves, in graph form with added hot air balloon and rocket metaphors for fun:

Long Distance Hot Air Ballooning in the App Store (with a Rocket Attached)

30 Days Sales with Voices!

I know, a hot air balloon with a rocket attached. Cheesy, right? But the thing is, riding the charts in the App Store is very much like long distance hot-air-ballooning. And like that esteemed sport and lifestyle, the higher off you start, the further you’re likely to float with a steady wind, no matter how light your craft is weighted by price, or by its aerodynamic design. (There is no cookie cutter guide for determining the mysterious “legs” factor for an App Store application.) It’s just that in this case, the distance you cover times your average height = revenue, and it starts scaling exponentially up as you inch higher and higher towards the peak of the charts, and your charting and revenue ceiling. 

Unless you somehow manage to hit every minor updraft of a press review or feature, gravity will inexorably pull you down. Intuition tells me the best way to balloon far and smoothly is to find the highest starting point (remembering that you start out of the gate with your app’s release at ground level). Clearly strapping on a metaphorical rocket is the most direct, if not best solution.

For purposes of full disclosure, I have no personal experience in the sport or lifestyle of long distance hot-air-ballooning, but I hear it’s a rush.

In short, Voices achieved a peak sales day of 18,000 sales, and powered through its first 30 days, finishing with an incredible 302,337 copies in customers hands, and over $205,000 in revenue, at an average rate of over 10,000 copies sold a day.

But was your success repeatable?

It’s worth noting that the three-day rolling average can also work to your benefit if you’re switching your app from paid to free, though again only if tied with a large focused blast of promotion to go along with it. (And of course if you’re planning a temporary switch, the same goes for switching back to paid which is a tough move to pull off, and a situational move best suited for apps with DLC.)

The guys at the Iconfactory recently trumpeted a temporary free-switch of Ramp Champ to a large portion of our MacHeist members who had picked up a free copy of Twitterrific for Mac in an earlier promotion. The app skyrocketed to #8 in the free charts, jockeying for position with the Facebook app, and picked up hundreds of thousands of new fans in a short couple weeks, who in turn purchased in-app bonus levels in droves for 99¢ a pop. Counterintuitively, a free switch ended up breathing a second life of revenue into the game and fueled an unexpected, huge second run for it in the free charts this time, where it was once again fresh.

Where can I find myself one of these “Rocket” thingies? Preferably the extra powerful kind?

In this scenario we happened to have a very, very large rocket we could strap Voices onto for launch. Its propulsion allowed Voices to hold its own against huge pushes by larger companies like EA and Gameloft slashing their prices over Black Friday (though to be fair, they still remained at higher prices), and from past experience, was even more effective than exposure in Apple’s huge TV ad campaigns. But as I said, it was a really large rocket that we’ve been working on for several years that our hot air balloon was strapped to.

Realistically, the average indie developer isn’t going to have nearly as powerful of a force to attach an app’s launch to, but as I also mentioned before with Classics, the rules still apply at a smaller scale. If you’re launching your app to a very targeted audience of several thousand with an email announcement in one concentrated blast, it will almost assuredly result in a strong launch for your app that will snowball for some time to a degree of sustained success, and decent chances at cracking the overall charts. The best part about it? It’s in your control… Instead of praying on launch day for a fortuitous string of high-profile media coverage, App Store featuring, epic word of mouth spread and dumb luck, you can take your time planning for your scheduled release, growing your list of fans to contact on release. And if your app is the super rare app that’ll float on its own once enough people see it, it’ll go on floating quickly right up to the top where it belongs.

Or, in the end, there’s always the option of hitting us up with a video pitch of your amazing app. Like our recent partnership with Taptivate on Voices, we’re interested in collaborating with the right developers to make sure their sexy app reaches its full audience.

In Summary, The Cookie Cutter Build* to App Store Success

*As a gamer who shouldn’t be spending much time gaming, and one who has far more interest in pwning than natural twitch reflex skills, I tend to gravitate towards ‘”cookie cutter builds” and strategies in online competitive games. These are the proven, easy-to-use character builds and tactics that often take advantage of some of the system’s more unbalanced mechanics, the best being a combination of powerful and easy to use. Until they are hit with a nerfstick, which could totally happen in this case. (Live charting updates? Less emphasis on the charts with better browsing, searching and recommendations? Further alternative revenue options? Who knows.)

Prerequisites
  • Targeted mailing announcement list for your app, the more the merrier.
  • An app with legs. (It has to be good, and/or have nascent demand for it in the charts.)
  • A fresh app, or a fresh chart to chart in.
  • Price conservatively, and by conservatively I mean low. If you want to chart as high as you can, you want to notch the price slider more towards volume rather than revenue. Only the industry really watches the top revenue charts. Keep your balloon lightweight.
Launch build
  1. Whip your app into satisfactory 1.0 shape.
  2. Submit it, and schedule it for a later release so you can prepare for a planned launch instead of haphazardly reacting to its random release.
  3. Set a timer for the release date and spend your time gathering interest and anxious fans through an email signup. Think of it like a buzz capacitor.
  4. The morning after your app release, announce it to your fans and release all of that stored energy.
  5. Enjoy your launch, obsess over the charts, and hope your hot air balloon is a graceful and sleek airship, and not a brick falling with style.*

*But remember, even a brick can fly with a big enough rocket strapped onto it. It just won’t fly for long.



tap tap tap is a leading iPhone and iPad app developer and publisher. We’ve been creating top-notch apps since the App Store first opened. Our apps are used by literally millions of people in all corners of the world.

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Who linked to this

22 comments

  1. Byron
    7:36pm, December 23

    Good read! My only question is where can some of use mere mortals acquire 600,000 members to announce our product to? :)

  2. Ricky Romero
    7:37pm, December 23

    Great post. It’s interesting to see deep into how the Crapp Store works, and how Phill’s marketing mind works too.

  3. Brian Greenstone
    7:42pm, December 23

    Nice job with this article! This is definitely the pattern nowadays: a hit app may rocket to the top if promoted well, but sustaining it is very difficult. Probably only 1% of all developer can achieve what Voices did, but even then it’s not like 2008 when a hit app could just stay in the Top 5 for months at a time. Most app store successes now are pretty short lived.

  4. Matt Reagan
    7:56pm, December 23

    What a ridiculous article. This entire piece can be summed up in one sentence: “We launched a successful app because we paired our release with MacHeist-related marketing”.

    MacHeist, of course, being a lovely little developer-crushing marketing machine which has churned up big bucks by raping small developers of their original ideas and hard work. And you guys get to hide the ethical irresponsibility of all this behind the portion you give to charity, which is not a genuinely compassionate or generous act but just another hook to ensure that at the end of the day you get the $$ you were after from folks who feel guilty stealing from actual Mac developers, which is what MH does.

    Sorry if I sound a bit rude or if this seems misdirected; I respect your team members’ cleverness and design abilities. But the reality is you guys have not done a single special, original, or seminal thing as developers. As marketers, MH found a weakness, exploited it, and you (and others) have profited by expanding upon its success.

    And now, of course, everyone has to follow your lead, or get crushed. This is a wonderful strategy for making money, but not for supporting ingenuity, creativity, or independent developers.

    Again, I don’t mean to sound rude, but please don’t write up these verbose articles on launching apps when the entire success of your product relies on two things: shiny graphic design, and a mailing list with 600,000 people on it.

  5. Brian Greenstone
    8:08pm, December 23

    I don’t want to start a fight with the guy who just ranted about MacHeist, but as the President of Pangea Software and a happy participant in several MacHeists, I can safely say that MacHeist is a great thing for everyone involved: it was great for us as developers because we were able to make a lot of money quickly without cannibalizing our existing sales, the charities made a ton of money, the customers got some great deals on great software, and Phil and the MacHeist team did really well for themselves – which they deserve. More power to them!

    -Brian

  6. Dave Elm
    8:22pm, December 23

    The only reason why Voices sold so well is because of Machheist the mailing list. I think Macheist was a nice idea, but after reading this article I removed myself from that list. I’m interested in supporting indie developers, you seem to just use those developers to promote your own products. Shameful!

  7. David
    8:44pm, December 23

    I found this very interesting. Your approach to it all. Clearly, having the ability to reach so many iPhone and iTouch owners is key to your success. How and when you do it is gravy. But I am curious. What list company provides those types of list outside of the rich data Apple clearly has? You’ve been very generous to help us with your strategy, now how about your sources? Thanks!

  8. Henry
    9:12pm, December 23

    Thanks for the great article! It was very fascinating to read, and also thanks for sharing your revenue from the app which is interesting information.

  9. Jason
    9:26pm, December 23

    I love your products, campaigns and designs. WIth that being said, I would have to agree with a couple other comments here. I understand that there can be some blurring of MacHeist with Tap Tap Tap since some of the same people are involved.

    Using a MacHeist mailing list to promote a product that doesn’t have anything to do with MacHeist isn’t right. Sure, it’s a great marketing idea and you’re lucky to have the list. People didn’t sign-up for Tap Tap Tap e-mails. I haven’t seen the e-mail sign-up diclaimer but maybe you do mention this.

  10. Brian Shoop
    9:29pm, December 23

    @Matt Reagan
    @Dave Elm

    “It’s nothing personal, just business.”

  11. phillryu
    9:34pm, December 23

    @Jason and David Elm, we try to maintain that line between MacHeist and tap tap tap as well. (In your MacHeist opt-in settings there is a ‘hear of new iPhone apps from the creators of MacHeist!’ option.) So for instance, if you aren’t signed up to that list, you never heard of Convert’s launch a few months ago.

    With Voices launch, we ran a MacHeist Tweetblast for a free copy of the pretty complimentary Mac app, Voice Candy from Potion Factory, and as such mailed it to MacHeist members. I think this is much clearer if you actually look at the email you received in full, vs. the image that cuts off in the blog post above before Tweetblast stuff.

  12. Frypan
    11:19am, December 24

    I understand there is some disdain for MH. But I’d also have a hard time believing that EVERY indie developer isn’t doing EVERYTHING in their power to reach a greater audience. If not, it will most certainly begin and end in failure for you.

    No matter your level of high profile partnerships, the lesson is applicable to all:

    “Instead of praying on launch day for a fortuitous string of high-profile media coverage, App Store featuring, epic word of mouth spread and dumb luck, you can take your time planning for your scheduled release, growing your list of fans to contact on release.”

    It’s also a fantastic lesson in cross-promotion, which we all should be doing anyway.

    In the end, as with most decisions in our life, we should look to Obi-Wan Kenobi for advice:

    “You must do what you feel is right, of course.”

    Frypan

  13. mt
    5:34pm, December 24

    my dream app rules!

  14. Hyde Azano
    7:58pm, December 24

    @phillryu What about receiving a tweet about this particular blog post from the MH account on Twitter? I’m following MH but not taptaptap, and im not following taptaptap for a good reason (imo). In other words, I’m interested in MH, not taptaptap.

    Please try to keep that line more visible.

  15. phillryu
    9:54pm, December 24

    To those of you who are zeroing in on the announcement to 600,000 people, that was definitely the largest single factor to Voices claiming #1.

    However, as I mentioned in passing I’ve launched other apps before with much smaller lists – Classics, with a few thousand people who signed up on its teaser page to hear of its release and Postman with Freeverse, with no mailing list but a focused campaign for its launch, and both have done very well. So if you take anything away from it, schedule your app’s release and make sure you give its launch marketing the time and planning it deserves, just as you pay attention to your app’s design, icon, etc. More than most, this piece of releasing an app is skipped over by app store developers, or at least not given the attention that it should.

    @Hyde, We don’t have a MacHeist blog, and will occasionally relay posts with MacHeist relevance on the MH twitter, which we treat more like an RSS feed than a mailing list. We tweet very rarely from MacHeist, and we try to make sure our tweets would be of interest of relevant to our followers. I don’t think that tweet broke those rules at all.

  16. appelton
    5:53am, December 28

    I don’t get one thing : You say :

    “Submit it, and schedule it for a later release so you can prepare for a planned launch instead of haphazardly reacting to its random release”

    This is exactly what guys from Icon Factory did but they failed. http://furbo.org/2009/10/29/an-expensive-lesson/

    Their app Pickin’ Time was approved on October 9th. They’ve delayed the launch until October 27th by setting the availability date in iTunes Connect. That gave them time to get the website and other promotional materials finished.

    What happened is that iTunes uses the date of approval as the “release date”, not the day you set for availability. The result was that there was no sign of Pickin’ Time in any of the “new” application lists and they got lost in quantity.

    My question is : HAS IT CHANGED ??? Or iTunes still uses the date of approval as the “release date”, not the day you set for availability ??

    Can anyone make comment on that one ???

  17. Devin Ross
    2:37pm, December 28

    @appelton
    I don’t think its changed. When the app is approved, thats your timestamp. If you schedule a later release, it will still appear w/ the approval date.
    You might be able to generate a bunch of sales from getting high on the new release list, but the type of sales voices is getting doesn’t really matter. If you want the boost from the new release list, I would suggest setting everything up before you submit for approval. Then once the app is approved, all you have to do is “press a button” with your promotion.

  18. Ling Wang
    4:29am, December 30

    Hi, phillryu,
    I’ve sent a mail to the address you gave above(info@taptaptap.com), but haven’t got any response.
    Could you please check it and tell me whether you are interested?
    Thanks a lot.

  19. Mark
    5:12pm, January 12

    Really appreciate your info, releasing our first iPhone app today your blog has been helpful. Although we don’t have a huge list of people to release it to we have been working on a list over the past months and appreciate your info!

  20. Ben Promitzer
    6:30pm, January 18

    Check out my app! Viva Veggie
    buy it so I don’t have to go to work any more. Thank you.

  21. Ryan Wade
    4:34pm, February 25

    Excellent post dude… bookmarked … shared … and reading again now!

    Thanks for sharing!

    -Ryan

  22. Kev
    3:33pm, February 26

    Can I just borrow that mailing list for a few moments ;-)


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