Key takeaways

  • There is no single per-download figure: RevenueCat puts the median subscription app at $0.34 per install after 60 days, while AppsFlyer reports Day 90 ad ARPU from $0.22 to $0.55 across game genres.
  • Revenue per download is retention times monetization: ARPDAU multiplied by the number of days the average user stays active.
  • Region, category and model move the number more than anything else, so compare yourself with the closest benchmark, never with an industry average.

How much do apps make per download?

Most apps make well under a dollar per download, and the median is lower than most developers expect. RevenueCat’s State of Subscription Apps 2026 puts the median subscription app at $0.34 of revenue per install after 60 days. AppsFlyer’s State of App Monetization 2026 reports in-app ad revenue of $0.22 to $0.55 per user within 90 days of install across game genres, and in-app purchase revenue of $1.34 to $2.43 per user for casual, midcore and casino games. What your app earns depends on its category, the countries it gets installs from, how long users stay and which mix of ads, purchases and subscriptions it runs.

Below are the metrics that matter, the public figures for each model with their source and date, worked math you can reuse, and the levers that raise revenue per download. Figures were checked on November 4, 2026.

ARPU, ARPDAU, ARPPU, LTV and revenue per install

“Revenue per download” is usually reported under one of five names. They measure different things, so a number only means something once you know which one it is and over what time window.

MetricWhat it dividesBest for
Revenue per install (RPI)Revenue from a group of installs by the number of installs, after a set number of daysComparing cohorts and pricing user acquisition
ARPURevenue by all users in a period, or by installs in a cohortOverall earning power of your user base
ARPDAUOne day’s revenue by that day’s active usersDaily tracking, especially for ad-supported apps and games
ARPPURevenue by paying users onlyPricing and how much buyers spend
LTVTotal revenue a user brings over their lifetime, often capped at Day 90, Day 365 or similarDeciding what you can pay to acquire a user

Cohort RPI and cohort ARPU at Day N are the closest thing to a true “revenue per download”. The link between the metrics is simple: lifetime revenue per download is roughly ARPDAU multiplied by the number of days an average install stays active. That is why retention matters as much as monetization, and why app install retention benchmarks belong next to any revenue benchmark.

The market average: about $1 of in-app spending per download

Sensor Tower’s State of Mobile 2026 (January 2026) reports that in 2025 global in-app purchase revenue rose 10.6% to $167 billion while downloads across iOS and Google Play rose 0.8% to nearly 150 billion. Games brought in close to $82 billion of that, and non-game apps passed games in in-app purchase revenue for the first time.

Divide the two and you get roughly $1.10 of in-app spending per download in 2025. Treat that as context, not a benchmark. It is our own rough division, it mixes this year’s downloads with spending from users who installed years ago, it leaves out ad revenue, and it is dominated by a small number of top apps. The cohort figures below show how far individual apps and categories sit from that average.

Revenue per download by monetization model

These are the most useful public figures for each model, with source and data period. Each report uses its own sample, so compare figures within a row, not across rows.

ModelPublic figureSource and data period
Subscriptions (all categories)Median $0.23 per install at Day 14, $0.34 at Day 60RevenueCat, State of Subscription Apps 2026, 2025 data from 115,000+ apps
Subscriptions, Health & FitnessMedian $0.48 per install at Day 14, $0.66 at Day 60RevenueCat, same report
Subscriptions, GamingMedian $0.08 per install at Day 14, $0.14 at Day 60RevenueCat, same report
In-app ads (games)Day 90 ad ARPU: Casual $0.55, Casino $0.47, Midcore $0.40, Hypercasual $0.22AppsFlyer, State of App Monetization 2026, January 2025 to March 2026
In-app purchases (games)Day 90 IAP ARPU: Casino $2.43, Midcore $2.13, Casual $1.34AppsFlyer, same report
Paying usersDay 90 ARPPU: Casino $11.40, Midcore $9.80, Casual $7.26; non-gaming subscriptions $10.85AppsFlyer, same report

Subscriptions

RevenueCat’s State of Subscription Apps 2026 covers more than 115,000 apps and more than $16 billion in revenue, with 2025 as its target period. Besides the per-install medians above, it reports a global median realized LTV per payer of $23 in year one ($32 in North America). Trial length matters: the median trial-to-paid rate was 42.5% for trials of 17 to 32 days and 25.5% for trials of 4 days or less. Subscription revenue builds slowly, so a Day 14 number understates where a cohort ends up.

In-app ads

Ad revenue arrives fast and stops fast. AppsFlyer’s State of App Monetization 2026 found that 89% of a cohort’s Day 60 ad revenue is already earned by Day 7, and hypercasual games earn 63% of their Day 60 ad revenue on Day 1. If your app is ad-only, your revenue per download is set almost entirely in the first week. Rewarded video vs interstitial ads compares the main ad formats.

In-app purchases

Purchases make most of the money in games, but only a minority of users ever buy. The same AppsFlyer report says 9.84% of non-gaming installers convert to buyers, and casino games lead gaming with a 4.95% one-time buyer rate. So IAP revenue per download is mostly a question of how many installs you convert to a first purchase, multiplied by what buyers spend.

Hybrid

Hybrid apps combine two or three models. AppsFlyer reports that among casual games, 47% monetize with IAP only, 28% with ads only and 21% with both, and that hybrid models are growing across game categories. In the cohort of apps with all three revenue streams, subscriptions grew from about 4% to nearly 7% of the revenue mix over the 15 months, while ads fell from about 63% to roughly 56%. Hybrid monetization covers how to combine models without hurting retention.

What moves revenue per download the most

  • Country. RevenueCat’s median subscription RPI at Day 60 is $0.55 in North America and $0.11 in India and Southeast Asia, a five-fold gap. AppsFlyer finds ARPU in North America and Europe 20% to 25% above the global average, but only 5% to 10% higher per payer, which points to conversion rate as the main regional driver.
  • Category. In RevenueCat’s data, Health & Fitness earns almost five times what Gaming earns per install from subscriptions, while games make their money from purchases and ads instead.
  • Retention. Every extra active day adds another day of ARPDAU. What is retention rate? explains how to measure it by cohort.
  • Store fees. Apple’s App Store Small Business Program and Google Play’s service fee page both list a 15% fee on the first $1 million of qualifying yearly revenue for enrolled developers, with higher standard rates above that and different rules in some markets (checked on November 4, 2026). Always check whether a benchmark is before or after store fees.

Working out your own revenue per download

You can estimate lifetime revenue per download from three numbers you already have: ARPDAU from ads, ARPDAU from purchases or subscriptions, and the average number of active days per install.

Illustrative example: a casual game, sample figures only

Say each daily user sees 6 ad impressions at an eCPM of $8, so ad ARPDAU is 6 × $8 / 1,000 = $0.048. Purchases add $0.03 per daily user, so total ARPDAU is $0.078. If the average install stays active for 10 days in its first 90, revenue per download is about 10 × $0.078 = $0.78 by Day 90. Raise average active days to 13 and the same monetization gives about $1.01. These numbers are invented to show the math; try your own in the LTV calculator and the eCPM calculator.

Then compare the result with what you pay per install. If you buy users, revenue per download must beat your cost per install over the window you can afford to wait. CAC vs CPA vs LTV and CPI vs CPA for apps cover that side.

Benchmark mistakes that mislead app teams

Comparing your Day 7 number with someone else’s Day 90 number, mixing gross and net of store fees, comparing a US-heavy app with a global average, using mean ARPU when a few whales skew it, and treating headline market totals as what a typical app earns.

How to raise revenue per download

  1. Fix early retention first. Onboarding, the first session and the first reward decide how many active days each install gives you. For ad-heavy apps, the first week is most of the money.
  2. Convert more users to a first payment. A starter pack, a well-timed paywall or a longer free trial can move conversion more than a price change.
  3. Add a second model for non-payers. Most users never buy. Rewarded ads or an offerwall let them earn premium currency instead, which adds revenue without charging anyone. Offerwall vs rewarded video compares the two.
  4. Price by country. Local pricing and country-aware ad settings matter because the regional gaps above are large.
  5. Measure by cohort, platform and country, not by app-wide averages, so you can see which change moved the number.

For a wider plan by app type, see How to monetize an app, and for game-specific figures, mobile game monetization statistics.

Where an offerwall fits in revenue per download

An offerwall is a pay-per-result format: users complete offers from advertisers, such as reaching a level in another game or finishing a survey, and earn your in-app currency, while you earn per completed offer. It is not priced per impression, so it adds a revenue line that does not depend on eCPM. It fits apps that already have a currency or points balance and logged-in users. It does not fit apps without a currency, or apps for children.

How to add Moonetix to your app

If your app has a currency, you can add Moonetix in five steps.

  1. Apply as a publisher at moonetix.com. Every application is reviewed by hand; once you are approved, apps you add are live right away.
  2. Add your app in the dashboard and set the currency name, icon, conversion rate, user split and wall design.
  3. Add the SDK for your stack: the Android SDK, iOS SDK, Unity plugin, Flutter plugin or React Native package. The Moonetix docs list every option.
  4. Credit users only on your server from the signed postback, which arrives for every credit and every reversal.
  5. Follow Test your app before launch, then put the wall where users look for currency, as described in offerwall placement.

For the full picture, with the rules that apply and an earnings estimate, see Moonetix for mobile apps.

A revenue line for users who never pay

Moonetix is a pay-per-result affiliate network, so your app earns per completed offer and your users earn your own currency, with dashboards by country, offer and sub ID to measure the effect on each cohort. See how the wall works or get in touch.

Frequently asked questions

How much does an app make per 1,000 downloads?

Using RevenueCat’s 2026 median of $0.34 per install after 60 days, a typical subscription app would earn about $340 from 1,000 installs in that window. Ad and purchase revenue vary by genre and country, so work it out from your own ARPDAU and retention.

How much do free apps make per download from ads?

AppsFlyer’s State of App Monetization 2026 reports Day 90 ad revenue per user of $0.22 to $0.55 across game genres. Most of it arrives in the first week, so retention in days 1 to 7 matters most.

What is a good ARPU for an app?

A good ARPU is one that beats your cost to acquire a user within a time window you can fund. Compare with benchmarks for your own category, country mix and day window, not with an industry-wide average.

What is the difference between ARPU and ARPDAU?

ARPU divides revenue by all users in a period or cohort, while ARPDAU divides one day’s revenue by that day’s active users. ARPDAU multiplied by average active days gives an estimate of lifetime revenue per user.

Why do apps earn more per download in the US?

AppsFlyer’s 2026 report finds that users in North America and Europe convert to payers more often, which drives most of the regional gap. RevenueCat’s 2026 report shows a median Day 60 subscription RPI of $0.55 in North America against $0.11 in India and Southeast Asia.

How do I increase revenue per download?

Improve early retention, convert more users to a first purchase or trial, add a second model such as rewarded ads or an offerwall for non-payers, and price by country. Measure each change by cohort.