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How to launch an iOS app as a solo developer

One person, limited hours, a small budget. What a launch costs, which jobs Apple's own tools take off your plate, what to do yourself and what to skip.

On this page
  1. What does launching cost a solo developer?
  2. Which jobs can Apple's own tools do for you?
  3. What should you do yourself?
  4. What can you write once and reuse?
  5. What can you skip?
  6. What does a one-person launch week look like?
  7. What if nothing happens?
  8. Where Launch Indie Apps fits
  9. Do this today
  10. Common questions
  11. Sources

The short answer

Budget about 99 USD a year for Apple's developer program and enroll in its Small Business Program for the 15% commission. Let App Store Connect handle timing and rollout, write your launch posts before launch week, and spend your own hours on the one thing nobody else can do: talking to the people who try your app.

In September I posted my solo founder productivity report: build product, done. Fix bugs, done. Talk to users, not done. Market product, not done. "Maybe I should redesign the settings page."

That's the solo developer's launch problem in four lines. You can do everything, so you do the parts you're comfortable with. The launch is the part nobody else will do for you.

What does launching cost a solo developer?

Less than most launch advice implies.

ItemCost
Apple Developer Program99 USD a year; prices may vary by region
Apple's commission15% in the Small Business Program, if your proceeds were up to 1 million USD last year or you're new; you have to enroll
Launch platforms, communities, most directoriesFree, in time rather than money
AdsOptional, and not where to start

Enrolling in the Small Business Program is the cheapest win on this list. It isn't automatic, so do it before your first sale.

Which jobs can Apple's own tools do for you?

More than you'd think, and they're already in App Store Connect:

What should you do yourself?

Two things, and they're the ones that feel least like work.

  • Reply. To every comment, every review, every email, for the first weeks. A maker who answers is rare, and people remember it.
  • Talk to the people who try it. Ask one question: what did you expect it to do that it didn't? You'll learn more from five answers than from any dashboard.

Those are the jobs that can't be delegated, because the point of them is that it's you.

What can you write once and reuse?

  • One launch post per place, written the week before, in each place's style. An X post, a Reddit post and a Product Hunt description are three different texts.
  • One paragraph about why you built it. You'll paste it into directory forms, press emails and replies for months.
  • Your review notes. They explain your app to Apple, and with small edits to journalists and testers too.

What can you skip?

  • Launching everywhere on one day. You can't reply properly in ten places at once. Pick two or three.
  • Ads before you know what works. Until a free channel brings people who stay, an ad is guessing with money.
  • Press, until you have a story. A launch is not news on its own; a surprising user, a real number or an unusual reason is.
  • A perfect app. Ship, listen, fix. Phased release is there for exactly that.

What does a one-person launch week look like?

A rough plan, sized for evenings and a weekend:

DayDo
BeforeSet the release to manual, nominate for featuring, write the posts, make campaign links
Day 1Release, post in your first place, reply all day
Day 2List on one directory built for iOS apps
Day 3Post in one community, following its rules
Days 4 to 7Read your campaign links, fix what breaks, ask first users one question

Then do it again the next week, somewhere new. The 30-day plan has the rest of the month.

What if nothing happens?

Something usually does, just slower than you hoped. I put it this way on X: week 1, nobody downloads it; week 3, a friend buys it; week 4, a stranger in Finland buys it.

And two apps can teach you opposite lessons. One of mine gets attention but few downloads; the other struggles to get attention at all. Both problems have different fixes, and you only find out which one you have by launching.

Where Launch Indie Apps fits

Launch Indie Apps is built for one-person launches: you paste an App Store link, a person reviews it, and the listing stays up after launch week. The Launch Kit writes your launch posts for X, Reddit, LinkedIn, Indie Hackers and email, and the Launch Map has the other places to launch, each checked on its own site.

Do this today

Enroll in Apple's Small Business Program if you haven't. It takes minutes, it isn't automatic, and it cuts Apple's commission to 15% from your first sale.

Common questions

How much does it cost to publish an iOS app as a solo developer?

Apple's Developer Program is 99 USD a year, and prices may vary by region. Apple's commission is 15% if you enroll in the Small Business Program and your proceeds were up to 1 million USD the year before, or you're new to the App Store.

Do I need a marketing budget to launch an iOS app?

No. Communities, directories built for iOS apps, Product Hunt and Apple's featuring nomination are free. They cost time instead of money.

How many TestFlight testers can a solo developer invite?

Up to 100 internal testers and 10,000 external testers, and each build can be tested for up to 90 days.

Sources

A note from Rashem

I'm a solo founder too, still figuring out the marketing half. If you've found a way to launch alone that isn't here, tell me on X (@rashem48).

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