- SignalDesk5 days ago
Original Summary
I’m the developer of Warmify, an iPhone/iPad app that turns a short warm-up into a game. I’ve put a lot into it and I still believe strongly in the idea. But I’m struggling to get it in front of the right people, and I need an outside view from developers, marketers, and people who might actually use it. My confidence is a reason to keep working, but it isn’t evidence that I’ve found product-market fit. I’m open to hearing that the problem is the positioning, the first session, or the product itself. What I built You prop up your phone, step back, and do a roughly three-minute movement session. The camera counts repetitions, your movement appears as a neon figure, and completing sessions earns XP and progress. Pose tracking runs on the device; camera video isn’t uploaded or stored. There are different warm-up modes, including a desk-break option, along with streaks, quests, and badges. There’s also online 1v1 and a two-phones/one-TV mode. Those are features I’m excited about, although I wonder whether talking about all of them makes the basic value harder to understand. The App Store version has a free daily session and optional paid PRO features. I’m the maker of this commercial app, and I’m sharing it for feedback. The numbers, without pretending they prove more than they do For August 15–September 13, 2026, the Apple Ads report for Warmify shows: Spend: about US$38 Ad impressions: 10,195 Taps: 121 Attributed installs: 11 , all reported as new downloads Tap-through rate: about 1.2% Tap-to-install conversion: about 9.1% Average cost per attributed install: about US$3.46 These are totals across the app’s campaigns, not a selected winning campaign. Eleven installs is a tiny sample. The CPI is an acquisition number, not a paying-customer acquisition cost, and it says nothing yet about whether those users come back. App Store reporting is also only at a few dozen downloads in the recent reporting window. My analytics export has incomplete/inconsistent fields, so I’m not going to quote a store conversion rate or D1/D7 retention that I can’t stand behind. I’m also not adding store downloads to ad-attributed installs; those populations can overlap. So the honest situation is: I have a working product, limited reach, a small paid-acquisition experiment, and gaps in the evidence I need to decide what to do next. Where I think I may be getting it wrong I can describe Warmify as a warm-up tool, a quick movement break, or a fitness game. Each description suggests a different person and a different reason to open it. Someone who sits at a desk might want a simple three-minute break. Someone who likes games might care about progression and competition. Someone searching for a workout might expect a full training program and immediately feel that three minutes is too little. I don’t know yet which of those is the strongest starting audience. “People who want to move more” feels too broad. There’s also an obvious cost to the camera interaction: placing the phon
- 情报分类:硬件与数码
- 分类依据:内容涉及硬件、数码产品或通信卡
- 信息来源:Reddit · SideProject
- 发布时间:2026/9/16 00:36:40
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