Show HN: Building an iOS app as a solo dev - $1,400 revenue in 90 days

4 points by linwangg 9 hours ago

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

The first few weeks? Almost no downloads.

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.

I built my first app based on what I "thought" was a good idea. Big mistake.

If nobody is searching for your solution, it doesn’t matter how well you build it.

- Validate first: Check Google Trends, Reddit, and App Store reviews before coding.

2. Marketing is just as important as development.

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

- Use App Store Optimization (ASO) to rank in search.

- Leverage Apple Search Ads (even with a $5/day budget).

3. Monetization needs to be planned from day one.

I started with ads. Bad move.

- Subscriptions provide more stable revenue.

- In-App Purchases work well if users see real value.

4. UX matters more than perfect code.

I spent weeks optimizing my code. Users didn’t care.

- Speed and ease of use are more important than code quality.

- Reduce friction in onboarding to keep users engaged.

5. Track user behavior, don’t guess.

Initially, I had no idea why users left.

- Retention rate and session duration tell the real story.

- Fix UX issues based on data, not gut feeling.

6. Most devs quit too soon.

I almost gave up after weeks of $0 revenue.

Iteration is key – small improvements drive long-term results.

I break down the full experience in this video: https://youtu.be/y0hNXf4wwQU