Business strategy
Hunter Isaacson on how NGL grew to 150M monthly users
Hunter Isaacson built NGL on top of Instagram stories. He explains its call to action, its $1 to $7 subscriptions and the metric he watched.
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Create your ownWritten for builders and creators.
Building a new social network is a death sentence. But piggybacking on an existing one?
Editor's note
Why this matters now
Hunter Isaacson built NGL, the anonymous message app people share on Instagram stories. He says it has 150 million monthly active users, 3 years on. Before NGL, his other apps had over 70 million downloads.
His formula is to take something that worked on an older network and move it onto the biggest one. For NGL that was Instagram.
The copywriting is a lesson on its own. After you send a message, the app tells you to get your own messages. The host's point: it sells the result.
The source
What it says
Distilled from the original. The notes above and below are the editor's own.
Viral loops and low-friction scale
Massive scale in the consumer app market is rarely about building a new destination from scratch. Instead, it is about finding existing human behaviors and plugging a new tool into them. Hunter Isaacson, the builder behind the anonymous messaging app NGL, argues that the most successful social products are those built directly on top of established social graphs—like Instagram or Snapchat—rather than trying to compete with them for attention.
A central pillar of this strategy is the creation of a "tight viral loop." In many consumer apps, high user churn (the rate at which users stop using the app) is seen as a death sentence. However, Isaacson notes that NGL maintained popularity despite churn because of its high re-download rate. When users see their friends repeatedly posting NGL links in their Instagram stories, it creates a constant pull that brings lapsed users back into the ecosystem.
Monetization in this high-volume model follows a different logic than traditional SaaS (Software as a Service) or premium apps. This approach sits in a middle ground: it is more social than a "single player utility" (like an AI tool) but lacks the massive ad-based scale of "pure consumer social" platforms like Facebook.
The Economics of NGL:
Isaacson describes NGL as a multi-8-figure annual business that functions primarily as a free product. Against a user base of 150 million monthly active users, the revenue is driven by a tiny percentage of users opting for weekly subscriptions. These are priced between $1 and $7, depending on the local GDP per capita, making them easy, frictionless decisions for the user.
By prioritizing volume over high individual transaction value, builders can generate significant revenue from a massive, rotating pool of users without needing to convert a majority of them into paying customers.
The Instagram Graph as Digital Real Estate
One of the most significant insights from Isaacson is the concept of treating existing platform features as "digital real estate." For NGL, the most valuable piece of real estate was not the app's own interface, but the Instagram share menu and the "link in bio" feature.
Instead of trying to build a standalone community—which requires immense effort to seed and maintain—NGL functioned as a "lightweight interruption" to the existing Instagram flow. Users don't leave Instagram to use NGL; they interact with a link that opens a specialized experience within their existing social habit. By leveraging existing habits, this approach can mitigate the "cold start" problem common in new social networks, where a lack of users makes a platform feel dead.
The Share Menu Opportunity:
Isaacson points out that most developers overlook the native share menu as an effective channel for organic distribution. While getting an app to appear in a user's share menu involves a multi-tap process (typically 3–4 taps to edit and add), it provides a permanent, high-visibility placement.
If a user understands the value proposition of a product—for example, seeing the "end result" of what their friends are receiving—they are willing to navigate those extra taps. This makes the share menu a high-value opportunity for peer-to-peer distribution. The goal is to augment the host platform's experience rather than competing against it, turning the host's users into your primary distribution mechanism.
The Economics of the Low-Impulse Buy
The financial engine of a viral consumer app is built on math, not just virality. When an app reaches hundreds of millions of downloads, the sheer scale allows for a highly efficient, albeit unconventional, monetization model.
Isaacson’s approach relies on converting a very small fraction of users through low-cost, high-volume subscriptions. Because these products are often perceived as "utility" or "social play" rather than essential tools, the price point must remain below the threshold of deep consideration.
| Metric | Strategy |
|---|---|
| Price Point | $1 – $7 (Low-impulse buy) |
| Pricing Logic | Adjusted based on local GDP per capita |
| Conversion Target | A very small percentage of total downloads |
| Revenue Driver | Massive user volume and high re-download rates |
This model requires a disciplined approach to global pricing. By scaling prices according to local purchasing power, a builder maximizes the total number of potential converters across different geographic markets.
However, this model introduces specific business uncertainties. While the revenue potential is clear for those who hit scale, the exact Customer Acquisition Cost (CAC) to Lifetime Value (LTV) thresholds required to make this sustainable for a new or smaller startup remain unknown. A small app cannot survive on $1 impulse buys if the cost to acquire each user is significantly higher than the lifetime value provided by that tiny conversion fraction. The model works best when the viral loop handles the heavy lifting of acquisition, keeping organic costs low enough to offset the low individual transaction value.
Growth via the 'End Result' and Creative Experimentation
A common mistake in app marketing is trying to sell the tool rather than the outcome. Isaacson suggests that effective acquisition focuses entirely on the "end result."
In the case of NGL, the call to action (CTA) wasn't "Download this app to send anonymous messages." Instead, it was "Get your own messages." This framing shifts the focus from the friction of downloading a new piece of software to the immediate gratification of receiving something interesting. When the marketing promises a specific, desirable outcome, the user is much more likely to follow the onboarding steps to achieve it.
When scaling an app from a steady $10k Monthly Recurring Revenue (MRR), Isaacson advises against placing heavy bets on single creative directions. Instead, he advocates for a high-frequency experimental approach.
Scaling Strategy for $10k MR:
- Test widely: Instead of spending a large budget on one "hero" video, break the budget into dozens of small experiments.
- Identify the winner: Constantly adapt formats based on which cohorts are actually converting.
- Combine UGC and PLG: Use User-Generated Content (UGC) and influencer ads to bring users in, but ensure the product design immediately incentivizes them to invite a friend (Product-Led Growth).
By treating marketing as a series of rapid tests, builders can find the specific "hook" or creative format that triggers the viral loop. This allows them to scale the winning content while minimizing the risk of a single, expensive failure.
Avoiding the Complexity Trap
As viral apps grow, they often fall victim to "feature creep"—the tendency to add more tabs, feeds, and complicated profile tools in an attempt to increase engagement. Isaacson warns that this often kills the very simplicity that fueled the initial growth.
He points to the evolution of many anonymous messaging apps as a cautionary tale. After achieving success, many added complex social feeds and profile customization, which over-complicated the user experience. NGL, by contrast, has remained remarkably similar to its original version, focusing on optimization rather than expansion.
This tension between complexity and simplicity is also visible in the current state of the crypto gaming sector. Isaacson notes that while there is immense demand for successful crypto games, the sector has largely failed to deliver a "winner."
Why Crypto Gaming Struggles:
- Money over Experience: Developers often focus too heavily on the financial/token aspect rather than the actual player experience.
- Social Graph Neglect: Many projects fail to integrate the social elements that drive long-term retention.
- High Acquisition Costs: The gaming market is incredibly competitive and heavily driven by expensive paid advertising.
The lesson is clear: for a product to remain viral and profitable, it must maintain a single, focused "northstar metric." For NGL, that was how many people posted a link and received at least two replies. Once a product deviates too far from that core loop into a collection of disparate features, it loses the lightweight, high-velocity nature that makes it viral in the first place.
Building for the Loop
For builders working on products like Twelve Letters or Day One, the lessons from Isaacson provide a tactical framework for integrating legacy and identity-building tools into the modern social ecosystem.
Prioritize Social "Artifacts" Instead of trying to build a private archive that lives only inside your app, design the product to generate "artifacts"—sharable results, beautiful quotes, or milestone summaries—that are meant to be posted to Instagram Stories or sent via WhatsApp. The goal is to make the act of sharing the result of the experience, not just the app itself.
Design for Product-Led Growth (PLG) The viral loop should be baked into the core utility. If a user completes a meaningful task (like generating a "Family Legacy" letter), the next logical step in the UI should be an invitation to share that artifact or invite a family member to participate. A feature is most successful when its completion mandates a social signal.
Sequence Onboarding Carefully Do not overwhelm users with a multi-step tutorial or a complex setup process before they have experienced the "aha!" moment. Use the "end result" approach: lead with the value (e.g., "See what your family thinks of this memory") and only introduce the deeper mechanics once the user is already "sold" on the concept.
What to Actually Try: A Tactical Checklist
- Identify your "Graph": Which existing network (Instagram, TikTok, WhatsApp) does your target audience already inhabit?
- Map the "End Result": What is the one thing a user gets out of your app that they would actually want to show a friend?
- Audit your CTAs: Are you asking them to "Download [App Name]" or are you promising them "Get [Desired Outcome]"?
- Test the "Share Menu": Can your product be easily accessed or shared via the native mobile share sheet?
- Run Micro-Experiments: If you have a marketing budget, split it into 10–20 small tests of different creative hooks rather than one large campaign.
Further Reading
- Key Entities Mentioned:
- NGL: The anonymous messaging app used as a primary case study.
- Bags: A crypto-focused trading and discovery app.
- Moonpay: An on-ramp provider used for crypto transactions in Bags.
- Wink: A social app focused on friend discovery and Snapchat integration.
Editor's note
What to do with this
Money comes from a weekly subscription priced by country, between $1 and $7, adjusted for GDP per capita. He says only a very small share of downloads pay, and it works because of the volume.
His north star metric was how many people posted the link and got at least 2 replies. Pick the one action that proves your app worked for a user, and count it every week.
The original
Meet The Guy Who Solved Growing Apps (Hunter Isaacson Interview)
The Superwall Podcast · 25 July 2025
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