The Indie Fitness App Earning $400K/Month: What Gravl Got Right—and What Most Founders Miss

A deep dive into the growth model, risks, and strategy behind one of the most successful indie fitness apps ever built.

The Indie Fitness App Earning $400K/Month: What Gravl Got Right—and What Most Founders Miss

I. Introduction

In the crowded world of fitness apps, where even the most polished products often struggle for attention, one bootstrapped team broke through: Gravl, an AI-powered gym workout planner, is reportedly generating over $440,000 per month. Built by Julian, a developer from Argentina with a passion for strength training, Gravl wasn’t launched by a venture-backed team or a fitness celebrity. Instead, it was created by a small crew of product-obsessed builders who knew their niche, leveraged smart distribution tactics, and scaled using paid ads and community feedback.

But Gravl’s success isn't just a feel-good indie dev story. It’s a masterclass in cloning with a twist, using Reddit to validate fast, and tapping into overlooked markets to grow lean. It also reveals a deeper truth: you don’t need a revolutionary idea to win—you need to execute better than the status quo.

The stakes are high: estimates from Grand View Research put the global fitness app market at about $10.6 billion in 2024, with strong growth ahead.

This article breaks down how Gravl went from side project to a global top-grossing fitness app, how it monetizes via subscriptions, and what indie founders can learn—and avoid—if they want to follow a similar path.


II. The Backstory: From Side Project to $400K/Month

Julian grew up in Argentina, splitting his time between software engineering and the gym. His father owned a fitness center, and Julian maintained a deep interest in training even while working for companies like Atlassian and Australian investment firms. Years later, after co-founding an influencer marketing agency with two friends, Julian felt burnt out. The agency had morphed into a full-service marketing firm—not the scalable tech business he had envisioned.

The breakthrough came at the gym, where Julian discovered Fitbod, a popular workout app that uses AI to generate strength routines. While he admired the design, he quickly noticed flaws in the actual programming: exercises were sometimes unsafe, repetitive, or oddly sequenced. That pain point lit a fire. He thought, "What if I built a better version of this—with the same UX, but smarter logic?"

He did just that. Julian started building the first version of Gravl, initially under the name Gains AI. The MVP took about 2–3 months to develop using React Native and a .NET backend. He launched quietly on Reddit, sharing a technical write-up of how the app worked and what problems it solved. That single thread gave them thousands of impressions and their first 1,000+ users almost overnight.

It’s worth noting: Julian could have validated the concept even earlier with a simple landing page. Tools like Leadpages make it dead simple to build a high-converting page and gauge real user interest before writing a line of code.


III. What Gravl Actually Is (and Isn’t)

At its core, Gravl is an AI-powered fitness app built specifically for gym strength training. Upon signup, users are guided through an onboarding flow that asks about their goals, training experience, equipment access, and body metrics. Based on that input, the app builds a custom plan and adapts workouts as the user logs progress. It includes video demos, exercise descriptions, weight tracking, recovery recommendations, and Apple Watch integration.

It’s not a diet tracker. It’s not trying to be Strava or Peloton. Gravl does one thing well: generate safe, personalized, gym-specific workouts that actually make sense.

The business model is straightforward: free to download with a limited trial, then a subscription of ~$15/month or ~$80/year. The team kept costs lean early on by building cross-platform (React Native via Expo) and managing backend services with .NET and custom dashboards. Support, design, and growth were largely handled by a three-person team until they scaled.

Gravl’s interface borrows heavily from Fitbod’s—and that’s by design. Julian knew the UX was solid but believed he could out-execute on programming quality and personalization logic. Early users on Reddit and the App Store seemed to agree: reviews often mention Gravl’s smarter exercise pairings, better adaptation to user goals, and improved safety. That said, criticisms still pop up: some complain about bugs, limited variety, or confusion around the paywall.

Apps like Fitbod paved the way, but Gravl took the same formula and layered in tighter logic, localized content, and real-time support. And while both apps share the same pricing tier, Gravl’s advantage came from how it grew—not what it cost.


IV. Growth Strategy: Paid Ads, Geographic Arbitrage, and UGC

Reddit helped Gravl get its initial users, but paid acquisition was always part of the playbook. Julian and his team had years of experience running performance marketing campaigns for mobile games and apps. So once Gravl had a functioning product and some user feedback, they turned to Meta and TikTok ads.

But instead of starting in the U.S. (where fitness ads are expensive and competitive), they localized the app into Spanish and Portuguese, and launched in Latin America and Southern Europe. These markets had lower CPMs and less competition, letting the team validate offers and creatives for a fraction of the U.S. cost.

Their ad strategy leaned heavily on UGC—user-generated content that mimicked real reviews or casual demo videos. Instead of hiring actors or editors, the team produced dozens of variations using freelancers and lightweight tools. Indie founders can do the same by outsourcing video editing, voiceovers, or product mockups on platforms like Fiverr.

They also leveraged AI tools to speed up creative production. For voiceovers and audio content, tools like Eleven Labs allow founders to create studio-quality narration without a microphone. This gave Gravl the ability to quickly test new hooks, languages, and onboarding flows without the cost and delay of traditional production.

By iterating fast and only scaling what worked, Gravl grew in markets most indie founders overlook. And once their economics were proven, they slowly expanded into higher-cost markets like the U.S. and UK—but only when their CACs were under control.


The Numbers: Realistic Economics of a Paid-Ads Fitness App

Julian has shared that about one-third of Gravl's revenue is spent on ads. That means on a $440,000 month, roughly $145,000 goes straight to Meta, TikTok, Google, and Apple. After that, there's the App Store's cut (typically 15-30%), payroll for a 13-person team, refunds, and infrastructure. Even with lean operations, the margin gets tight fast.

The typical cost to acquire a paying subscriber (CAC) in the fitness app space can range from $20 to $80 depending on geography, platform, and conversion funnel. Gravl's approach—launching first in lower-cost markets—helped them achieve sustainable CACs early on. They also used free trials to increase conversion: industry data from RevenueCat shows that a 7- to 30-day trial often results in a 44–46% upgrade rate.

Retention, however, is the battle every subscription app faces. Retention is the battle every subscription app faces: industry analysis shows an average 30-day retention of about 27%, with the best apps reaching around 47%.

The result? A rare indie app with not just top-line revenue but a viable path to long-term sustainability.


Beyond the Hype: Risks and Survivorship Bias

For every Gravl, there are hundreds of failed fitness apps. Most indie devs don’t have performance marketing experience. Many blow thousands on ads before finding product-market fit. Others are derailed by platform changes—like Apple’s iOS privacy updates that throttled tracking for countless paid campaigns.

Even if your CAC is solid today, it can double overnight. And fitness users churn hard. If your app relies solely on paid growth and doesn’t build long-term retention or brand affinity, you’re walking a razor’s edge.

Gravl also benefited from a perfect mix of skills: a founder who understood both the domain (fitness) and the code, plus teammates who knew ad buying and growth. That’s not replicable for everyone. And yet, the underlying playbook still holds.


Practical Lessons for Indie App Builders

  • Start with a niche you understand deeply. Gravl succeeded because Julian knew fitness intimately—not just what users wanted, but what was dangerous or ineffective in other apps.
  • Cloning isn’t bad if you improve the core. Fitbod did the hard work of proving the model. Gravl just made it better.
  • Validate before scaling. A simple Leadpages landing page can help you collect interest and test pricing before you even build.
  • Outsource smart. Use Fiverr for ad creatives, app design, and landing pages instead of overbuilding with a full-time team.
  • Test UGC + AI ads. Use Eleven Labs for voiceovers and personalize content quickly.
  • Go global, early. Don’t wait to localize. Gravl went Spanish-first and conquered LATAM while competitors fought over expensive U.S. traffic.

Why Gravl Worked (And Why Most Clones Don’t)

Gravl isn’t a unicorn. It’s a blueprint.

Julian and his team didn’t invent a category. They found a proven format, fixed its flaws, validated the new version cheaply, and scaled with discipline. They used Reddit for early signal, international markets for affordable CAC, and AI tools to streamline creative testing.

Most clones fail because they replicate features, not insight. Gravl nailed both. And in doing so, they built one of the most successful indie fitness apps on the market—without outside funding, celebrity backing, or hype.

If you want to do the same, start small. Learn fast. Spend wisely. And above all, solve a real problem better than the rest.