Puff Count · B2C · quit vaping app
Test prices from $4 to $12; keep the one earning most per user
Unknownpricingexperimentation
What they did
A/B tested subscription prices starting at $4 and going up to $12 using Superwall, which configures paywalls remotely (no App Store update needed) and reports which price gives the best LTV. He picks the highest-LTV price point. RevenueCat adds LTV data used to set how much can be spent on ads, influencers or installs (CAC below LTV).
- Stage
- Monetization
“I A/B tested different pricings. I started at $4, went up to $12, right? With a lot of users coming to your app, you're getting a lot of data and you're understanding which price point gives you the highest LTV, the highest lifetime value. I use Superwall to do this.”
Related topics
Get tactics like this every Monday
New tactics from the week's founder interviews, each linked to where it was said.
More from this episode
- Puff Count: Check rival apps' revenue, Google Trends and viral TikToks before buildingPicked quit-vaping; the app now makes ~$40K/month
- Puff Count: Turn pencil sketches into a 99designs contest; pay an Upwork developer per finished appBuilt the MVP for under $5K with no coding or design skills
- Puff Count: Log your niche's most viral TikToks, remake one, end with a 2-second plugOne remake got 8.3M views and tens of thousands of downloads
- Puff Count: Turn the TikToks that already did well into Facebook and TikTok adsFounder says the ad algorithms find buyers when the creative is proven; no numbers
- Puff Count: Skip pricey influencers and pay small, overlooked creators for cheap videosBig influencers cost a lot and didn't care about results; small creators cheaper
- Puff Count: Require a free trial signup after onboarding before any feature worksConversion jumped to 20-25%; founder says it changed the business overnight
- Puff Count: Ask many questions in onboarding so users feel their problem before payingFounder says his data shows users convert much better; no numbers
- Wordle: Show ads in games people play a lot; charge subscriptions for quick-use toolsAds worked well for his games; founder says ads don't work for tool apps