TryMy.App

How to Get Your First 100 People to Try Your App

A practical, no-budget playbook for getting your first 100 people to try your app: direct asks, communities, showcases, and the follow-up loop.

By Mark Fulton ·

How to Get Your First 100 People to Try Your App

The first 100 people who try your app will not come from a growth loop, a viral moment, or an algorithm smiling on you. They'll come from you asking, one small ask at a time, in places where asking is welcome. That's the whole playbook. The rest of this post is just the details.

Why 100 is the right first number

A hundred people is small enough that you can reach it with manual effort and no budget, and big enough that patterns show up. Ten users tell you almost nothing — one confused person is 10% of your data. At a hundred, you can see where people stall, which feature they actually touch, and whether anyone comes back on day two. Retention on a base of 100 is a real signal. Retention on a base of 8 is a mood.

The goal isn't 100 signups. It's 100 people who genuinely opened the thing and tried to use it. Those are different numbers, and the second one is the one that teaches you anything.

Start with the people you can name

Before you post anywhere, make a list of every specific person you could reasonably ask: friends who code, old coworkers, people you've chatted with in a Discord, that person who replied to your build-in-public post three weeks ago. Most makers can name 20 to 40 people. That's a fifth of your goal before you've written a single public post.

Then ask them one at a time. Not a broadcast, not a BCC — a direct message that takes you 60 seconds to write:

"Hey — I built a tool that turns podcast episodes into show notes. Would you try it for five minutes this week and tell me where it confused you? Link's here. Brutal honesty welcome."

Note what that message does: it says what the app is in one sentence, it asks for a small, specific favor with a time bound, and it invites criticism. People say yes to that. People ignore "check out my app!"

Go where asking is the point

Cold posting your app into a general feed mostly doesn't work — your post competes with everything else in the world. What works better is going to places where sharing your work is the explicit purpose:

  • Feedback threads and launch threads in maker communities. Many forums and Discords run recurring "share what you built" threads. Read the rules, post once, and then — this is the part most people skip — give real feedback on five other people's projects. Reciprocity is the engine of these spaces.
  • Showcases and directories. A listing is an ask that keeps working while you sleep: it sticks around, it links back to you, and it reaches people who are browsing specifically because they like trying new software. You can list your app free on TryMy.App — that's literally why this site exists.
  • Niche communities for your app's audience. If you built a tool for teachers, one helpful post in a teachers' forum beats ten posts in developer communities. Lead with the problem, mention the tool second, and follow the community's self-promotion rules to the letter.

Make the ask cheap to say yes to

Every extra step between "sure, I'll try it" and actually trying it loses people. Before you start asking, walk through your own onboarding as a stranger:

  • Can someone see the core value without creating an account? If not, can you add a demo mode or sample data?
  • Does the landing page say what the app does in one sentence a tired person can parse?
  • Does it work on a phone? A lot of your asks will be opened from one.

If trying your app takes five minutes and no credit card, your conversion from "yes" to "tried it" goes way up. If it takes a signup, an email confirmation, and an empty dashboard, most of your hard-won yeses evaporate.

The follow-up loop is where the value is

Getting someone to try the app is half the transaction. The other half is the two-minute follow-up a day or two later: "Did you get a chance to try it? What happened?" Some people tried it and hit a wall they didn't bother reporting. Some forgot and your nudge is welcome. Some will give you the single sentence that reshapes your roadmap.

Keep a simple list — a spreadsheet is fine — of who you asked, whether they tried it, and what they said. When you fix something a specific person complained about, tell them. "You said the import failed on big files — that's fixed now" turns a one-time tester into someone who actually roots for you, and rooting-for-you people are where your second hundred comes from.

Where the hundred actually comes from

Rough shape of a first hundred assembled without a budget. Treat the counts as a planning sketch, not a promise — the point is the ratio of effort to yield per source, which is stable even when the numbers aren't.

Source Realistic yield Effort Quality of the try
People you can name and DM 15–30 High per person Highest — they'll tell you the truth
Communities where you're already a member 20–40 Medium, ongoing High — they have the problem
Directories and showcases 10–25 Low, one-time Medium, and it keeps arriving
Builder communities (reciprocal) 10–20 Medium, reciprocal High for feedback, low for retention
A launch platform day 0–50, high variance High, one day Low — mostly tourists
Cold outreach to strangers Near zero High Low

Two things fall out of that table. The named list is the highest-yield source and the one people skip, because DMing someone you know feels more exposing than posting to a thousand strangers. And the launch-platform row is the widest variance in the table — planning your first hundred around it is planning around a coin flip.

For the community row specifically, two places are worth being a member of before you need them: Vibe Coding is Life, a 320,000-member group of people building software, and Favors.dev, where the exchange is explicit — give feedback to earn it back. Both work on the same principle as the table above: the people most likely to genuinely try your thing are the ones who are also shipping something.

What a realistic week of this looks like

  • Monday: DM ten people from your named list.
  • Tuesday: Post in one community feedback thread; give feedback on five other projects.
  • Wednesday: Submit to one or two showcases or directories.
  • Thursday: Follow up with everyone from Monday.
  • Friday: Fix the most common thing people hit this week. Tell the people who hit it.

Do that for three or four weeks and you'll be at or near 100 real tries — without spending anything, and while collecting the feedback that makes the app worth trying. If your numbers stall, the problem is usually the pitch or the friction, not the volume of asking; Why Nobody Tries Your App breaks down how to tell which one is biting you.

None of this scales, and that's fine. Scale is a later problem. The first hundred is handmade.