Niches Hunter

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March 17, 2026 The ASO insight most indie devs skip (and it's the reason your app stays invisible)

Spent way too long optimizing metadata for an app that was never going to rank. Not because my ASO was bad, but because I picked a niche that was already owned by apps with 50k+ ratings. Lesson learned the hard way.

Here's what actually changed things for me:

Niche selection is your ASO foundation, not an afterthought.

You can write perfect title copy, nail your keyword field, A/B test screenshots until you're blue in the face... and still get buried if the category is a warzone. The apps sitting on page one got there years ago and have review counts you can't realistically compete with on a normal timeline.

The move is to find gaps BEFORE you build. Lower competition niches where ranking is actually achievable. This is where I started using Niches Hunter, which tracks 40k+ apps daily and surfaces opportunities before they get crowded. The revenue estimator alone saved me from building something with basically zero monetization ceiling.

The other thing nobody talks about enough: Apple and Google Play are completely different games.

Apple indexes your title, subtitle, and a 100-character keyword field. That's it. Every character counts, no spaces between comma-separated terms, and don't repeat words already in your title.

Google Play indexes your full description. Totally different approach. Treating both platforms the same is probably the most common expensive mistake I see.

Quick framework that actually works:

  • Week 1: Audit keyword rankings, note what dropped or climbed

  • Week 2: Refresh metadata based on what the data's telling you

  • Week 3: Analyze screenshot/icon conversion data, queue A/B tests

  • Week 4: Review ratings trends, respond to negatives publicly, check retention signals

The whole thing takes 1-2 hours a week if your tooling is solid. Retention and uninstall rates are behavioral signals that affect rankings now too, so shipping something people actually keep using is genuinely part of the strategy.

Wrote up a full breakdown with the keyword tactics, visual asset stuff, and launch timing details here: https://nicheshunter.app

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March 17, 2026 How I finally stopped wasting months building apps nobody wanted

After shipping two apps that went basically nowhere, I realized my problem wasn't the code or the design. It was that I was picking niches based on gut feel and what seemed "cool." Classic mistake.

Here's what actually changed things for me: treating niche selection like a research problem, not a creativity problem.

The thing most indie devs get wrong

"Fitness app" isn't a niche. It's a category dominated by companies with funding you'll never match. "Kettlebell training tracker for beginners" is a niche. That distinction sounds obvious but it took me an embarrassingly long time to internalize it.

The narrower your focus, the less competition you're fighting, and the easier it is to rank and actually get found.

Two signals worth obsessing over

When you're evaluating a niche, the two things that matter most are:

  • Top apps with under 1,000 ratings despite ranking well (means the space isn't locked up yet)

  • Negative reviews on existing apps with the same complaint repeated over and over (means users want something better and nobody's built it)

That second one is huge. Go read the 1 and 2-star reviews on the top apps in any category you're considering. That's basically a free product roadmap.

Where I've landed on tooling

Manual research has real limits. You can only look at so many apps in a day, and by the time a niche shows up in a blog post it's often already crowded.

I've been using Niches Hunter for the discovery and validation side of things. It tracks 40,000+ apps daily and flags niches with revenue potential before they get saturated. The part I find most useful is the Revenue Estimator, which gives you realistic MRR projections based on actual App Store data rather than made-up numbers. Saves me from getting attached to ideas that will never pay anything meaningful.

There's also a Niche Roulette feature that randomly surfaces validated ideas when you're stuck, which sounds gimmicky but has genuinely shown me angles I wouldn't have considered.

I put together a fuller breakdown of the whole process I use now, from initial research through competition analysis to picking a monetization model: https://nicheshunter.app

The one thing I'd tell past me

Run revenue estimation before you write a single line of code. Not after. The monetization model needs to shape the product design from day one, not get bolted on at launch when you realize nobody's paying.

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March 12, 2026 What I learned losing 6 months to an App Nobody wanted (and How I fixed my Process)

# What I Learned Losing 6 Months to an App Nobody Wanted (and How I Fixed My Process)

I used to build first and research second. Most indie developers do.

The pattern is painfully predictable: you get excited about an idea, you spend months building, you launch, and then you watch the download counter sit at 12 while you wonder what went wrong. I've been there. Twice.

The brutal truth I eventually accepted: my app ideas weren't bad because I lacked skill. They were bad because I skipped the one step that actually predicts success, which is validating whether real people are actively searching for a solution and willing to pay for it before writing a single line of code.

Here are the two lessons that actually changed how I approach app development now.

## Lesson 1: Niche selection matters more than execution quality

I spent a long time believing that a well-built app would find its audience. It won't. Not in 2026, anyway.

The App Store is brutal for broad apps. You're competing against established players with thousands of reviews and real marketing budgets. But something interesting happens when you go narrow. A productivity app for freelance photographers or an invoicing tool specifically for electricians competes against almost nothing. Users in those niches are actively searching and finding almost no good options.

The revenue difference between a well-positioned niche app and a generic one isn't marginal. It can be the difference between $400/month and $12,000/month with comparable download numbers, because conversion rates and willingness to pay are completely different.

The niches I completely missed before: seniors (high disposable income, almost no apps designed for them), tradespeople, and non-English speaking users in high-income countries. These groups are underserved in ways that feel almost embarrassing once you see it.

## Lesson 2: Validation is the highest-leverage work you can do

I now treat validation as the most important phase of any project, not a box to check before the real work begins.

What I actually look for before committing to a build:

- Is there a specific audience actively searching for this in the App Store?
- Are there any existing apps with decent revenue but obvious gaps in reviews?
- Can I project realistic monthly revenue numbers based on category data, not gut feel?

That last one used to be pure guesswork for me. I'd just hope the math worked out after launch.

These days I use [Niches Hunter](https://nicheshunter.app) to shortcut this research. It tracks over 40,000 apps daily and surfaces iOS niches where demand is rising before competition catches on. The revenue estimator feature specifically helped me stop underpricing (I was charging $1.99/month for things people would have happily paid $9.99 for, which is a signal problem, not a generosity strategy).

The niche roulette feature sounds gimmicky but it's genuinely useful for breaking out of the ideas you already had. Some of my best current prospects came from categories I never would have considered.

## The actual formula that seems to work

1. Research niches with real data, not intuition
2. Validate demand and revenue potential before touching Xcode
3. Build focused and small, one clear use case
4. Price like the product has value, because it should

I wrote a much fuller breakdown of the 2026 app landscape including ASO strategies, monetization models that are actually converting, and the hardware trends worth paying attention to: [full article here](https://nicheshunter.app).

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Curious where other IH folks are on this: are you doing any formal validation before you build, or mostly going on intuition and iteration? And has anyone found good signals outside the App Store for testing demand before committing to development?

NICHES HUNTER | Hunt Profitable iOS Niches

Free daily intel on untapped iOS App Store opportunities. Discover profitable niches before the competition.

 

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March 4, 2026 How I Track App Rankings Without Losing My Mind

Been building iOS apps for a while now, and the ranking game took me way too long to figure out. I spent months optimizing metadata, watching rankings bounce around daily, and convincing myself I was making progress. Spoiler: I mostly wasn't.

Here's what I've learned the hard way.

The mistake I made first (and you probably will too)

I was checking rankings every single day. Big mistake. Daily fluctuations are just noise. The App Store algorithm is constantly shifting micro-positions, and if you react to that noise, you end up making metadata changes every week with zero ability to tell what's actually working.

The cadence that finally worked for me: check weekly, act monthly. Weekly gives you enough signal to spot real trends. Monthly gives your changes enough time to actually index and influence results before you touch anything else.

The insight that changed everything

Apps in positions 5 through 15 for a keyword are the most vulnerable spots. They're close enough to the top to have real search volume, but weak enough that focused optimization can actually overtake them. That's where I stopped targeting the obvious high-competition terms and started hunting for gaps.

The filter I use now: moderate search volume, top 10 filled with apps that have under 100 reviews or ratings below 4.0. That combination is basically an open door for a focused indie app.

I've been using Niches Hunter to surface these opportunities. It tracks 40,000+ iOS apps daily and flags niches gaining search momentum before they get crowded. Finding the right niche before you optimize is honestly more valuable than any metadata trick.

The one rule I wish I'd followed from day one

Never change more than one metadata element at a time.

Title, subtitle, keyword field. Pick one. Update it. Wait two weeks minimum. Then check what happened to your rankings.

I used to update everything at once because I was impatient and wanted to "fix everything." All I did was make it impossible to know which change caused which shift. Now I treat each metadata update like a controlled experiment.

What actually connects ranking to revenue

Rankings drive impressions. But if your conversion rate is broken, better rankings just mean more people bouncing off your listing.

The number I watch most in App Store Connect is the 30-day rolling download trend, not daily downloads. Daily numbers are noisy for all kinds of reasons that have nothing to do with your optimization work. If your ranking goes up but your 30-day trend stays flat, the problem is your icon and screenshots, not your keywords.

Full breakdown of the system I use now, including the dashboard setup and competitor monitoring process, is here: nicheshunter.app

What I'm still figuring out

Honestly, review velocity is the piece I'm least confident about. I know review volume and recency affect rankings, but I haven't found a reliable way to encourage reviews that doesn't feel gross. Curious if anyone here has found something that works without being spammy.

What's your current ASO workflow? Are you tracking rankings manually, using a tool, or mostly ignoring it and hoping for the best? I was in that last camp for longer than I'd like to admit.

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February 20, 2026 How I Think About App Monetization Before Writing a Single Line of Code

I've watched a lot of solo iOS developers — including past me — spend months building something only to discover there was no realistic path to meaningful revenue. The app worked. Users liked it. It just... didn't make money.

The problem almost never turned out to be the code or the design. It was always that monetization was an afterthought.

So here's how I actually think about this now, and some hard lessons along the way.


The mistake I kept making

I used to pick an idea, build it, ship it, and then ask "okay, how do I make money from this?" That ordering is catastrophically backwards.

The App Store crossed $85B in annual revenue last year — but the distribution is brutal. A tiny number of apps capture most of that. The difference between apps that earn real money and apps that quietly die isn't code quality. It's whether the developer validated a monetization model before committing to the build.

I started flipping the process: find niches where users already pay, then build something to serve them better. It sounds obvious. It took me longer than I'd like to admit to actually do it consistently.


What actually drives revenue (the numbers that matter)

Before you can pick a monetization model, you need to internalize a few metrics:

  • ARPU (Average Revenue Per User) — the single most useful number for comparing monetization approaches

  • LTV vs. UAC — if your lifetime value doesn't exceed what it costs to acquire a user, nothing works long-term

  • Conversion rate — the % of free users who go paid. Even moving this from 2% to 3% is a 50% revenue increase with zero change to acquisition

The benchmark context that surprised me most: average freemium-to-paid conversion on iOS sits at1–5%. Top apps in high-intent categories (health, productivity, finance) hit 8–12%. If you're below 1%, it's almost never a pricing problem — it's an onboarding or paywall clarity problem.


Which category you're in matters more than you think

"What apps make the most money?" — gaming dominates by raw volume, but ARPU tells a more interesting story:

| Category | Typical ARPU |
|---|---|
| Casual games | $0.05–$2 |
| Dating | $5–$30+/month |
| Health & Fitness | $8–$20/month |
| Productivity | $3–$10/month |
| Finance | $10–$25/month |

A niche professional tool with 10,000 highly motivated users can out-earn a casual game with 1M installs. Niche users have specific pain, and they pay more to solve it.

The corollary: if your target category has structurally low ARPU, no monetization model saves you. This is worth knowing before you build.


The 6 models, and when each one actually makes sense

Subscriptions — Apple's preferred model, and my default starting point. Recurring revenue, 15% commission after year one (vs. 30%), and preferential App Store featuring. Best when users return multiple times per week and the app delivers compounding value. The risk: you have to keep delivering or they cancel.

Freemium — Most common structure on the App Store. Free tier with real value, paid tier with clear upgrades. Pros: low barrier, high download volume. Cons: requires a real conversion funnel and most users will never pay.

In-App Purchases — Best for gaming (consumable loops, cosmetics) and episodic content. A small percentage of "whales" can drive enormous revenue. Less predictable than subscriptions.

Paid Upfront — Declining, but not dead. Works for niche professional tools where users have a specific, one-time use case and strong word-of-mouth handles discovery. Hard to compete with free-to-try expectations otherwise.

Advertising — Needs volume to matter. Rewarded video has the best eCPM ($10–$30+ in Tier 1 markets) and users actually like it. Banner ads barely move the needle. Post-iOS 14 ATT, opt-in rates sit around 25–40%, which hit targeted ad revenue hard.

Hybrid (freemium + ads) — Underrated. Free users see ads, subscribers get ad-free. The "remove ads" offer for $2.99–$4.99/year converts surprisingly well because users have already experienced the friction you're selling them relief from.

My quick decision tree:

  • Users return daily/weekly? → Subscription


  • Gaming or discrete unlockables? → IAP


  • High-volume, casual use? → Freemium + ads


  • Niche professional, one-time use? → Paid upfront



How I estimate revenue before building

This is where I used to skip steps and pay for it later. Now I won't start a build without running this:

Projected Downloads × Conversion Rate × ARPU = Monthly Revenue

Example: 10,000 monthly downloads × 3% conversion × $8/month = $2,400/month.

Run conservative, base, and optimistic scenarios. If even the optimistic scenario doesn't justify the months you're about to spend, that's the most valuable thing you can learn — and you learned it before writing any code.

For competitor download estimation, App Store ratings counts are a useful proxy. Roughly 1–5% of users leave a rating, so a competitor with 10,000 ratings probably has somewhere between 200K and 1M downloads. Cross that with category ARPU benchmarks and you've got a rough revenue estimate for any competitor app.

I also use Niches Hunter for this — it tracks 40,000+ apps daily and gives me competition scores and revenue potential estimates for specific niches. Honestly the manual version of this research was taking me days; having it automated changed how fast I can validate ideas. But whether you use a tool or do it by hand, do the estimation.


The niche gap signal I look for

The most reliable signal that a niche is worth entering:

  • High search volume + weak top apps — Users are searching, but the best available solutions have mediocre ratings and haven't been updated in months

  • Under 500 reviews on the #1 result + 3.x star average — Underserved market

  • Same feature requests appearing across multiple competitor reviews — Validated product gap with built-in monetization signal

When you find a gap like this, you know three things before you build: what model works (someone's already proving it), what price users accept (competitor pricing is public), and what your product needs to do better to win users.


What I'd tell myself three years ago

Design monetization into the product from day one — not bolted on after launch. Your paywall, onboarding flow, and pricing structure are UX problems that deserve as much design attention as your core features.

And instrument everything from launch. ARPU, LTV, conversion rate, churn — you can't optimize what you don't measure. RevenueCat for subscription analytics, Mixpanel for event tracking. Set these up before you ship, not after.


Curious what others have found here: what's the biggest monetization mistake you made on your first (or second, or third) iOS app? And for those running subscription apps — what's your actual trial-to-paid conversion rate sitting at? I've found these numbers hard to come by outside of aggregate benchmarks.

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February 12, 2026 Niches Hunter Live

Here we go!

We're all set on Indie Hackers today!

Are you building iOS apps? Worth check this out https://nicheshunter.app

Get daily insights on the best iOS niches to build in.

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About

I spent way too much time scrolling the App Store trying to find "the right niche" for my next app. So I built Niches Hunter. It scrapes 40K+ iOS apps daily, scores them with AI, and surfaces profitable opportunities.