Practitioner pattern · Josh Peleg (Buys apps for BlueThrone; pitches BlueThrone to founders looking to exit)
Cut ad spend from $50K to $10K a month to look profitable before selling
Downloads eventually follow the drop; guest calls it riskier than pushing revenue
What they did
What happened
In their words
Buying vs. Building: Scaling Beyond a Single App — Josh Peleg, BlueThrone
Josh Peleg… try and push the budgets as high as you can go. And in fact, one of the first questions I'll ask when I'm getting to know a founder for the first time is I'll ask, "What's your marketing budget?" And they'll tell me, I don't know, 50k a month. And then my second follow-up question is always, "How high have you been able to push that? And if you're not pushing it, why aren't you pushing it?" So, knowing the answer to that is very important.
Josh PelegThere's a flip side to this where the founder can also optimize for profit. So, let's say they're running at spending $50,000 on marketing month over month. They think about selling, so they're like, "Hey, I want to sell a profitable app because I'll get a better multiple." They cut marketing from 50 to 10. And once they cut marketing from 50 to 10, they still kind of run off of the cohorts they previously bought. But at some point, the downloads are going to follow that drop as well. So it can be a problem as well.
Josh PelegSo, I'd say, if I was to categorize, for anyone listening, what's more dangerous, optimizing for profit or revenue, I'd always say it's more dangerous to optimize for profit because you don't want to mess with your download stream. It's better to optimize for revenue.
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More from this episode
- Buy about 100 small utility apps valued mostly on profitMany had been pumped before sale and died; shallow products didn't last
- Buy only a few apps with strong organic traffic and invest in their teamsPortfolio cut to 5 apps, each a category leader or on its way; guest says it works
- After buying a music app, hire a GM from Spotify and triple the teamMAU grew from 200K to almost 6M; still near the top of its category
- Build an in-house team making cheap UGC TikTok videos for the appsFirst viral video took 6 months and several people; gets faster with practice
- Sell mugs, t-shirts and hoodies to a game's biggest spenders
- Sell power-ups on top of the subscription, like 2x more songs nearbyGuest says it captures what each user is willing to spend; no numbers
- Build solo without VC money, then sell the app within 18 monthsSold for over $4M; deal closed in 3 months with no investors involved
- Charge $120 a year and pitch it as paying for itself in work timeGuest says it unlocked very high LTV; no figures beyond price
- Launch a rough app, prove people pay, then build the real techHost says it's now a genuinely great app; no numbers
- Push the lifetime plan on the paywall right before selling the appKnocks down negotiations; the buyer can't monetize those users again
- Add in-app coins that people earn from ads or buy in packsApps that crack consumables reach deeper LTVs, per talks with hundreds of founders
- Before buying an app, compare its return per dollar with more ad spend
- Stack category downloads over time to see if new apps grow the marketScreen time market grew with each new entrant; buying a non-leader looked OK
- Keep a bought app separate and sell one subscription for both apps
Tags: budget, due-diligence, profit-optimization