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Monetise your app: Essential strategies for success

Monetise your app: Essential strategies for success

Emily Martin

Photo of Emily Martin

Emily Martin

digital product designer

20 minutes

time to read

July 21, 2026

published

This guide was originally published in 2023, but we’ve refreshed it with the latest app monetisation strategies, payment rules and platform requirements to help you build a sustainable revenue model for your app.

You’ve devised an idea for an app that will do something valuable for its users. Now you need a plan for turning that value into a sustainable business model. That might mean subscriptions or in-app purchases, but it could also mean advertising, paid downloads, transactions for physical goods or services, or a combination of different revenue streams.

In this guide, we’ll explore the most common ways to monetise an app, how to choose the right model for your users, and what you need to consider when taking payments through iOS and Android. Because getting people to pay is only part of the challenge. The real goal is to build a monetisation strategy that works for your users and your business over the long term.

 

Planning your in-app purchases or subscriptions

There are lots of choices to make when planning how your app will make money, including your business model, pricing strategy, payment method and the products or services you’ll offer. The decisions you make at this stage can have a big impact on which users convert, how people perceive your brand, and how much revenue your app generates over time.

Whether you’re considering a one-time purchase, a subscription, microtransactions, advertising or a combination of different approaches, the right monetisation strategy should start with your users. What value are you providing, how often do they need it, and what would make them willing to pay?

in app purchases

It’s also worth thinking about monetisation before development begins. Your chosen model can influence everything from your product roadmap and user journeys to your technical architecture and the way you measure success. Building a subscription model into an app after launch, for example, is very different from designing the product around recurring value from day one.

Whether it’s a one-time purchase, a subscription model, or microtransactions, understanding the best in-app purchase strategy for your app will set you up for long-term success.

 

Purchase type

If you’re selling digital products or features through your app, your purchases will typically fall into one of these categories:

  • Consumable. A digital product that can be purchased and used up, meaning users may need to buy it again. Common examples include virtual currency, credits, tokens or extra lives in games.
  • Non-consumable. A one-time purchase that permanently unlocks a digital feature or piece of content. Examples include removing advertising, unlocking a premium feature or purchasing additional functionality.
  • Auto-renewable subscription. A recurring payment that gives users ongoing access to content, features or services. The subscription automatically renews at the end of each billing period unless the user cancels it.
  • Non-renewing subscription. A subscription that provides access for a fixed period but does not automatically renew. The user needs to manually purchase another subscription when the current period ends.

The right option depends on the value your app provides and how frequently users need it. A fitness app might benefit from a recurring subscription because its value is delivered every month. A photo-editing app might offer a one-off purchase to unlock a specific feature, alongside a subscription for users who want access to the full toolkit.

You also don’t necessarily have to choose just one model. A combination of free and paid features, one-off purchases and subscriptions can give users more flexibility, as long as the value of each option is clear.

Some monetisation models come with platform-specific rules. Apple and Google both have detailed policies covering digital goods, subscriptions, payment flows, pricing and disclosures. Getting these requirements wrong can delay your launch or result in your app being rejected from the relevant store.

These rules can also change as the platforms respond to regulation and legal challenges, so your payment strategy needs to be reviewed against the latest requirements rather than relying on assumptions about how app-store billing has worked in the past.

It’s also worth considering whether in-app purchases are actually the most suitable way to monetise your app. A paid download can still work when the product delivers obvious value from the moment someone installs it, particularly for specialist tools, professional software and niche products with a clearly defined audience.

For many consumer apps, however, a free download with optional paid features or subscriptions creates a lower barrier to entry. Users can experience the product before deciding whether it is worth paying for, giving you more opportunities to demonstrate value and convert them over time.

 

Choosing the right monetisation model

There is no universal answer to the question of how an app should make money. The right approach depends on what you’re offering, how often users engage with it, and who your customers are.

Subscriptions work well when your app provides ongoing value that users need or want regularly. This could include fitness programmes, educational content, productivity tools, entertainment or professional services.

One-off purchases can make more sense when users need a specific feature or digital product without requiring continuous access. This can be particularly effective for specialist tools and apps with a clear, finite use case.

Advertising can work when an app has a large, engaged audience and users are unlikely to pay directly. However, advertising needs to be handled carefully. Too many ads, intrusive formats or poorly timed interruptions can damage the experience and drive users away.

Transaction fees or commissions are another option for marketplaces and platforms that connect buyers with sellers or service providers. In this model, your revenue grows alongside the activity taking place through your app.

A hybrid model combines multiple approaches. For example, you might offer a free version supported by advertising, a premium subscription without ads, and one-off purchases for additional features.

The key is to make sure your monetisation model matches the value exchange. Users should understand what they are paying for, why it is worth paying for, and what they get in return.

 
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Free trials and discounts

Convincing a user to make their first purchase is often challenging. People are happy to download an app and explore it for free, but asking them to hand over their payment details is a different proposition.

One way to reduce that barrier is through introductory offers. Depending on your app and audience, this could include a free trial, a discounted first period or a limited-time offer. Apple supports introductory offers for auto-renewable subscriptions, including free trials, pay-up-front offers and pay-as-you-go pricing.

But a free trial isn't automatically the right answer. If users don't understand the value of your product before the trial ends, you may simply be delaying the decision not to subscribe. The best approach is to use the trial period to demonstrate meaningful value and guide users towards the features or outcomes they are most likely to care about.

 

Pricing and offers should also be treated as something you learn and improve over time. Test different price points, subscription lengths and introductory offers, while paying attention to both conversion and retention. A higher conversion rate isn't necessarily a better result if those new subscribers cancel after their first billing period.

It's also worth remembering that free users can still contribute value to your business. They may recommend your app, leave reviews, create content, or eventually become paying customers. Your monetisation strategy should therefore consider the entire user journey rather than focusing only on the moment someone enters their payment details.

 

Safeguards for children and vulnerable adults

In-app payments and subscriptions can be an effective way for app owners to earn revenue from the value they provide. But monetisation also comes with a responsibility to make sure users understand what they are buying and are not being encouraged into spending they don't understand or cannot afford.

This is particularly important when your app may be used by children or other vulnerable users. Depending on your audience and the markets you operate in, you may need to consider parental controls, age-appropriate design, purchase authentication and clear information about recurring payments.

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Your payment journey should make the cost, frequency and terms of a purchase easy to understand. Users shouldn't have to hunt through small print to discover that a subscription will automatically renew, or struggle to find out how to cancel it.

Good monetisation isn't about getting as much money as possible from every user. It's about creating a fair exchange where users understand what they're paying for and feel that the value they receive justifies the cost.

 
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Designing in-app payments

In-app products and subscriptions need to be designed as part of the wider user experience, rather than treated as a payment screen added at the end of the development process. Your pricing, product structure and payment journey all influence how users perceive the value you're offering.

When a user reaches the point of making a purchase, they should be able to understand exactly what they're getting, how much it costs, and what happens next. For subscriptions, this includes making the renewal frequency and ongoing cost clear before the user commits.

 

The purchase experience should also feel like a natural part of the product. If users only encounter your premium offering through an unexpected pop-up or an aggressive paywall, you're more likely to create friction than conversions.

An effective purchase screen should make the value of your offer immediately clear. It should explain what the user gets, present the available options without unnecessary complexity, and give them a clear next step. Here are some examples of effective purchase screens:

 

The effectiveness of your purchase experience can have a significant impact on conversion. Once your product has enough users and data to support meaningful testing, experiment with elements such as pricing, trial length, paywall design, messaging and the order in which options are presented.

Don't focus on conversion in isolation, though. A successful experiment should also consider retention, refunds, cancellations and lifetime value. The offer that generates the most initial purchases isn't necessarily the one that creates the most valuable customers over time.

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You should also be thinking about what happens after a user makes a purchase. How will this affect the notifications that your app sends to the user’s device? Will you send the user emails to teach them about different ways to get the best out of their purchase? And which visual assets will you use to highlight the user’s paid/premium status within the UI? In a nutshell, you need to design a ‘paid user’ experience for the customers who buy your products or subscriptions, and this will require unique creative assets including visual components and UX copy.

 

Think beyond the paywall

Monetisation doesn't start and end with the purchase screen. The experience before and after someone pays can have just as much influence on your revenue.

Before a purchase, your app needs to communicate why the premium product is worth paying for. That might mean showing users what they're missing, demonstrating a feature at the right moment, or helping them reach a meaningful outcome before asking them to upgrade.

After a purchase, the experience should reinforce that decision. Give users a clear way to access what they've paid for, help them discover the value of their subscription, and make it easy to manage their account.

This is particularly important for subscription apps. Retention is where recurring revenue is won or lost, so onboarding, engagement and ongoing product improvements should all be part of your monetisation strategy.

If someone cancels, don't treat that as the end of the relationship either. Understanding why users leave can help you improve the product, pricing and customer experience for everyone who stays.

 

The app stores as middlemen

In-app payments are an important source of revenue for app owners, but the rules around digital payments are changing. Apple and Google both operate their own billing systems for digital goods and services, with specific policies covering which transactions must use their billing systems and when alternative payment options are permitted.

The fees you pay can also vary depending on your platform, product type, location, revenue and eligibility for specific programmes. That means you should factor current platform fees into your pricing model rather than assuming that every transaction will be subject to the same commission.

Before you receive the revenue from an in-app purchase, the app store owner takes a commission, which may vary based on the payment type, the duration of a subscription and the scale of your business. You should factor in these rates when you plan the pricing of a digital product or subscription.

Apple's fees depend on the type of transaction and the developer's eligibility for Apple's programmes. Developers enrolled in the App Store Small Business Program can qualify for a 15% commission rate on paid apps and in-app purchases, subject to the programme's eligibility requirements. Subscription commissions can also differ depending on the subscription and the developer's relationship with the customer.

Because Apple's commercial terms and regional payment rules continue to evolve, check the latest Apple Developer guidance when planning your pricing and revenue forecasts rather than relying on a single headline commission figure.

Google's service fees are also more nuanced than a single 15% or 30% rate. For developers in the UK, EEA and US, Google is introducing a new service-fee structure from 30 June 2026 that varies according to factors including whether a user is a new or existing install, the type of transaction and whether the developer participates in eligible programmes. For example, under the new structure, auto-renewing subscriptions are subject to a 10% service fee, while other transactions can have different rates depending on the circumstances.

Google also now supports expanded billing choices in some markets, including alternative billing and external web links, although these options remain subject to programme requirements and service fees.

The takeaway for app owners is simple: don't build your business model around an assumed app-store commission. Check the latest rates and programmes for the markets where you operate, and factor the relevant fees into your financial model.

 
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The rules around app-store payments have also been shaped by regulatory changes and legal challenges. The result is a more complicated landscape than the simple "Apple or Google takes a percentage" model that once dominated the conversation.

For app owners, this means payment strategy needs to take into account not only the technical implementation, but also the rules that apply to each platform, market and type of transaction.

The app-store payment landscape has changed significantly since this article was first published. In the European Economic Area, the EU's Digital Markets Act has led to changes in how Apple and Google handle alternative payment options and app distribution. Google also provides alternative billing and external payment options in certain markets and under specific programme requirements.

These rules are still evolving, and the options available to developers can depend on where the user is located and what type of digital product is being sold. If you're planning an app with a significant international audience, it's important to review the latest platform requirements for each market before deciding how payments will work.

 

Exceptions: physical products, charitable donations and marketplace transactions

Not every transaction made through an app is treated as a digital in-app purchase. The rules differ depending on what you're selling and how the transaction works, so it's important to understand whether your app is selling digital content, physical goods, real-world services or facilitating transactions between users.

 

Physical products

If your app sells physical goods or real-world services, these transactions generally use a payment method other than the app stores' in-app purchase systems. For example, an ecommerce app might integrate a payment provider to process a purchase for physical goods, while a travel app might take payment for a hotel booking or transport service.

The payment provider you choose will have its own fees, technical requirements and compliance obligations, so these costs should be considered when planning your revenue model.

 

Charitable donations

Charitable donations and payments for certain real-world services are also treated differently from digital in-app purchases. However, the exact requirements depend on the nature of the transaction and the platform, so you should check the latest Apple and Google policies before implementing your payment flow.

 

Marketplaces

Marketplace apps can be more complicated because they may facilitate several different types of transaction. A marketplace connecting users to buy physical products or book real-world services may use an external payment provider, while digital goods or premium digital features may fall under the app stores' billing rules.

If your app combines multiple transaction types, it's important to map out each payment journey separately rather than assuming that one payment solution will cover everything.

 

App store prerequisites

Both Apple and Google have detailed requirements for apps that offer digital purchases and subscriptions. The exact steps depend on your platform, business model and location, and these requirements can change over time.

Before launch, you'll need to set up the relevant developer and financial accounts, configure your products or subscriptions, provide the required information, and make sure your implementation follows the latest store policies.

In this section, we'll cover the main areas to consider for Apple's App Store and Google Play. These are not a substitute for checking the latest platform documentation before submission, but they give you a useful starting point.

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Apple App Store prerequisites for purchases and subscriptions

To monetise on iOS, you’ll need a few things:

 

App Store Connect account

App Store Connect is where you'll manage your app and configure products such as in-app purchases and subscriptions. You'll need the appropriate agreements, banking and tax information in place before you can sell paid products through the App Store.

 

Agreements, banking and tax information

Before you can sell paid apps or in-app purchases, you'll need to complete the relevant agreements in App Store Connect and provide the required banking and tax information. The exact requirements depend on your business and the markets in which you operate.

 

A compliant purchase experience

Your payment and subscription experience must comply with Apple's current App Review Guidelines and Human Interface Guidelines. This includes clearly communicating pricing, subscription terms and what the user receives. A technically correct implementation can still run into review issues if the user experience or disclosures don't meet Apple's requirements. Read Apple’s guidelines on designing in-app purchase experiences before you start.

 

Google Play prerequisites for purchases and subscriptions

On the Android side of things, there’s a slightly different process:

 

Google Play Console account

You'll need a Google Play Console account to publish and manage your Android app and configure products and subscriptions.

 

Payments profile

You'll need to provide the relevant business, tax and payment information required by Google before you can receive payments.

 

Google Play Billing

If your app sells digital products or services that fall under Google Play's billing requirements, you'll need to implement Google Play Billing or use an alternative payment route where your app and market are eligible. Google provides specific requirements for alternative billing and external payment options, so the correct approach depends on where your users are located and what you're selling.

As with Apple, these requirements can change, so your development team should check the latest Google Play policy and billing documentation before implementation.

 

Alternative App Stores

Apple and Google aren't the only ways to distribute an app. Depending on your target audience and platform, you may also consider alternative app stores or distribution channels.

The requirements for payments, app distribution and monetisation can vary between platforms. If you're distributing the same app through multiple stores, your technical architecture may need to account for different billing systems, APIs and compliance requirements.

This is one reason why payment architecture is worth considering early in the product strategy. The more platforms and markets you support, the more important it becomes to design your payment and entitlement systems with flexibility in mind.

 

Selling Internationally

Selling internationally adds another layer of complexity to app monetisation. You'll need to consider pricing, currencies, taxes, local regulations, payment preferences and the platform rules that apply in each market.

Apple and Google both provide tools for managing pricing and availability across different regions, but you should still think carefully about how your pricing translates between markets. A price that feels reasonable in one country may be too expensive in another, while currency conversion can create awkward price points or affect how users perceive your offer.

Your analytics should also help you understand how monetisation performs across different markets. If conversion is strong in one region but weak in another, the problem may not be the product itself. It could be your pricing, payment experience or the way your offer is presented.

 
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Managing your in-app payments and subscriptions

Like any other feature of your app, payments and subscriptions require ongoing management after launch. A successful monetisation strategy doesn't stop once the payment system is live. You'll need to monitor purchases, renewals, cancellations, refunds and payment failures, while making sure users continue to receive the access they've paid for.

Depending on your app and subscription model, your systems may need to respond to events including:

  • New purchases
  • Subscription renewals
  • Subscription upgrades and downgrades
  • Cancellations
  • Expiries
  • Refunds
  • Payment failures
  • Billing grace periods
  • Account holds

Both Apple and Google provide mechanisms for handling billing issues and subscription recovery. Google Play, for example, can move a subscription through a grace period and then an account hold when a renewal payment fails. Apple also provides billing grace periods that can be configured for eligible subscriptions.

Monitoring payment and subscription events is vital to delivering the right experience to your users and understanding the performance of your business. Your analytics should help you see where users convert, where they drop out, why they cancel and how long they remain paying customers.

Over time, these insights can help you make better decisions about pricing, features, onboarding and retention. The goal isn't simply to generate more purchases. It's to build a monetisation model that creates sustainable revenue while continuing to deliver genuine value to the people using your app.

 

Measure revenue, not just downloads

Downloads are an important metric, but they're only the beginning. If your goal is to build a sustainable app business, you need to understand what happens after someone installs your app.

Depending on your monetisation model, useful metrics might include:

  • Conversion rate from free to paid
  • Trial-to-paid conversion
  • Average revenue per user
  • Average revenue per paying user
  • Subscription retention
  • Churn rate
  • Customer lifetime value
  • Refund rate
  • Revenue by acquisition channel

Looking at these metrics together gives you a much clearer picture of whether your monetisation strategy is working. For example, a campaign that generates thousands of downloads might look successful on the surface, but if those users never convert or quickly uninstall the app, the long-term value may be limited.

The most useful approach is to connect your acquisition, engagement and revenue data so you can understand the complete customer journey. That gives you the insight to improve your product and your monetisation strategy based on what your users actually do, rather than what you assume they'll do.

 

What next?

Now that you've got the basics down, it's time to start planning how your app will make money. Whether you're considering subscriptions, in-app purchases, advertising, transactions or a combination of different models, the most important thing is to start with the value you're creating for your users.

Your monetisation strategy should be considered alongside your product strategy, UX and technical architecture. Getting those decisions right early can help you avoid costly changes later and give your app a stronger foundation for growth.

If you're planning an app and need help working out the right product, technology or monetisation strategy, we'd love to talk. Contact us to discuss how we can help turn your app idea into a product that creates real value for your users and your business.

 
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