How to scale a VR app (without getting on the Meta Store)
I thought I'd share a few tips from myself and some of my other VR Dev friends...
I saw this tween by Arian and I recognized that we were doing some of what he's alluding to. It sparked some other ideas as well so I thought I'd share a few tips from myself and some of my other VR Dev friends:
- For games, get on itch.io, Steam, and App Lab (or any mix of them). For utility apps, get on App Lab.
- If your app does not meet App Lab standards yet, you can use Sidequest for distribution to early testers, but be warned: it's a huge pain in the butt for users who aren't already set up with Sidequest.
- Get onto the Meta Store as quickly as possible. They typically reach out when you have ~50k users and are adding 1,000/week.
Not at these numbers yet? Continue reading!
How to build up your userbase
- If App Lab is your plan, pick a very unique, short, and easy to remember name because otherwise users will not be able access your App Lab page. Search won’t surface it.
- Once on App Lab, make heavy use of "Short Links" feature on developer.oculus.com and figure out what distribution channels work.
- Add you own usage analytics to your app (Meta's are slow to update and not customizable.) Figure out what makes users stay and what makes them leave.
- Create a community meeting place for your users (Discord, Subreddit, etc). Even better if you can make your app the place they come to meet.
- Put a video showing users how to find your app on App Lab/itch.io/steam/etc at the end of every piece of video content you produce. Put QR codes to your app lab page in your static picture content.
What gets you more users
- Making an app people want.
- Posting a lot of content.
- Adding features to your app that encourages users to make and post content about your app.
- Beautiful visuals shown off well in video.
- TikToks with > 100k views.
- Youtubers making videos about your app organically (not paid).
- Placement on Meta Store.
- People organically posting about your app on Reddit and TikTok.
- Ads on more specific quest games lists (expensive though.)
What DOES NOT get you more users
- Sidequest ads.
- Tweets on x.com, even if they do really well. (At least not directly.)
- Paying "VR Youtubers" to make videos about your app.
- Instagram/Facebook ads.
- Adding more features to your product while ignoring. distribution/marketing and hoping word of mouth saves you.
- Studios-turned-publishers who promise they can get you on the Meta Store.
- Posting desperate content to Reddit.
What else you should do if you're a serious VR dev
- Apply to join the XR Hackers forum
- Join the Fluid Discord (where you can ask me questions)
- Submit your app to the SFVR.com Apps List.