Andrew (@_andrewmonreal) header
Andrew (@_andrewmonreal) profile picture

founder @ arrow | prev founder @ NOW (acq.) | founder @ scratch ai

NYC
Joined June 2024
Photo by Andrew (@_andrewmonreal)Photo by Andrew (@_andrewmonreal)Photo by Andrew (@_andrewmonreal)Photo by Andrew (@_andrewmonreal)Photo by Andrew (@_andrewmonreal)Photo by Andrew (@_andrewmonreal)Photo by Andrew (@_andrewmonreal)Photo by Andrew (@_andrewmonreal)
I have the best creators 😂
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Banger product
🚨BREAKING: Claude can now see what’s going viral. Every morning, Volume scans 10,000+ posts across 19 niches and tells your agent exactly what content your business should make to go viral and market your product. This is insane.
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If your brand needs a cracked creator, here you go
last month was almost $10k on Trybe alone even had a $3k week in there still figuring out which brands consistently print though what brands have been paying well for you guys lately? 👇
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The easiest way to grow your apps TikTok page: Take an existing meme / viral template and replace the punchline/ value delivery with an app screenshot that conveys the same thing. Because the joke lands through the product UI, people have to look at the screen to get it - and they pick up the value prop in the process, generating installs and account visibility. This same thought process is what got us to over 185,000 followers on TikTok and over 1 million downloads. It still works - find a template that's already spreading and put your value prop where the punchline goes, delivered through your app screens instead of a generic slideshow.
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Wait until they find out about New York sober
California sober used to mean you smoke weed but don’t drink but now there’s a Bay Area sober where you don’t drink or smoke but you abuse Adderall and Zyns
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Slideshowmaxing
son, this is genuinely terrifying 😭 this is a golf ai caddie app, prolly making ~$50k mrr they found one format that works and instead of posting it once they’re running it across multiple accounts at the same time the whole thing is ai illustrations, easily made with gpt image 2 golfers are a rich ICP btw, way bigger purchasing power than most niches on tiktok and nobody’s making slideshows for them you’re clearly one format away from $10k mrr
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Brick by brick
this fitness app has built one of the cleanest organic funnels i’ve seen on tiktok Arrow is a workout + macro tracker but their page barely feels like an app page they post stuff gym people already want to swipe through: -> exercise tier lists -> ranking every gym split -> perfect push / pull days -> muscle growth breakdowns same visual style on every post, same audience, same problem set the page is already at 184k+ followers and 9.3M likes the smart part is the content attracts people trying to improve their training then the app is literally built to help them do exactly that content first, product naturally sitting behind it
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Set up my grok bot to sweep my meta ads for negative comments every morning
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Just use @bot
We grew from $5M → $20M ARR this year with influencer marketing Our secret? An AI agent sourcing influencers while we sleep Today we're making it available inside Arcads
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How Arrow is using Apple's new subscription retention offers: It starts from the main reason a user would cancel - A lot of our organic users are younger and more price sensitive, so the retention lever is a discount, which changes based on the subscription price they currently pay. This offer lives on Apple's subscription cancellation screen. The message header we use starts with "Get x% off" then the body of the message reminds them what they lose if they leave - custom workouts, progress over time, workout data (the product's stored value) - and that they keep access to that value if they take the offer. You cannot run a true A/B test on these yet, although I believe RevenueCat is currently working on that infrastructure, so right now you would look at overall save rate (ours is 27% of people who hit that screen) and then adjusting accordingly. If I was starting over, I would begin at 50% off, then move the discount based on how that offer performs until LTV is maximized. Obviously, you do not want to underprice the product, but these users are already on the way out, and retention offers (usually) do not go viral, so you should not be hesitant to test different amounts. I have not experimented with images on that page yet, but those might be able to raise the rate even more if executed correctly. Overall, great feature from Apple.
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UGC creators make great beta testers. If your product is good, they will use it, and be able to better explain the products value. Context: One of our creators sent us a before/after shot after a few weeks of using a new feature currently in testing.
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Many mobile apps do something similar. Missed opportunity to hook a new user and get them excited about your product.
two of the worst app opening experiences ever
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Takeaways from our 100k user launch: Find viral formats that already exist on the platform you're posting on, design the product screens so they can sit inside those formats, and get product + content ideas by studying what's already going viral. We scrolled TikTok for slideshows that were already working, then built the screens so they could be seamlessly woven into those posts, and once the product is set up for that, marketing gets much easier.
How Arrow got 100k organic downloads in 6 days after launch: We had been posting on TikTok for over a month - getting up about 200+ posts with no traction, and the first sign of life was an 800-view slideshow of my predicted 1 rep maxes. I was bartending at night to pay bills in Fort Lauderdale, and I would go to the bathroom every hour or so to post another slideshow and check our pre-launch waitlist. After that first 800-view slideshow went up, we had 5 people on it when my shift started. By the time I left we had 82 signups. I was fired up. The next day I posted another slideshow ranking how hard certain gym milestones were to hit and included the corresponding in-app achievement - hitting a 225 bench, logging 500 workouts, etc. This was the first post that did well - it hit 150k views, and I watched the waitlist go to 5,200 overnight. Pairing the fitness milestone with the in-app achievement is what made people understand that there was a product behind the concept, leading to the waitlist growth - it was the best high I have ever felt. The list kept growing after that. Right before launch we had over 70,000 people on the email waitlist, and we put 10,000 of them on TestFlight by sending an email with detailed instructions on how to join the pre-launch beta. (This was very difficult/confusing for consumers, Apple should improve this). When we finally launched, the waitlist converted and we kept posting organic TikTok slideshows 2-3 times a day, ultimately hitting 100k downloads in 6 days. We hit about 30 million views in the month of launch. It took us about 8 months to ship the whole thing from start to finish. We had no funding and no previous experience, no AI tools to lean on and we over-scoped the first build because we were learning how to make the product at the same time. Lots of mistakes along the way but through the scrapes and bruises we figured it out.
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How Arrow got 100k organic downloads in 6 days after launch: We had been posting on TikTok for over a month - getting up about 200+ posts with no traction, and the first sign of life was an 800-view slideshow of my predicted 1 rep maxes. I was bartending at night to pay bills in Fort Lauderdale, and I would go to the bathroom every hour or so to post another slideshow and check our pre-launch waitlist. After that first 800-view slideshow went up, we had 5 people on it when my shift started. By the time I left we had 82 signups. I was fired up. The next day I posted another slideshow ranking how hard certain gym milestones were to hit and included the corresponding in-app achievement - hitting a 225 bench, logging 500 workouts, etc. This was the first post that did well - it hit 150k views, and I watched the waitlist go to 5,200 overnight. Pairing the fitness milestone with the in-app achievement is what made people understand that there was a product behind the concept, leading to the waitlist growth - it was the best high I have ever felt. The list kept growing after that. Right before launch we had over 70,000 people on the email waitlist, and we put 10,000 of them on TestFlight by sending an email with detailed instructions on how to join the pre-launch beta. (This was very difficult/confusing for consumers, Apple should improve this). When we finally launched, the waitlist converted and we kept posting organic TikTok slideshows 2-3 times a day, ultimately hitting 100k downloads in 6 days. We hit about 30 million views in the month of launch. It took us about 8 months to ship the whole thing from start to finish. We had no funding and no previous experience, no AI tools to lean on and we over-scoped the first build because we were learning how to make the product at the same time. Lots of mistakes along the way but through the scrapes and bruises we figured it out.
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I can understand the allure of using aggressive growth hacks, but why risk the whole business with policy-breaking tactics?
This app does $100k/month and every screen of its onboarding breaks a different Apple rule. I went through the Prayer Lock onboarding and I get why one article called it a masterclass. It asked me to rate the app TWICE before I’d done anything. The paywall says FREE in giant letters with “no payment now”. The $39.99/yr you’re actually signing up for is the smallest text on the screen. I declined and got an exit offer: $0.76/week, the real charge is nowhere on that screen. And there’s a discount countdown sitting in my dynamic island and on my lock screen as I write this 😭 Every one of these converts, that's exactly the problem. The devs following the rules are the ones losing.
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I think it’s a relatively “safe” bet that the US App Store drop is mainly people paying on the website after Epic, and I unfortunately can't split how much of it is that versus games being down. Sensor Tower has what US users spent inside the store at -6% YoY in Q2 (it was +9% a year earlier), Appfigures has Apple's US cut at -18% this year, and those are both estimates, with Sensor Tower saying the Epic ruling is a big part of the US number. Your web share at RevenueCat going from 20% to 26% points the same way, and apps outside games are still growing worldwide even though the US store line is the one that's weak.
Here's what we know: 1. First decrease in "App Store" revenue in history in the US. (includes games) 2. Non-gaming (apps) is still up 14.6% YoY globally. Gaming down 4.5%. 3. Web share of revenue on RC rose 31% over the last year, from 20% of revenue to 26% of revenue. So app2web is happening We're gonna keep digging, but I think we're seeing a combination of gaming's long running decline, some US specific trends in app2web, and possibly some spend consolidation. It's hard to tell. But I'd hesitate to cherry pick this one data point to fit the "end of apps" narrative. More at 11.
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How Scratch AI got to $100k ARR in 21 days: We worked backwards from existing attention source, and capitalized on a technological inflection in the product. For us that was a golf media audience (over 600k followers across platforms) and a useful application of AI for golfers. If you work backwards from a distribution channel you already have and catch an inflection (can be technological, political, cultural, etc) in the product, you can do pretty well.
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Before you treat a removal as final, call Apple support. I've heard of founders getting relisted that way. I haven't done this myself but it's worth a shot.
Apple just removed my app from App Store. It brought me $5k a month and was my only income source...
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Takeaways from Apple pausing my payouts: Keep 3-6 months of runway, watch refund rates by country, and run an Apple-compliant app2web setup. I've always been disciplined about keeping cash on hand, so runway has never been an issue which has made this situation much more manageable.
Apple suspended payouts for both of my apps. This is what happened and how we're addressing it: I woke up at 4am extremely hungover to two emails from Apple with the same warning stating that payouts on Arrow and Scratch were paused until further notice for high refunds. Refund rates are fine in our main markets. In some countries the yearly price is just too high - Scratch is $150 a year, and Arrow was $80 a year in some of those territories, so when people get charged they are more likely to request a refund. Scratch is a golf app. Since most of the course data provided by our course API is in the US, we delisted everywhere except the US and Canada. The countries that had the highest refund rates generated little revenue, and the refund rates were a real threat to the account. If the product isn't for sale there, those refunds go to zero. (We also luckily use app2web in the US so we've still been collecting payments despite the payout suspension.) This may look like overkill, but the #1 rule is avoiding death of the business (making sure Apple doesn't terminate the developer accounts) - We can relaunch those geographies later with a more conservative strategy based on our existing data. In Canada we dropped Scratch from $150 a year to $50 a year and built an in-app settings flow so someone can get to their iOS subscription settings directly to lower the refund rates there as well. For Arrow we cut prices by territory using historical refunds and willingness to pay, and we made the price clearer on the paywall. I expect this to be a sufficient solution. Both developer accounts got the same notice at basically the same time. They're different legal entities. The only overlap I can see is my personal Apple ID sitting on both. One hell of a coincidence. We emailed Apple communicating our changes to address their concerns and they got back to us a few days later, saying they'll review the accounts in 30 days and will revisit the account status then. Major thank you to @ereniroh @johnappscaler and @Petertaughtme for helping me with this.
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