A checklist being ticked off in a notebook.

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BLaunching

The pre-launch checklist for indie apps, week by week.

Launches go wrong in predictable ways: a sign-up that breaks on mobile, an App Review that takes longer than planned, analytics added the day after. This is the checklist I use, counted back from launch day, so the things that need lead time get it.

By Maxime Bertonnier · Published

Four weeks out: positioning and plumbing

  • Write the one sentence that says who it's for and what it does. Put it in your hero, store listing and social bios, word for word.
  • Set up analytics and decide the two or three events that matter (sign-up, first key action, payment).
  • Error tracking on front end and back end.
  • Transactional emails sent from your own domain, with SPF, DKIM and DMARC set up, so confirmations don't land in spam.
  • Terms and privacy pages, honest about what you collect.

Three weeks out: strangers, not friends

  • Get people who don't know you to go through the product cold: landing page, sign-up, first session. A testing exchange like Makers Wall (mine) is the free way; a few paid sessions if you need a specific audience.
  • Ask each one what they thought it did after five seconds, and where they would have quit.
  • Fix the top three problems. Not twenty: three.

Two weeks out: the gates you can't rush

  • Submit to App Review or production on Google Play with a margin. New Play accounts also need their 14-day closed test done by now.
  • Payments in live mode, with a real card and a refund.
  • Open-graph images and titles for every page you'll share: test them in a link preview.
  • A second round with testers on the fixed version.

Launch week

  • Feature freeze. Only fixes.
  • Prepare your launch posts and a first comment that explains why you built it.
  • Check sign-up, payment and emails once more on a phone.
  • Clear your calendar for launch day: answering comments is the job.

Launch day and the week after

  • Answer every comment and email the same day.
  • Watch errors and the sign-up funnel, not the upvote count.
  • Write down every piece of feedback in one place.
  • A week later: email new sign-ups who didn't reach the key action and ask what stopped them.

How it works on the wall

  1. 1 · SubmitPaste your link and write what testers should look at.
  2. 2 · TestClaim someone else's project and write down what broke. That earns the credits that unlock your own reports.
  3. 3 · ReceiveMakers test yours and send a report, every problem listed with its severity.
  4. 4 · RateYou rate each other; both ratings unlock together.

Free, and based on reciprocity. The FAQ has every rule written out.

Questions

How long before launch should I start testing my app?
At least three weeks, so you have time for a round of testers, a round of fixes and a check. Store review and Google Play's closed test need their own lead time on top.
What's the most common launch-day problem for indie apps?
Sign-up or onboarding that breaks for people who aren't the maker: an email that doesn't arrive, a step that fails on mobile, a first screen with nothing to do. Testing with strangers beforehand catches most of these.
Should I launch on Product Hunt?
If your audience is makers and early adopters, yes. Launch once the product survives a stranger's first session, and treat launch day as a day of answering people.

Put yours on the wall.

Submit your project for free, test someone else’s, and get an honest report back.

Get your first testers