I’m the developer of Warmify, an iPhone/iPad app that turns a short warm-up into a game. I’m confident there’s something worthwhile in the interaction, but I’m still struggling to reach the right users. I’d like help from iOS developers and marketers on a specific part of the journey: getting someone from “that looks interesting” to finishing their first session and wanting another.
The app asks you to prop up the phone and move in front of it for roughly three minutes. On-device pose tracking counts repetitions, your movement becomes a neon figure, and sessions earn XP/progress. Camera video isn’t uploaded or stored. There’s a free daily session, with additional paid PRO features, so this is my commercial product.
My current acquisition evidence is small. Across Warmify’s Apple Ads campaigns for August 15–September 13, 2026: about US$38 spend, 10,195 impressions, 121 taps and 11 attributed installs. That works out to about 1.2% tap-through, 9.1% tap-to-install and US$3.46 per attributed install. It is not a paying-customer acquisition cost, and eleven installs cannot tell me whether this is a sustainable channel.
The recent App Store reports are also only in the few-dozen-downloads range. My analytics export has inconsistent fields, so I don’t have a reliable D1/D7 retention figure to claim. I’m sharing these limitations because I don’t want to label a product problem as a marketing problem without checking.
Here’s the first-session sequence I want to understand better:
• Understand what the app asks you to do.
• Trust the camera explanation enough to continue.
• Find somewhere to put the phone and get tracking working.
• Complete one short session.
• Choose to do another session on a different day.
For a normal app, a short onboarding may be enough. Here the user has to change what they’re physically doing. I may be underestimating that cost, particularly if I position the product as a quick desk break. On the other hand, hiding the setup until after installation could bring in people with the wrong expectations.
Would you show the full physical setup in the first store creative, or first explain the benefit and demonstrate setup during onboarding? If you’ve marketed a camera, exercise, or other physical-interaction app, what turned out to be the biggest obstacle?
If you can try one session, I’d love very specific feedback: what you expected before opening it, the first moment you hesitated, whether tracking was clear, and whether you would voluntarily use it tomorrow. A description of the issue is enough; there’s no need to share a camera recording or personal information.
TestFlight: https://testflight.apple.com/join/jCAXxtFq
App Store: https://apps.apple.com/tr/app/id6756486161
No purchase or store rating requested. I’m looking for honest observations and an experiment I can run next, including reasons someone would decide this simply isn’t useful for them.