How did my password manager do after launch?
Tags: macos, swift, passwordmanager, cloud
Published: 2019-02-01 23:29:09

---
title: How did my password manager do after launch?
published: true
description: I made an offline only, 100% swift, open source macOS password manager in a month as a side project around my full time job. See how the launch went.
tags: macos, swift, passwordmanager, cloud
series: Making a swift MacOS password manager for people who hate the cloud
cover_image: https://thepracticaldev.s3.amazonaws.com/i/c4a2ifoozyow1rjwt5gb.jpg
---

📅 02/01/2019
🔥 31 day streak
💰 $4.99 price
🤑 $18.60 revenue
📈 7 sales
🚀 [168 upvotes](https://www.producthunt.com/posts/all-your-passwords)
⌚️ 57 hours spent
😭 1 Rewrite
🛬 [1 Lander](https://allyourpasswords.com) with [Source](https://github.com/swlkr/allyourpasswords-lander)
💻 114 files changed, 250127 insertions(+), 559 deletions(-)
🏁 Today's goal: **~~Reflection~~**

## What went right
Honestly, I couldn't have asked for a better launch. I know some solo devs out there make a bigger splash, but that's just not me. I don't plan on quitting my job and I don't plan on moving to Bali. I'm a regular guy who has a house, a wife, a dog and a life outside of software development. I would love for this to be a much bigger source of income for me, but the truth is I'm not about to make any crazy sacrifices to switch bosses from a real human who is amazing to product hunt and twitter's algorithms. Anyway, the things that went right were 168 upvotes on product hunt, and 7 sales! That's six more sales than my last project I *actually* launched got! Amazing!

## What went wrong
So many things, I started to spend a lot of time on it towards the end there instead of trying to keep it to max 1.5 hours a day for the whole month, which is why I spent 57 hours making it instead of the 30-40 I wanted to spend on it. That's the thing with life outside of school or even outside of a company as a full time employee. Effort is not rewarded, the final product is. So that's why companies skirt around things and make them cheap for scale and only a few companies make quality things for sky high prices, because the faster you can get things out into the world and charge money for them, the more money you can potentially make. Alright, the list of things that went wrong:

- The lander never had the mini-game I wanted to put in there with the clouds and +1's and getting a discount.
- The mac app store version wasn't approved until halfway through the launch day 😅
- Lots of other little things

## In the end

I could have done quite a few things better, but that's the point of this whole process of shipping apps quickly instead of perfectly.

One thing that did happen to me, was quite a few of you started following me on here. That's pretty cool. One thing I've learned recently is that consistency is the best thing you can do for anything in your life. When you let other people in on that consistency? It makes for at least a little success.

### What's next

So, after the whole month of January, my most productive month, EVER. I thought I was going to take a break, I'm not.

I think I'll give the dev.to servers a break and not post every day, but I will be posting every day on my own [blog](https://swlkr.com) and [I'll be attempting to livestream for 30 minutes every day](https://twitch.tv/swlkr).

Making small changes every day instead of striving and making a lot of changes sporadically has worked out much better for me. Version 2 and the iOS app are on their way!