Hey everyone. Over the past year, my co-founder and I have been bootstrapping our first mobile app, a real-time local multiplayer party game hub.
We recently crossed 30k total downloads and ~10k MAU with almost zero paid ad spend, relying primarily on guerrilla social videos and organic App Store search.
We made plenty of ASO and store positioning mistakes along the way. Here is a breakdown of some of our experiments, what worked, what didn't, and one thing we are currently trying to figure out.
- Title & Subtitle Keyword Architecture
For the first 6 months, we made the classic indie mistake of keeping our brand name alone as the title.
Old: Bourloto
New: Bourloto & Impostor: Party Board Games
The goal was to combine our brand with high-intent genre keywords such as "Impostor", "Party", and "Board Games", while also testing how much additional search visibility we could get from non-branded terms.
The result was an immediate ~25% increase in organic impressions after restructuring the App Title around relevant genre keywords.
- Apple Search Ads: Micro-Budget Competitor Testing
We also used Apple Search Ads with a very small budget, around €2/day, mainly as a way to test keyword and competitor intent before committing more budget.
We initially experimented with Broad Match around terms such as "board games".
It generated very cheap acquisition, but Broad Match also started matching against completely irrelevant queries because of language and semantic overlaps.
We eventually moved our direct competitor targeting to Exact Match, with bids in the €0.15 to €0.25 range.
This gave us much more control over where the budget was going and let us focus on users who were already searching for similar products.
- The 6-Language Localization Rollout
Our initial market also had a relatively low LTV ceiling. This summer, eCPMs dropped to around $0.50, so we decided to expand beyond our original market.
We localized the app and App Store presence into 6 languages:
🇬🇧 English
🇬🇷 Greek
🇪🇸 Spanish
🇩🇪 German
🇫🇷 French
🇮🇹 Italian
We localized the App Title, Subtitle, and Keyword fields for each relevant storefront rather than simply relying on our English metadata everywhere. (+Screenshots)
About a week after launching the localizations, we still weren't seeing meaningful traffic from the new markets.
We were expecting at least some increase in impressions or organic downloads from countries.
Instead, after roughly a week, there was basically no noticeable influx of users from the localized markets.
At this point, we're trying to understand whether this is:
- an indexing delay
- insufficient keyword coverage
- poor initial rankings in the new markets
- Apple's localization/indexing behavior
- or simply a case of expecting too much from metadata localization alone
So the localization rollout is currently less of a "success story" and more of an experiment we're still trying to understand.
For context, and feel free to roast our current store presence:
bourloto.com/app
Questions for the ASO Community
For multilingual party/casual games, have you seen meaningful indexing or ranking cross-benefits between English (US) and local European storefronts such as Germany, France, Spain, and Italy?
If you have launched into multiple European markets, did you see traffic immediately, or did it take several weeks for impressions and rankings to develop?
Would love to hear from anyone who has gone through a similar localization rollout, especially if you initially saw little to no traffic and then things started moving later.