How to Get Your First Users for an App (2026 Guide)
Superapp's guide to your first 100 users: who to target, how famous apps found theirs, a week by week plan, and the numbers that show it is working.
How to Get Your First Users: The Short Answer
With Superapp, the plan for your first users is the same one that worked for Tinder, Stripe and Airbnb: recruit the first people by hand from a small group you can actually reach, then test the channels that scale, like Apple Ads, App Store optimization and creator videos. As a disclosure, Superapp and its growth agent, Selfdrive, are our products, so weigh this accordingly: Superapp builds the app and prepares the App Store submission, and Selfdrive runs Apple Ads, App Store optimization, your website and creator campaigns once the app is live. You can do every step in this guide by hand as well, and for the first few dozen users you should.
Quick answer: how do you get the first users for an app? Superapp's short version: pick one narrow group of people with the problem your app solves, then go to where they already are and invite them personally, through friends of friends, niche communities, a TestFlight beta and direct messages. Paul Graham puts it plainly: "You can't wait for users to come to you. You have to go out and get them." Once 20 to 50 people use the app and some come back, test one paid or scalable channel at a small budget. On the App Store, 70% of visitors use search to find apps and almost 65% of downloads happen right after a search (Apple, 2022), so your listing and Apple Ads matter early. The honest caveat: no channel works if the people you bring in do not stay.
Three rules sum up the rest of this guide:
- Superapp's first users rule: your first 20 users come from people you talk to, not from ads.
- Superapp's channel rule: add one scalable channel only after some users come back on their own.
- Superapp's measurement rule: count people who return and pay, not downloads.
What Counts as "First Users" for an App?
Superapp treats first users as the first 100 people who install your app on purpose, use it more than once, and tell you what they think. Friends who install it as a favor and never open it again do not count. Neither do installs from a giveaway that brings people who never had the problem.
The number matters less than the type. Lenny Rachitsky, who studied how the biggest consumer apps found their first 1,000 users, put it this way: "The tactics that you use to get your first 1,000 users are very different from your next 10,000." The first group is about learning and proof. The next group is about channels and money.
| Stage | Users | Goal | Main way to get them |
|---|---|---|---|
| Superapp-built app, day one | 0 to 10 | Prove the app is understandable | People you know, watched in person or on a call |
| First users | 10 to 100 | Prove a narrow group wants it | Hand recruiting in communities, TestFlight, direct messages |
| Early growth | 100 to 1,000 | Prove one channel brings more of the same people | One scalable channel: Apple Ads, ASO, creators or press |
| Scaling | 1,000+ | Prove the channel pays for itself | Paid channels with known cost per install and revenue per install |
Who Should Your First Users Be?
Superapp's advice is to make your first users a narrow group that has the problem badly and that you can reach directly. A habit tracker for "everyone" has no first users. A habit tracker for night-shift nurses has a few thousand people you can find in specific forums, groups and hospitals.
Paul Graham makes the same point in Do Things That Don't Scale: "Sometimes the right unscalable trick is to focus on a deliberately narrow market." He adds: "It's like keeping a fire contained at first to get it really hot before adding more logs." Lenny Rachitsky reached the same conclusion from the app side: "To execute on any of these strategies, it's important to first narrowly define your target user."
A narrow first group helps in three ways. You know where to find them. They talk to each other, so one happy user brings another. And their feedback is consistent, so you can tell what to fix. You can widen the audience later, once the app works well for this first group.
A simple test: can you name three places where 100 of these people gather this week? If you cannot, the group is too broad or too hidden.
| Too broad | Narrow enough | Where they gather |
|---|---|---|
| "People who want to build apps" (Superapp's own broad audience) | Non-technical founders with an app idea and no developer | Indie hacker communities, founder groups, app-idea subreddits |
| "People who want to be healthier" | People tracking a weekly medication schedule | Condition-specific forums and groups |
| "Students" | First-year nursing students studying for a specific exam | Course group chats, exam prep communities |
| "Gamers" | Players of one specific puzzle game who want daily challenges | That game's subreddit and Discord |
| "Small businesses" | Independent dog groomers who book by text message | Grooming groups, local business groups |
Where Do the First Users of an App Come From?
Superapp sees the first users of most apps come from personal outreach and small communities, not from ads. Paid and scalable channels come next, once you know the app keeps people.
| Channel | Cost | How fast | Best for | What it teaches you |
|---|---|---|---|---|
| Superapp with Selfdrive (Apple Ads, ASO, website, creators) | $100/month plan plus your ad spend and creator fees | Days for ads, weeks for ASO and SEO | Founders who want the scalable channels run for them after launch | Which keywords and creatives bring installs that stay |
| Friends, family and their networks | Free | Days | The first 5 to 20 testers | Whether the app is understandable at all |
| Niche communities (forums, groups, subreddits) | Free | Days to weeks | Reaching a narrow audience | Which problem people actually care about |
| Direct messages and email | Free | Days | Hand-picked users who fit exactly | Deep feedback from real target users |
| TestFlight public link | Free | Days | Beta users before launch | Bugs and confusion before the public sees them |
| App Store pre-orders | Free | Up to 180 days before launch | Building a waiting list on the store | Early interest you can measure |
| Apple Ads | Pay per tap (Advanced) or per install (Basic) | Same day | People already searching for your kind of app | Which keywords convert |
| App Store optimization | Free (tools optional) | Weeks | Long-term organic downloads | Which words people search |
| Creators and short video | Per video or per result | Days to weeks | Consumer apps with a visual "aha" | Which hooks make people install |
| Product Hunt | Free | One day | Tools for makers and early adopters | A spike of feedback, rarely lasting users |
| Press | Free, but slow to land | Weeks | Apps with a story journalists care about | Whether your story is interesting to outsiders |
| Your own website and SEO | Free to cheap | Months | Search and AI answers over time | What questions your users ask |
You do not need all of these. Most founders get the first 100 users from three: personal outreach, one community, and one channel that scales. Lenny Rachitsky found the same pattern: "Most startups found their early users from just a single strategy."
How Did Famous Apps Get Their First Users?
Superapp's favorite lesson from famous apps is how unglamorous their first users were. Almost all of them went to their users in person or one at a time. The quotes below are verbatim from Lenny Rachitsky's study (May 2020) and Paul Graham's essay, except where noted.
| App | What they did first | In their words | What to copy for your app |
|---|---|---|---|
| Supacam (built with Superapp) | Solo founder built and launched the app fast | "Built Supacam with Superapp in about 2 hours. First month revenue: $500+." (user testimonial on superapp.dev, not independently verified) | Ship early, then spend your time on users instead of code |
| Tinder | Pitched college students in person | "Whitney Wolfe and Justin Mateen would basically run around USC pitching Tinder to sororities and fraternities." | Pick one dense group and show up in person |
| Snapchat | Handed out flyers | Evan "would go to the shopping mall and hand out flyers advertising Snapchat." | Offline outreach still works for a narrow local audience |
| Recruited design bloggers and changed shop computers | "I'd go in and change all the computers to say Pinterest." | Recruit the people others copy | |
| Gave it to people with big followings | "we gave it to a few folks who had very large Twitter following." | A few well-connected early users beat many random ones | |
| Spotify | Invite-only access | Users each had "5 invites at first to share with their friends." | Limited invites make people share |
| Uber | Street teams with referral codes | "There was a very significant use of street teams early on at Uber." | Go where your users wait, with a reason to try now |
| DoorDash | Flyers on campus | The team "printed a bunch of flyers charging $6 for delivery and put them all over Stanford University." | Test demand before you build the full product |
| Superhuman | A landing page while building | "In the first year of Superhuman, as we were primarily building, we threw up a landing page." | Start a waiting list before launch |
| Yelp | Invited their own network | "Inviting people from our network (mostly former coworkers from PayPal) drove our initial users." | Your existing network is your first channel |
| Nextdoor | Contacted community leaders | "We reached out to board members of the homeowners association, and they were more than willing to hear us out." | Find the person who already leads your target group |
| Stripe | Installed it on the spot | "Right then, give me your laptop" (Paul Graham on the "Collison installation") | Get the app onto the phone while you are there |
| Airbnb | Went door to door | Going "door to door in New York, recruiting new users and helping existing ones improve their listings" (Paul Graham) | Help early users succeed, do not just sign them up |
| Cal AI | Short videos and creators | "We started making TikToks, we started partnering with influencers, and then we had pretty explosive growth." (Fortune) | Creators work when the app's value shows on screen |
These are survivor stories. Many apps did the same things and failed. Copy the method, which is going to users directly, not the expectation of the same result.
Which First Users Strategy Fits Your App?
Superapp maps Lenny Rachitsky's seven strategies to concrete steps for a mobile app below. Rachitsky's finding: "Just seven strategies account for every consumer apps' early growth," and "The most popular strategies involve going to your user directly."
| Strategy (Rachitsky's wording) | What it looks like for an app in 2026 | Cost | Best fit |
|---|---|---|---|
| Superapp's scalable layer: Apple Ads, ASO, website and creators via Selfdrive | Run after hand recruiting, once some users return | $100/month plus ad spend and creator fees | Founders who want the scaling channels run for them |
| "Go where your target users are, offline" | Meetups, campuses, clinics, gyms, events; install it on their phone on the spot | Time | Local or tightly grouped audiences |
| "Go where your target users are, online" | Subreddits, Discords, Facebook groups, forums, X communities; be useful first | Time | Most niche apps |
| "Invite your friends" | Your contacts, then an in-app invite or referral reward | Free or a small reward | Social and sharing apps |
| "Create FOMO in order to drive word-of-mouth" | Waiting list, limited invites, App Store pre-orders | Free | Apps with a clear "I want that" moment |
| "Leverage influencers" | A few creators in your niche, paid per video or per result | Per video | Visual consumer apps |
| "Get press" | A pitch to niche newsletters and blogs with a real story | Free, slow | Apps with an unusual founder or angle |
| "Build a community pre-launch" | A group or newsletter around the problem before the app exists | Time | Apps where users want to talk to each other |
Rachitsky also notes that no company in his study found success from more than three strategies. Pick one or two and do them properly.
What Is a Simple Plan for Your First 100 Users?
Superapp's simple plan is to spend the first weeks recruiting by hand, then add one scalable channel. Paul Graham suggests tracking weekly growth: "If you have 100 users, you need to get 10 more next week to grow 10% a week." Before 100, aim for a steady number of new people each week rather than one big spike.
| Week | Goal | What to do |
|---|---|---|
| Before week 1, building in Superapp | A working app people can install | Build the app (Superapp prepares the build, metadata, screenshots and submission flow), set up subscriptions so early users can pay, and write down your narrow target group |
| 1 | 10 users | Message 30 people from your target group one by one. Watch at least three of them use the app. |
| 2 | 25 users | Fix the biggest point of confusion. Open a TestFlight public link and share it in one niche community. |
| 3 | 50 users | Post a useful how-it-works story (not an ad) in two more communities. Ask happy users who else should try it. |
| 4 | 75 users | Go live on the App Store with a keyword-focused title and subtitle. Start Apple Ads at a small daily budget on a few exact keywords. |
| 5 to 6 | 100 users | Keep the channel that brought users who came back. Drop the one that brought people who left after a day. |
This is a guide, not a promise. A niche app can hit 100 users in a week; a social app that needs many users at once may need more manual work, like Airbnb did.
How Do You Recruit Users by Hand?
Superapp's version of hand recruiting is simple: find one person at a time, get the app onto their phone, and stay close while they use it. It feels slow, and that is the point. You learn more from ten people you watched than from a thousand anonymous installs.
Paul Graham calls this the most common thing founders have to do at the start: "The most common unscalable thing founders have to do at the start is to recruit users manually." He also explains why founders avoid it: "There are two reasons founders resist going out and recruiting users individually. One is a combination of shyness and laziness." He gives two examples worth copying:
- Stripe's founders did not send people a link. Graham writes: "At YC we use the term 'Collison installation' for the technique they invented." When anyone agreed to try Stripe, they said "Right then, give me your laptop" and set them up on the spot.
- Airbnb's founders went door to door in New York, recruiting new hosts and helping existing ones improve their listings. Graham's note on marketplaces: "Marketplaces are so hard to get rolling that you should expect to take heroic measures at first."
For an app, the same idea looks like this:
- Ask people to install the app while you are with them, in person or on a call, and watch the first five minutes.
- Send personal messages, not a broadcast. Mention why you thought of them.
- Follow up after three days and ask one question: "What almost made you stop using it?"
- Fix the answer before you invite the next group.
Graham also says to look after these first users: "You should take extraordinary measures not just to acquire users, but also to make them happy." And: "It's not the product that should be insanely great, but the experience of being your user." Replying to every message quickly is something a big company cannot do, and early users notice.
What Should You Say When You Message a Potential User?
Superapp recommends a short, personal message that names their problem, asks for a small favor, and makes it easy to say no. Here are three versions you can adapt. They are examples, not scripts to paste to strangers in bulk.
The first-contact message:
Hi Sam, I saw your post about tracking shifts across three hospitals. I built a small iPhone app that does exactly that, and I am looking for 10 nurses to try it this week. Would you be up for a 10 minute call where I watch you set it up? No worries if not.
The follow-up after three days:
Hi Sam, thanks again for trying the app. One quick question: what almost made you stop using it? Even a one-line answer helps a lot.
The ask for a referral, only after someone is clearly happy:
Glad it is working for you. Is there one other person on your team who has the same problem? I would love to get it in front of them.
| Message part | Do | Do not |
|---|---|---|
| Superapp's rule of thumb for every message | Write it to one person, about their problem | Send the same text to 200 people |
| Opening | Mention where you saw them and their specific problem | Start with your app's name and features |
| Ask | One small favor: try it, or a 10 minute call | Ask for a review, a share and a subscription at once |
| Exit | Make "no" easy | Follow up more than once if they do not reply |
How Do You Get Beta Users Before Launch?
Superapp prepares the App Store submission for you, and Apple gives you two built-in tools for pre-launch users: TestFlight and App Store pre-orders.
| Tool | What it does | Limit | Catch |
|---|---|---|---|
| Superapp | "Superapp prepares the build, metadata, screenshots, privacy declarations, ASO optimization, and submission flow for you." | Needs your Apple Developer account | You still choose who to invite |
| TestFlight internal testing | Shares builds with your own team | Up to 100 team members | Only people on your App Store Connect team |
| TestFlight external testing | Shares builds with anyone by email or public link | Up to 10,000 testers | Your first external build needs TestFlight approval from App Review |
| App Store pre-orders | Puts your app on the store before release | Release 2 to 180 days after the pre-order goes live (new apps) | You need a finished listing and a release date |
According to Apple's TestFlight page, a public link "can be a great way to establish a group of testers since you don't need to have anyone's contact information to invite them." That makes it the easiest thing to post in a community or on social media. Apple also notes: "if you've reached your tester limit, be sure to disable your link so people who try and join your beta will know it's no longer accepting new testers."
Pre-orders work differently. Apple says: "On release day, your app automatically downloads onto the devices of people who have pre-ordered and they receive a notification so they can start experiencing your app right away." Apple adds that "Pre-orders are also discoverable in search results, as well as on the Today, Games, and Apps tabs if your app is being actively featured." Use them when you already have an audience to send to the page, such as a waiting list or a creator who covers your niche.
Is Apple Ads Worth It for Your First Users?
Superapp's view: Apple Ads is worth testing once your listing is live and at least some users stay, because it reaches people who are already searching for an app like yours. It is not worth it before that, because paying to send people to an app that does not keep them only buys you a bad review.
The numbers explain why search matters on iOS. According to Apple Ads, "Over 850 million people visit the App Store every week," "70% of App Store visitors use search to discover apps," and "Almost 65% of downloads happen directly after a search" (the last two figures are from 2022). Apple also reports an "average conversion rate of over 60% for those at the top of search results," and says "95% of downloads after an ad tap occur within a minute."
| Option | How you pay | Control | Best for |
|---|---|---|---|
| Superapp Selfdrive (Apple Ads agent) | Your Apple Ads spend, billed by Apple, plus the $100/month Superapp Max plan | Runs bids and keywords within the budget and campaign you approve | Founders who want ads run daily without managing them |
| Apple Ads Basic | "Pay only for installs at a price you set," within a monthly budget (Apple) | Low: Apple's automation runs the promotion | A first test with almost no setup |
| Apple Ads Advanced | Cost per tap; you set the maximum you will pay for a tap | High: you choose keywords, placements and bids | Founders who want to learn which keywords work |
How to start small:
- Start with a handful of exact keywords that describe the problem, not your brand name.
- Apple's Advanced page does not mention a minimum spend, and eligible developers who sign up get a 100 USD credit, subject to Apple's terms, so your first test can cost little or nothing.
- Judge keywords by whether those users come back, not only by the price of an install.
- Check that your target country is supported. Apple Ads does not run in every country.
For a full setup walkthrough, see our Apple Ads beginner's guide.
Do Creators and Short Video Work for a New App?
Superapp's experience is that creators and short video work very well for consumer apps that show their value on screen in a few seconds, like a photo, food or fitness app. They work less well for apps whose value only shows after weeks of use.
Cal AI is the best-known recent example. Zach Yadegari told Fortune: "We started making TikToks, we started partnering with influencers, and then we had pretty explosive growth." Fortune reports the app, launched in May 2024, "brings in $30 million annually." Treat this as one outlier, not a typical result. Instagram's early version of the same idea was simpler: "we gave it to a few folks who had very large Twitter following."
For your first users, start with your own videos: show the problem, then the app solving it, in under 30 seconds. Once a hook works, pay a few small creators to make their own versions. Our UGC playbook for mobile apps covers briefs, payment models and what to test.
Should You Launch on Product Hunt or Reddit?
Superapp's view is that Product Hunt and Reddit can bring a burst of early users, but they rarely bring the right ones unless your app is for makers or for a specific subreddit's interest.
Product Hunt's launch guide says "12:01 am Pacific Time is the best time to launch for makers that are planning ahead" when they have no other limits. It has one firm rule: "The only real rule here is that you cannot ask people directly to upvote your product." Ask people to visit and comment instead. Product Hunt itself started with a community it already had. According to Lenny Rachitsky's study, the founders emailed supporters of their earlier email list: "We emailed our supporters a link to Product Hunt, informing them not to share it publicly." The result: "That day we acquired our first 30 users." A Product Hunt launch suits productivity, AI and developer-adjacent apps. A meditation app for new parents will find few of its users there.
Reddit works when you are useful first. Read each subreddit's rules before posting, because many limit self-promotion. Posts that work tend to share what you learned building the app, or answer a question someone asked, with the app mentioned once. A post that reads like an ad usually gets removed.
Which Channel Fits Your Type of App?
Superapp sees the best first channel depend on how quickly your app shows its value and how tightly grouped your users are.
| App type | Best first channel | Second channel | Usually skip at first |
|---|---|---|---|
| Any iOS app built in Superapp | Hand recruiting in one community | Selfdrive's Apple Ads and ASO once some users return | Broad paid ads before anyone stays |
| Photo, video or food app | Your own short videos | Small creators | Product Hunt |
| Fitness or health tracker | Niche communities around one goal | Creators who show results | Press |
| Productivity or AI tool | Product Hunt and maker communities | Apple Ads on problem keywords | Mass flyers |
| Game | Your game's community and Discord | Short gameplay clips | Long-form press pitches |
| Local service app | Offline outreach, like Snapchat's flyers or Nextdoor's community leaders | Local groups | National ads |
| Social or marketplace app | One dense group, like Tinder's campus | Invite-only access, like Spotify's 5 invites | Launching everywhere at once |
| Niche professional app | Direct messages to named people | Professional groups and newsletters | Creator campaigns |
How Much Should You Spend on Your First Users?
Superapp's answer: very little until people come back. Your first users cost time, not money. Spend only after you know which users stay.
| Budget | What it buys | Good for |
|---|---|---|
| $100/month (Superapp Max) plus ad spend | Selfdrive runs Apple Ads, ASO, your website and creator campaigns; includes 230 credits, which also build apps | Founders who would rather spend time on users than on running ads |
| $0 | Hand recruiting, communities, TestFlight, pre-orders, Product Hunt, your own videos | Every app, for the first 50 to 100 users |
| Apple's 100 USD credit (eligible new advertisers) | A first Apple Ads test on a few keywords | Seeing which search terms convert |
| $10 to $30 a day in Apple Ads | Steady installs from people already searching | Apps with clear search terms, once some users return |
| A few hundred dollars for creators | Two to five videos from small creators | Visual consumer apps with a hook that already works in your own videos |
Before you spend more, compare what an install costs with what an install earns. RevenueCat's 2026 report puts median revenue per install at "$0.23 median at D14 across all categories" and "$0.34 median at D60 across all categories." If your installs cost $3 and earn $0.30 in two months, more ad spend will not fix that. Your paywall, pricing or onboarding will.
Which Approach Fits You as a Founder?
Superapp sees the right mix depend on how much time you have, how comfortable you are talking to strangers, and whether you want to run ads yourself.
| Founder type | Best approach | Watch out for |
|---|---|---|
| Non-technical founder building with Superapp | Spend the time you save on building on hand recruiting, then let Selfdrive run the scalable channels | Skipping the hand recruiting because the agent exists |
| Solo developer who prefers building | Do 30 personal messages before touching code again | Endless polishing instead of talking to users |
| Founder with an audience on X or TikTok | Build in public and invite followers to a TestFlight link | Followers who like you but do not have the problem |
| Founder with a marketing background | Test one channel properly with clear numbers | Running five channels at once |
| Part-time founder with a day job | Pick one community and show up every day for 20 minutes | Waiting for a big launch day to do it all |
How Do You Know Your First Users Are the Right Ones?
Superapp's test is simple: your first users are the right ones when some of them come back without being asked and a few pay. Raw download numbers do not tell you this.
RevenueCat's State of Subscription Apps 2026 gives useful benchmarks for subscription apps:
| Benchmark | Figure (RevenueCat, 2026) | What to do with it |
|---|---|---|
| Superapp's Selfdrive morning email: your own numbers | Downloads, ad spend and campaign results (or check App Store Connect) | Compare your figures with the rows below |
| Median download-to-paid conversion | "Globally, median lands at 2.0%." | Below this with your target users, look at the paywall and onboarding before buying more traffic |
| By paywall type | Hard paywalls have a 10.7% median, freemium 2.1% | Hard paywalls convert more of each download but show fewer people the app for free |
| When trials start | "Nearly all trial starts happen on Day 0 across categories" | The first session decides most trials, so onboarding matters most |
| When short trials are cancelled | "84% of 3-day trial cancellations and 64% of 7-day trial cancellations occur between Day 0 and Day 1." | If people cancel on day one, the first session did not show enough value |
| Trial length | "Trials of 17+ days convert 70% better than short trials (42.5% vs. 25.5%), yet apps keep shifting to 3-day trials." | Test a longer trial before assuming people do not want to pay |
| Trial-to-paid in North America | "North America median: 34.2% (top quartile above 47.9%)." | Use as a rough target if you sell mainly in the US and Canada |
| Revenue per install | "$0.23 median at D14 across all categories" | Compare with your cost per install before scaling ads |
| AI apps | "AI-powered apps generate 41% more revenue per payer, but they churn 30% faster." | If your app uses AI, watch monthly churn closely |
| Plan length | "Annual plans generate ~2x higher RPI vs. monthly plans and ~5x higher RPI vs. weekly plans." | Offer an annual plan from day one |
| New apps reaching $10K a month | "Only 4.6% of newly launched apps reach $10K in monthly revenue within two years." | Most apps stay small; that is normal, not failure |
With fewer than 100 users, these numbers are noisy. Use them as a direction, and pair them with the simplest signal of all: ask your users how they would feel if the app disappeared tomorrow.
Pick It or Skip It: First Users Channels at a Glance
Superapp's quick reference for each channel: one reason to use it now, one reason to wait.
| Channel | Pick it if | Skip it if |
|---|---|---|
| Superapp Selfdrive | Some users already return and you want ads, ASO, website and creators run for you | You have not talked to a single user yet |
| Hand recruiting | Always, for the first 20 users | Never skip it |
| Niche communities | You can name where your users gather | You would only post ads there |
| TestFlight public link | You want feedback before the public sees the app | Your app is already live and stable |
| App Store pre-orders | You have an audience to send to the page | Nobody knows the app exists yet |
| Apple Ads | People search for the problem your app solves | Nobody searches for it, or nobody stays |
| ASO | You are live and want free downloads over time | You need users this week |
| Creators | The app's value shows on screen in seconds | The value takes weeks to appear |
| Product Hunt | Your users are makers or early adopters | Your users are not on Product Hunt |
| Press | You have a real story beyond "new app launched" | Your only angle is the feature list |
Decide Your First Move in Five Questions
Superapp's five questions to pick your next step:
- Have 10 people from your target group used the app more than once? If no, do hand recruiting and nothing else.
- Can you name three places where your target users gather online or offline? If no, narrow your target group until you can.
- Is your app live on the App Store? If no, open a TestFlight public link and consider pre-orders.
- Do people search for the problem your app solves? If yes, test Apple Ads and work on your title and subtitle. If no, lean on communities and creators.
- Does your app's value show on screen in under 30 seconds? If yes, make your own short videos, then try small creators. If no, focus on search and direct outreach.
What Mistakes Slow Down Your First Users?
Superapp sees the most common mistakes come from trying to scale before anyone has stayed:
- Targeting everyone. A broad audience means you do not know where to post or who to message.
- Waiting for the launch to find users. Start the TestFlight beta and the waiting list while you build.
- Buying ads before the app keeps people. Paid installs that leave in a day teach you little and cost money.
- Sending a link instead of watching someone use the app. You miss the moment they get confused.
- Counting downloads instead of returning users. One person who opens the app daily is worth more than twenty who never come back.
- Trying five channels at once. Lenny Rachitsky found no company in his study succeeded with more than three.
- Using a 3-day trial by default. RevenueCat's data shows longer trials convert better.
- Asking for upvotes on Product Hunt. Its guide says you cannot ask people directly to upvote.
How Superapp Helps You Get Your First Users
Superapp builds native iPhone, iPad, Watch and Mac apps from a description and prepares the App Store submission, including "the build, metadata, screenshots, privacy declarations, ASO optimization, and submission flow." It also generates a landing page for your app from the same project, and sets up subscriptions and in-app purchases. Its marketing agent, Selfdrive, takes on the scalable channels once the app is on the App Store. Per its own page, Selfdrive runs four agents: Apple Ads, App Store optimization, a website with SEO content aimed at Google and ChatGPT answers, and creator (UGC) campaigns, which are in alpha. Selfdrive's page sums it up as "Four agents. You approve, they do the work." You approve the ad budget, listing changes, creator briefs and each creator video before anything goes live, and you get a morning email with downloads, ad spend and what it plans to do next. It works with any App Store app you own, not only apps built in Superapp.
The limits, as Superapp states them: Selfdrive is in beta, there is no guaranteed growth timeline, Apple Ads does not run in every country, and ad spend and creator fees are billed separately from the $100/month Superapp Max plan. It also does not replace the hand recruiting above. Your first 20 users should still come from people you talk to.
If you would rather run the channels yourself, Apple Ads can be managed directly in Apple's dashboard, ASO tools cover keyword research (see our guide to ASO tools), creator platforms handle UGC payments, and app marketing agencies will run all of it for a fee. For the bigger picture after your first 100 users, read our no-budget playbook on how to promote an app.
Frequently Asked Questions
How many users should you aim for first?
Aim for 10 people who use the app more than once, then 100. Ten engaged users tell you whether the app solves a real problem; 100 tell you whether a channel can bring more people like them.
How do I get my first users with no money?
Recruit them by hand. Message people in your target group one by one, share a TestFlight public link in niche communities, and post useful stories about what you built. All of these are free; they cost time instead.
How long does it take to get the first 100 users?
For a narrow app with a clear audience, often four to six weeks of steady outreach. Apps that need many users at once, like marketplaces or social apps, usually take longer and need more manual work.
Should I pay for ads before launch?
Usually not. Paid installs are only useful once the app keeps people. Before launch, put your effort into a TestFlight beta, a waiting list or App Store pre-orders.
Can I get users before my app is on the App Store?
Yes. TestFlight lets you invite up to 10,000 external testers, including through a public link, after your first external build is approved. App Store pre-orders let new apps go on the store 2 to 180 days before release.
Is Product Hunt worth it for a mobile app?
It is worth it for productivity, AI and maker-focused apps, because that is who visits Product Hunt. For most consumer apps it brings a one-day spike of feedback but few long-term users.
How do I get my first paying users?
Show the paywall to people who already got value from the app, during or right after onboarding. RevenueCat's 2026 data shows nearly all trials start on the first day, so the first session matters most.
Can an AI agent get users for my app?
An AI agent can run the scalable channels, like Apple Ads, App Store optimization, SEO content and creator campaigns, once your app is live. Superapp's Selfdrive is one example. It cannot replace talking to your first users yourself.
How did Tinder get its first users?
According to Lenny Rachitsky's study, Whitney Wolfe and Justin Mateen ran around USC pitching Tinder to sororities and fraternities. They focused on one dense group in one place.
How did Instagram get its first users?
Instagram gave early access to a few people with very large Twitter followings and contacted the press directly rather than using a PR firm, according to Lenny Rachitsky's study.
What is the Collison installation?
It is Y Combinator's name for the technique Stripe's founders used: when someone agreed to try Stripe, they asked for the person's laptop and set them up on the spot, instead of sending a link. For an app, it means installing it on someone's phone while you are with them.
What is a good conversion rate for a new app?
RevenueCat's 2026 report puts median download-to-paid conversion at 2.0% globally, 10.7% for hard paywalls and 2.1% for freemium apps. With fewer than 100 users your numbers will be noisy, so treat these as a direction.
Should I use a free trial for my first users?
A trial can help, but its length matters. RevenueCat's 2026 report found trials of 17 days or more convert 70% better than short trials, and most cancellations of 3-day trials happen on day zero or day one.
Is Apple Ads Basic or Advanced better for a new app?
Basic is simpler: you pay per install within a monthly budget and Apple's automation runs the promotion. Advanced charges per tap and lets you choose keywords and bids, which teaches you more about which searches convert.
How much does Apple Ads cost for a new app?
There is no fixed price. Advanced uses cost per tap with a maximum bid you set, and Apple's page does not mention a minimum spend. Eligible developers who sign up get a 100 USD credit, subject to Apple's terms.
Do I need a website to get my first users?
Not for the first 20, but it helps soon after. A simple landing page gives communities, press and AI answers something to link to. Superapp generates one from the same project as your app.
Should I post my app on Reddit?
Only where it is useful and allowed. Read each subreddit's rules first, share what you learned or answer a real question, and mention the app once. Posts that read like ads usually get removed.
How do I get users for an app nobody searches for?
Skip search ads and go to where your users already talk: communities, creators and direct outreach. Once people know the app, they start searching for it by name, and that is when ASO and Apple Ads begin to help.
What should I do after my first 100 users?
Keep the one channel that brought people who stayed, and grow it. Paul Graham's benchmark is weekly growth: with 100 users, 10 more next week is 10% weekly growth.
References
- Paul Graham, Do Things That Don't Scale
- Lenny Rachitsky, How the biggest consumer apps got their first 1,000 users (May 2020)
- Apple Developer, TestFlight
- Apple Developer, Pre-orders
- Apple Ads Advanced
- Apple Ads Basic
- RevenueCat, State of Subscription Apps 2026
- Fortune, Cal AI founder profile (Sept 2025)
- Product Hunt, Launch guide
- Superapp
- Superapp Selfdrive
- How to promote an app: the no-budget playbook
- Apple Ads beginner's guide
- UGC playbook for mobile apps
- Best ASO tools for founders