Reflective Apps · B2C · app portfolio studio
Buy under-monetized apps and fix their paywalls instead of spending more on ads
First deal paid back in 12-18 months; 30-35 apps bought over 5 years
What they did
What happened
- Stage
- scale
In their words
Ryan Thorpe - Meet The Guy Dominating The App Store
Ryan ThorpeAnd I think that's kind of a case study of how we've been over the years, trying to do what we think is realistically the best idea. And what that led to was we had another option. So, we were able to acquire a habit app uh called Done. It's now called Do Habit. And we acquired that, and it came with a portfolio of extra apps, as well.
Ryan ThorpeYeah, so we the we quite we acquired this one. It came with uh another five or six apps kind of like as a bundle. And what was really great about this is we paid uh a pretty good price for it, but it was quite under-monetized, um there was room for growth. We knew that there was improvement in like paywalls and in-app subscriptions that we could make.
Ryan ThorpeAnd so, we we acquired the app and then within sort of 12 to 18 months, we made our money back. And then we thought, "Well, if we were going to spend the same amount of money on adverts, uh it's less reliable that we're going to make that same amount of money back, and we still own the habit tracker or the mobile app asset, and we own all the user base and the tech, as well, that we can sell on afterwards if we want to."
Ryan ThorpeSo, we kind of thought, "Maybe there's an opportunity here to build a portfolio, to build a- a roll-up of apps." And to be honest, that's what we did. So, for the next 5 years, 2020 to 2025 roughly, we just went at it. We we acquired another 30, 35 apps in total, and yeah, build that portfolio.
Joseph ChoiInteresting. Cuz January is the cheapest month, you're saying?
Ryan ThorpeYeah, exactly. And being that we had an app portfolio, our big mindset was always like, where do we allocate capital the most efficiently? Do we buy more apps or do we run ad spend? Most of the time, buying more apps was a better way to grow. But in periods of of the year like January, ad spend was was king, because that created a new baseline for the whole company every year of MRR, ARR kind of numbers.
Joseph ChoiYeah. Super like systematic. I I love it. And this is like where we've been going down like the scientific just the step-by-step for scaling. But let's look into these actual ads. So, do any of these like stick out to you immediately that could be interesting to look at?
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New tactics from the week's founder interviews, each linked to where it was said.
More from this episode
- Pay small creators in each country to read a script, then run it as Facebook adsDrove ~$3-4M ARR, but ad spend matched revenue
- Run your own creator team: train them, brief them, and automate hiring through payment~250 regular creators, thousands of videos; drove tens of millions of downloads
- Post every video on your own TikTok first; put ad money behind the ones that take offCheaper testing off-peak; breakouts pushed four or five ways
- Test each video with $10-20, move winners to bigger campaigns, let the best 1-2 take 90%1-2 evergreen videos took 90% of spend; run by one media buyer
- Once a video holds a few hundred dollars a day of ads, have creators remake itSometimes compounded; the top viral video failed to copy across 20-40 creators
- Spend about 75% of the year's ad budget in January, when installs cost halfDone hit #1 free app in the US on Jan 2-3, two years running
- Test ads Dec 26-28, raise spend Dec 28-30, and 10x it on January's first SundayGuest's playbook from his ad accounts; no separate numbers
- Put a famous person's voice behind the video as the hookOne video hit 50-60M views, then a cease and desist; AI-voice copies partly worked
- Give creators strict briefs: 10-15 second videos, 25-27 cuts, POV phone shots, trending soundsSet a quality floor across ~250 creators; results still varied
- Recruit creators with 2K-20K followers by DM, send them to a creator page, then test them2,000+ creators on the books; ~10% became regulars, 1-2% of those went viral
- Pay creators $30-40 a video, raise to $100 for reliable ones, and add bonuses for hitsKept creators loyal long-term vs pure performance pay
- Hire agencies to produce creator contentDidn't work across many agencies; replaced with an in-house team
- Sell the app to employers, using stress tests to prove it lowers staff stress
Tags: roll-up, acquisition, under-monetized, capital-allocation