Topic Mobile and app development

App monetization strategies: how to choose a model

The short answer

The main app monetization strategies are freemium, subscriptions, in-app purchases, advertising and paid downloads, plus indirect models where the app supports another business. Choose by how often people use the app, what they value, who pays and what the stores take. Many apps combine two models. This guide shows how to pick and apply them.

Written by

Siddharth Kajaria, Founder and CEO

Published

Updated

Reading time

12 min read

A small carousel with a child riding for free, while a woman at the ticket booth pays to pass the turnstile.
In this post12 min read
  1. The five app monetization models at a glance
  2. How do free apps make money?
  3. Direct and indirect monetization
  4. How to choose a model from your app’s traits
  5. What the choice looks like by app category
  6. Store fees and billing rules to plan for
  7. How to apply each model without hurting retention
  8. Beyond in-app purchases: other ways to earn
  9. Metrics that tell you it’s working
  10. How we’d approach it: monetization in the build plan
  11. Common mistakes

Key takeaways

The five app monetization models at a glance

There are five direct ways an app earns money: freemium upgrades, subscriptions, in-app purchases, advertising and paid downloads. Each one asks a different person to pay for a different thing, so the right choice depends on what your users value and how often they come back.

5 models

Users pay over time

  1. Freemium

    Fits apps that
    Have a clear “more” that some users want badly.
    Watch out for
    A free tier so generous nobody upgrades, or so thin nobody stays.
  2. Subscription

    Fits apps that
    Deliver value every week: content, tools, services.
    Watch out for
    Churn, and the need to keep earning the fee.

Users pay per item or once

  1. In-app purchases

    Fits apps that
    Let people want more of something: lives, levels, exports, credits.
    Watch out for
    A pay-to-win feel that drives away people who don’t pay.
  2. Paid download

    Fits apps that
    Solve a specific problem for a known buyer.
    Watch out for
    Little room to try before buying, and one payment per user.

Someone else pays

  1. Advertising

    Fits apps that
    Are used often, by many people who won’t pay.
    Watch out for
    Ads that interrupt, slow the app or cheapen the brand.

You don’t have to pick just one. A common mix is a free tier with ads and a subscription that removes them, or a subscription plus one-off purchases for extras.

Planning how your app earns?

How do free apps make money?

Free apps make money by charging some users later or by charging someone other than the user. The download is free, but revenue comes from upgrades, subscriptions, in-app purchases, ads, or a business the app supports.

That last route is easy to forget. Many free apps exist to sell something else: a bank’s app keeps customers, a retailer’s app takes orders, an accounting product’s app makes the paid software more useful. The app earns indirectly, through retention or orders, and doesn’t need its own revenue line.

So “free” is a pricing decision, not the absence of a business model. Before you build, write down who pays, for what, and when.

Direct and indirect monetization

Direct monetization is money the app itself collects: a purchase, a subscription, an ad impression. Indirect monetization is money the app helps another part of the business earn.

  • Direct: freemium upgrades, subscriptions, in-app purchases, ads, paid downloads, sponsorships inside the app.
  • Indirect: orders placed through the app, customers kept because the app is useful, a paid web product made more valuable by a free companion app, leads for a service business.

Indirect apps still need numbers. Track orders, repeat purchases or retention for app users against everyone else, so you know the app is worth what it costs to run.

How to choose a model from your app’s traits

Choose your monetization model by looking at five traits of your app, not at what a famous app in another category does.

  1. How often people use it. Daily or weekly use supports ads and subscriptions. Occasional use, such as a tax tool or a travel planner, suits a paid download, a one-off unlock or a short pass.
  2. Content or utility. Apps that deliver fresh content or an ongoing service (courses, music, coaching, cloud storage) fit subscriptions. Utilities that do one job well can charge once, or offer a free tier with a paid “pro” unlock.
  3. Who pays. If the user pays, value has to be obvious inside the app. If an advertiser pays, you need scale and attention. If a business pays, as with B2B apps sold per seat, the app may be free to download and billed outside the stores.
  4. What it costs you to serve each user. Apps with real running costs per user, such as AI features that call a model on every request, or apps that store a lot of media, usually can’t cover those costs with ads alone. Subscriptions or usage credits match revenue to cost.
  5. Your audience’s habits. Some audiences expect free apps with ads; others are used to paying for tools they rely on. Look at how the top apps in your own category charge, and talk to your users before you decide.

A quick way to narrow it down, from the trait that matters most:

If this, then that

  1. 01

    You need a large user base first

    Freemium, with ads or an optional subscription.

  2. 02

    You deliver new value every week

    A subscription, with a free trial.

  3. 03

    People want more of a specific thing

    In-app purchases or credits.

  4. 04

    You solve one problem for a buyer who knows they have it

    A paid download or a one-off unlock.

  5. 05

    The app supports another business

    Keep it free, and measure the business it drives.

What the choice looks like by app category

The same traits point to different models in different categories. These are starting points to test, not rules.

Category Common starting model Why
Casual games In-app purchases plus rewarded ads Frequent play, many players who never pay, and items people want more of
Learning, fitness and wellbeing Free tier plus subscription New lessons or plans every week, and a habit worth paying to keep
Utilities and tools Free version plus a one-off “pro” unlock, or a small subscription One job done well; people pay once they trust it
Marketplaces and on-demand services A commission or fee on each transaction The app is where buyers and sellers meet; revenue follows each order
Commerce and brand apps Indirect: orders and repeat purchases The app exists to sell the products, not itself
B2B and workplace apps Per-seat or per-company plans, billed outside the app The company pays; staff sign in
AI-heavy apps Subscription or usage credits Each request has a running cost, so revenue has to scale with use

Marketplaces deserve a note: a commission on each transaction is often the cleanest model when your app connects two sides, because you earn only when both sides get what they came for.

Store fees and billing rules to plan for

App Store and Google Play take a commission on digital goods and subscriptions sold inside the app, so plan your pricing with that cut in mind. Both stores have reduced rates for smaller developers and for some subscriptions, and the rules on linking to outside payment have changed in several regions in recent years. Check the current App Store Review Guidelines and Google Play payments policy for each country you sell in.

A few planning points hold steady:

  • Digital goods and real-world goods are treated differently. Subscriptions, credits and unlocks inside the app usually go through store billing. Physical products and real-world services, such as a meal, a ride or a booked appointment, usually use your own payment provider. In India, a recurring charge outside store billing can run on UPI Autopay.
  • B2B billing often happens outside the app. If companies buy seats on your website and staff simply sign in, the app may not sell anything itself. Check the rules for your case.
  • Price per store. Both stores let you set prices by country. A price that works in the US may be far too high for India.

How to apply each model without hurting retention

Each model can earn money and keep users, if the payment follows the value instead of blocking it. Here’s how to apply each one.

01

Freemium

  • Make the free tier genuinely useful. People need to experience the core value before they’ll pay for more of it.
  • Put the upgrade where the need appears. Show premium features at the moment a user hits the limit, not in a pop-up on first launch.
  • Draw a clear line. Users should be able to say in one sentence what the paid tier adds.
  • Watch the conversion rate by cohort. If almost nobody upgrades, the free tier may be giving away the reason to pay.
02

Subscriptions

  • Offer a trial or a free tier. People subscribe to things they’ve seen working.
  • Keep shipping value. New content, features or service are what justify the next payment.
  • Offer tiers only when they’re clearly different. Two or three plans with obvious differences beat five that confuse.
  • Make cancelling easy and honest. A hard-to-cancel subscription turns into bad reviews and refund requests. Ask why people leave, and offer a pause where it fits.
03

In-app purchases

  • Sell things that add to the experience, such as extra levels, themes, exports or credits, without making the free path feel broken.
  • Offer a range of price points, so a first purchase is easy.
  • Use limited-time offers sparingly. Occasional sales create a reason to buy; constant countdowns train people to wait.
  • Be careful in games. If paying is the only way to compete, players who don’t pay leave, and the players who do pay lose the people they were playing with.
04

Advertising

  • Rewarded ads let people choose to watch an ad for something they want, such as an extra life or a feature unlock. They tend to feel fair because the user decides.
  • Interstitial ads fill the screen between activities. Show them only at natural transition points, never in the middle of a task, and cap how often they appear.
  • Banner ads sit at the top or bottom of a screen. They are the least disruptive format but earn the least, and they can make an app look cheap.
  • Native ads match the look of your content. Label them clearly so users don’t feel tricked.
05

Paid downloads

  • Make the store listing do the selling. Screenshots, a short video and a clear first line matter most when people pay before they try. See how to optimise your store listing.
  • Earn reviews early. Ask satisfied users for a rating at a good moment, such as after they finish a task.
  • Consider a free version with a one-off unlock if people won’t pay without trying. It keeps the simplicity of one payment while lowering the barrier.

Non-intrusive app monetization means ads that appear at natural breaks and never block the task in hand. Whichever ad format you use, test how ads affect retention and reviews, not just ad revenue. An ad that earns a little more but makes people uninstall costs you more than it pays.

Beyond in-app purchases: other ways to earn

Some of the strongest revenue for an app comes from outside the five standard models. These work best as additions, once you have engaged users.

  • Sponsorships and partnerships. A brand that fits your audience sponsors a feature, a challenge or a content series. A fitness app might partner with a sports brand on a training plan. Label sponsored content clearly.
  • Limited-time events and challenges. Seasonal events with exclusive rewards give people a reason to come back and, sometimes, to buy.
  • Merchandise and physical goods. Apps with a strong community can sell branded products, often through a partner store.
  • Referral programmes. Reward users who bring friends. This lowers your acquisition cost rather than raising revenue directly, which still improves the maths.
  • Cross-promotion. If you run more than one app or a web product, each one can introduce the others.
  • Data, handled carefully. Some apps sell aggregated, anonymised insights to businesses. This only works with clear consent, real anonymisation and a privacy notice users can understand. If you can’t explain it to your users in one honest sentence, don’t do it.

Metrics that tell you it’s working

Choose a model, then judge it by numbers, not by instinct. Tick each one you will track from the first release.

6 numbers to track

Whether people stay and pay

Show or hide the numbers3 numbers
  1. 01 Retention by cohort

    What it measures
    Why it matters
  2. 02 Conversion rate

    What it measures
    Why it matters
  3. 03 Average revenue per user (ARPU) and per paying user (ARPPU)

    What it measures
    Why it matters

Read next Keep users coming back

Whether growth pays

Show or hide the numbers3 numbers
  1. 04 Churn

    What it measures
    Why it matters
  2. 05 Lifetime value against acquisition cost

    What it measures
    Why it matters
  3. 06 Ad metrics, if you show ads

    What it measures
    Why it matters

Read next Plan and build your app

Then test. Try different paywall positions, trial lengths and prices with a share of new users, change one thing at a time, and give each test long enough to see the effect on retention, not only on the first payment.

How we’d approach it: monetization in the build plan

We’d treat monetization as part of the product plan, not something to bolt on after launch. The model decides screens, data and integrations: a subscription needs a paywall, trial logic, receipt checks and a way to manage plans; ads need consent handling and placements designed into the layout; credits need a ledger. Deciding late means rebuilding those pieces.

When we plan and build your app, the monetization questions sit beside the feature list: who pays, for what, at which moment, through which billing system, and which numbers will show it’s working. They also change the build estimate, so they’re worth settling before you look at what an app costs to build.

Tailwebs also publishes its own consumer apps on the stores: Kaipo, Fincurry and ApnaStaff (Staff attendance and salary for Indian homes). We build them for young India, each one solving a specific problem in people’s lives, and our business products help companies automate work or improve sales. You can see the apps we run ourselves.

Common mistakes

  • Choosing a model because a famous app uses it. A model that works for a game with millions of players may fail for a niche utility.
  • Putting a paywall before the value. If the first screen asks for money, you risk losing people before they see why the app is worth it. Show the value first, then ask.
  • Too many ads too soon. Ads can’t fix weak retention; they make it worse.
  • Ignoring store fees and billing rules until the pricing is fixed.
  • No analytics at launch. Without retention and conversion data, every pricing change is a guess.
  • Treating monetization as finished. Revisit it as your audience, costs and the store rules change.

02 FAQ

Questions, answered

Which app monetization model makes the most money?
No single model wins for every app. The one that earns most is the one that matches how your users get value: subscriptions for apps people rely on every week, in-app purchases for apps where people want more of something, ads for apps used often by people who won't pay. Test against your own retention and revenue per user before you commit.
Should a new app launch with ads?
Usually not on day one. Early on you need retention data and good reviews more than ad revenue, and ads earn little until you have a lot of daily use. Launch with the core experience, measure how often people come back, then add ads where they interrupt least, or rewarded ads that people choose to watch.
Can an app use subscriptions and ads together?
Yes, and it's a common pattern: the free tier shows ads, and the subscription removes them and adds premium features. Make sure the free tier stays useful with ads in it, and that the paid tier offers more than just the absence of ads, or people won't see a reason to upgrade.
When should an app add a paid tier?
Add one once people use the app regularly and you can name a feature that some of them would clearly value more than others. Launching a paid tier before the free version is useful tends to put people off. Start with one paid option and learn from it before adding more.