Guide

Indie developer launch assets checklist

October 3, 2026 · 4 min read

A solo developer does not need dozens of bespoke graphics to launch. Start with the assets that explain the app in the store and make the website and shared links feel like the same product.

Make the app recognizable

Prepare a platform-correct app icon and a simple native launch screen. Test both on actual device surfaces and keep source files so later revisions do not depend on an exported copy.

Build a focused screenshot set

Five well-planned screenshots can explain the main benefit, core workflow, and a few useful details. Use current store requirements for each device, and avoid filling the set with repetitive screens.

Cover the website basics

Create a favicon and a social preview image that represent the product. Confirm page metadata points to the correct image and that the preview remains readable when reduced.

Reuse one visual system

Choose a small palette and type style that can carry across store screenshots, the launch page, and share cards. This reduces repeated design work while keeping each asset suited to its destination.

Keep a release folder and checklist

Group final exports by platform, device, and locale, and preserve the source design. A short checklist helps you spot missing files before uploading without building a complex asset pipeline too early.

What to make first if time is tight

Prioritize a correct store icon, a small set of clear screenshots, and a working web page with accurate metadata. These assets explain the product at the points where someone decides whether to learn more or install.

Add a custom splash treatment, extra device canvases, or a campaign-specific OG image when they solve a real launch need. A polished but incomplete asset set is less useful than a modest set that is accurate and uploaded correctly.

Use a lightweight file structure

Keep one source folder and export folders grouped by store, device, and locale. A short README or spreadsheet can record dimensions and final filenames without introducing a build pipeline before the number of assets justifies one.

Do not make every asset before the message is clear

Write the app’s main benefit and choose the first screenshot before producing a full family of graphics. If that first explanation is unclear, additional sizes and decorative assets will multiply the same problem.

Use a reusable template for secondary slides, then spend time on the assets that appear first in search and on the product page. This is a practical way to keep scope manageable without leaving the listing unfinished.

Set up a release-ready folder

Keep a final folder with store, device, and locale names, plus a small source folder for editable files. Mark approved exports clearly and remove drafts from the upload path.

Before submission, check the exact files in that folder against the console slots. This simple handoff is especially useful when the developer who made the graphics is also the person shipping the build.

Make a one-page asset tracker

Track the asset name, destination, dimensions, locale, source file, and review status in one small table. A spreadsheet is enough for a compact release and makes it obvious when the iPad set or social preview is still missing.

Keep the final export folder separate from drafts. Before upload, compare each file against the tracker and remove old versions from the handoff folder.

Reserve time for the store upload

Leave time to upload, preview, and correct assets before the planned launch. Store processing and policy checks can surface issues that were not visible in the design file.

Keep the approved files and the editable sources in separate folders. That simple separation helps avoid uploading a draft when you are switching between final assets and design iterations alone.

Start with store screenshot templates

Use a ready-made visual direction for the screenshot set your app needs first.

Open App Snaps

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