In one paragraph
In this video, Arsh Singh, founder of ApsteQ, explains the five models that make free apps money in 2026: in-app purchases, advertising, freemium, subscriptions and hybrids that combine them. He argues that ad revenue has weakened while subscriptions have grown, and that the model is a product decision made before launch, guided by how often users open the app and what they get.
Watch on YouTube: How Do Free Apps Make Money? (5 Models That Actually Work in 2026) (channel @arshsingh).
Key points
- In the video, Arsh says over 90% of apps on your phone are free and the mobile app industry is worth over $500 billion a year.
- He says ad revenue has been declining because eCPMs fell after Apple's App Tracking Transparency and Google's Privacy Sandbox, while the top 100 App Store apps now earn most of their revenue from subscriptions.
- In-app purchases split into consumables and non-consumables, and he says a tiny slice of users, usually 1% to 3%, generates most of the revenue in games.
- For ads he quotes 2026 eCPMs of about 10 cents to $1 for banners, $5 to $25 for interstitials and up to $10 to $50 for rewarded video, the format that is growing.
- Freemium needs a genuinely useful free tier, and he puts typical conversion at 1% to 3% with paid plans around $15 to $30 a month.
- Subscription is the default for most new apps in 2026: he says most land between $4.99 and $19.99 a month, with free-to-paid conversion of about 2% to 6%.
- Hybrid models combine two or more of these because different users have different willingness to pay, and he describes an AI productivity app his team helped launch that he says reached $80,000 in monthly recurring revenue by month 12 using three layers.
- To choose a model, he asks how often users open the app, what value they get each time, and how your numbers compare with your category benchmark.
- His closing point is that how an app makes money is a product decision, not a marketing decision, and should be made before launch.
Transcript
Cleaned from YouTube auto-captions: caption errors fixed, paragraphs added, timestamps and channel subscribe prompts removed.
So, over 90% of the apps on your phone are free to download. You didn't pay anything for Instagram, you didn't pay anything for Spotify, and you didn't pay anything for that one AI app that you started using last week. And yet, the mobile app industry is worth over $500 billion a year. So, how do apps make money when nobody's paying up front? How do free apps earn money? And most people will tell you that it's ads or in-app purchase, and they'll just leave it there. But, the honest answer is that the rules have completely changed in the last 3 years.
The apps that haven't caught up are dying quietly, while the apps that have figured out are generating revenue that compounds every single month. Today, I'm walking you through the five monetization models that actually work in 2026 with real revenue numbers. And by the end, I'll show you a case study of an AI productivity app that hit $80,000 in monthly recurring revenue in just 12 months. And the surprising thing is that it isn't the model that they picked, it's that they didn't pick one model at all. So, let me pull up the breakdown on the screen and just give you a walk-through.
Now, before I show you the five models, I want to clear the biggest misconception, because if you don't fix this in your head, everything else I say won't fully land. Now, like I said before, you know, if you ask the average person how do apps earn money, they'll say one of the two things: ads or in-app purchases. Now, both are technically true, but they describe the industry the way it was back in 2018, and not the way it works in 2026. Now, the full app monetization picture today is more nuanced. And here's what's actually happening.
Now, ad revenue has been declining for years now. What's happening now is that the eCPMs, which is the cost per thousand ad impressions, are lower than they were 5 years ago. And the reason for that is the Apple's app tracking transparency, which is ATT, and your Google's privacy sandbox on Android, and a general flood of ad inventory all hit at the same time. Now, apps that have built their business on pure advertising are struggling. Some are even dying. Now, what has grown in the same window is your subscriptions.
So, the top 100 apps on the App Store now generate the majority of their revenue from subscription, not from ads. And the rise of the AI-powered apps in the last 24 months has pushed this even further. So, ChatGPT charges $20 a month, PhotoRoom charges $13, ElevenLabs charges $22, and people pay happily without thinking twice. So, when somebody actually asks, "How do apps make money?" the honest answer is that the rules have changed. This is exactly the kind of thinking we apply when we build marketing systems for app founders at ApsteQ.
Because if the monetization model is wrong, no amount of marketing can fix it. So, I'll give you a full breakdown of what's working and what's not working. So, let's take a quick look at the model number one, which is your in-app purchase or casually known as IAP. Now, in-app purchase or IAP breaks into two categories. One is your consumables, and the other one is non-consumables. Now, consumables are the items that the users buy, uses, and then buys them again. So, for example, coins, lives, energy refills, boosters, power-ups.
So, user spends them, and then they come back for more. Non-consumables, on the other hand, are one-time purchases that unlock something permanently. So, for example, removing the ads, a premium level pack, a character upgrade. You pay once, and you get it for life. Individual purchases are usually small, from 99 cents to about $100. But, the magic of IAP is that the right user makes hundreds of these purchases over their lifetime. So, in gaming, they call these users whales. So, basically, a tiny slice of your user base, usually 1 to 3%, generates the majority of your revenue.
Now, a casual game that we launched was generating around 50 cents ARPU, which is your average revenue per users across all active users. It sounds tiny, but with 200,000 daily active users, that's actually $100,000 a day in revenue. And the breakdown for this was that 70% of this was coming from in-app purchases, for example, the coin packs and power-ups, and 30% of this was coming from rewarded video ads, which I'll cover in a few minutes in this video. Now, the in-app purchases works best for games, especially free-to-play games where progression matters.
And they also fit avatar apps, social platforms with stickers and themes, basically anything with virtual goods. Now, outside of this category, IAP is usually a second layer in a bigger model. This is one of the most direct ways for app developers to make money when the experience is built around frequent, low-friction transactions. The second model is advertising. Like I said earlier, this one has changed significantly, so let me break it into three formats that exist. Banner ads, which you must have come across in apps, are the ones that sit either at the top or bottom of the screen.
Now, eCPMs in 2026 sit somewhere at around, let's say, 10 cents to $1 per thousand impressions. Now, this is the lowest revenue per impression of any format. Most serious developers have moved away from banners because they hurt user experience without generating meaningful revenue. Next is the interstitial ads. These are full-screen ads. So, for example, if you're doing some sort of an activity, and let's say you're probably playing a game, so this actually pops up as a full-screen between levels in a game or after user finishes a specific task.
Now, eCPMs on this one is between $5 to $25 per thousand impressions, depending on the geography and category. Use them very carefully because if you'll show them too often, then users will uninstall the app. The rewarded video ads are where the modern ad monetization actually works in 2026. The user opts in to watch, let's say, a 15- to 30-second video in exchange for an in-app reward. Now, because the user chose to watch, engagement is typically higher. So, the rewarded video can earn up to $10 to $50 per thousand impressions in top markets.
So, this is the format that's actually growing if you're talking about advertising in apps. So, quick example to give you how the math would work on this one. So, a game with let's say 50,000 daily active users where each user watches three rewarded videos a day at $20 eCPM, that's 150,000 ad impressions a day. Which means it's generating around $3,000 a day or roughly $90,000 a month from rewarded ads alone. So, that's how powerful it can be in 2026. Now, pure ad supported monetization works best for casual games, it works for high frequency utility apps, and content apps where the user returns constantly.
Even in categories where ads work, the smart move in 2026 is to combine ads with at least one other model. Pure ad revenue is too volatile to be the only source of your revenue. Which actually brings us to the third model, which is freemium. And I know this sounds more like subscription, but the distinction matters. Now, freemium means that the app is genuinely free and it's useful at the free tier. Which means that the user can do real meaningful things without ever paying for it. But, there's a premium tier above it that unlocks additional features, remove limits, or adds advanced functionality.
The classic example of this is Dropbox. You know, gigabytes free, but it charges for more. But, in 2026, freemium has also evolved. Apps like Notion, Canva, Loom run on freemium models where the free tier itself is so good that it drives massive word-of-mouth growth. So, basically your free users become the marketers for the paid product. Now, the conversion from the free-to-paid is lower than the pure subscription with a free trial. Usually 1 to 3% conversion happens, which is quite low, but the volume is much higher because the free product is actually used by millions of people.
And the fact that the paid tier is typically priced, let's say, at $15 to $30 per month, it becomes profitable for the business, and it also becomes a meaningful upgrade for the user. Now, we worked with a SaaS-style app in the personal finance space that ran a freemium model where the free tier lets the users connect with one bank account. And the users could see the basic spending categories. Now, the premium tier on the other hand, which was $19.99, unlocked unlimited accounts, custom budgets, and AI-powered insights.
Now, they converted a mere 2% of free users. It sounds low, but they had 800,000 free users. So, that's 16,000 paying subscribers roughly generating around $320,000 in monthly recurring revenue from an app you could technically use free forever. Now, freemium works best for productivity tools, creator tools, and SaaS-style apps with a clear more is better upgrade path. So, for founders who are asking how to make money from apps that have a clear utility upgrade, this is usually the right starting point. Okay, quick pause.
Three models down, two more to go. The next one is where the real revenue lives in 2026. So, if you're building an app right now and you're stuck on which monetization model to pick, I put a full decision framework into a free guide called seven app marketing mistakes that kill app launches. Picking the wrong model is mistake number three. Link is in the description. And drop a comment with the category of the app that you're building. Gaming, productivity, fitness, AI tool, anything. And I'll tell you which model I would bet on for that category.
Let's get to model number four. So, the fourth model is subscription and this is the most important monetization model in 2026. So, if you're starting a new app today, your default assumption should be subscriptions or something built around that. So, in this subscription model, the user downloads the app for free, tries a limited version or let's say a 7-day free trial, and then pays a recurring fee to keep the full product. Now, most apps land between $4.99 to $19.99 a month with annual plans usually discounted to lock people in.
Now, free to paid conversion happens at well, around 2% to 6%. So, let's say if you have 10,000 free users in a month, that becomes 200 to 600 paying subscribers. So, which means at $9.99, that's roughly around $2,000 to $6,000 in monthly recurring revenue from a single cohort. And this is why the model compounds. The revenue doesn't disappear next month. Those subscribers, if your retention is healthy, are still paying you month after. So, a modest 4% conversion rate stacks into serious revenue over a period of 6 to 12 months.
So, this is the case study that I mentioned initially, a productivity app in the AI tool space, which we helped launch. We started with a free tier and a $9.99 monthly premium plan. In the first 90 days, they crossed 50,000 downloads. Free to paid conversion settled somewhere around 4%. So, at $9.99 a month, that's $20,000 monthly recurring revenue from a 3-month-old app. By month 12, where we did a proper retention management, they crossed 80,000 in MRR and the app was still free to download. So, that's the power of subscription.
The model rewards app that delivers ongoing value because the users will only stay subscribed if you're getting continuous value. Now, productivity apps, fitness apps, language learning apps, dating, finance, AI apps, if the app does something for the user repeatedly, then this is your model. What doesn't fit subscription is typically casual games where someone plays for 2 weeks and then forgets about the app. Single-use utility apps that sit unopened. So, they're not a good fit, but mostly everything else where you're providing continuous value is a good fit for the subscription model.
Which brings us to the next model and this is the model that most successful free apps in 2026 are actually using. So, the hybrid monetization means that the app uses two or more of the previous models that we discussed together. Not picking one, but picking up the right mix. The reason why the hybrid works so well is that the different users have completely different willingness to pay. Some users never spend a dollar. Some users will buy a coin pack here and there. Some will subscribe for a year. So, the hybrid model captures revenue from all three groups instead of forcing everyone down the same path.
So, let me give you an example of a meditation app that we worked with. So, we launched with a freemium structure where the free tier includes a small library of guided session. The premium subscription was at $14.99 per month or a discounted $79.99 per year. Now, this unlocked the entire library. So far, it's called the standard freemium model with a subscription plan in it. But, on top of that, we offered a one-time IAP, in-app purchase, and this offered specific programs like 30-day sleep program at $9.99 one-time.
And for users who wouldn't subscribe or buy anything, we also did rewarded ads. We're watching a short video will unlock a single premium session. So, as a result, 4% of the subscriptions gave us the bulk of revenue. About 8% of the non-subscribers bought at least one premium pack, and the remaining users contributed small amounts through rewarded ads. So, combined, the app earns significantly more per users than any single model would produce on its own. So, there is a newer hybrid pattern that is emerging with AI-powered apps.
The user pays a one-time price to unlock the app, say $4.99 to $9.99. So, this unlocks the app and some functionality, and then they are prompted to subscribe to the AI features that cost real money to run on the back end. So, this one-time price basically filters out the free riders, and the subscription covers the cost of running the AI interface. So, this is becoming quite common in the photo editing apps or voice generation or writing assistance apps and other AI-powered apps which are using a lot of compute in the back end.
So, if you remember when I told you about that productivity app that we helped hit $80,000 in MRR, the full story is that they didn't just run subscriptions. They actually added one-time founders pack. This was at launch for early adopters. And then we ran the rewarded ads. This was inside the free tier only to monetize the users who would never subscribe. So basically it was three layers, not one. And that's the actual answer of how do free apps make money in 2026. Which brings us to the next important discussion because now you know the five models, but the questions that every founder asks me next is that which specific models fits my app or my category.
So three questions that will get you there. So the first question that you have to ask yourself is that how often does the user open the app? If it's daily, then all models are on the table. If it's weekly or monthly, then subscription or in-app purchase is the way to go. If they're opening less than monthly, you probably need a one-time purchase model. Next question you have to ask yourself is that what does the user actually get? Do they get repeated value while using your app? Then subscription is the way. You've seen this in fitness apps, productivity apps, finance apps, and so on.
And if you have an app that is more inclined towards entertainment and play, then IAP and ads fit. A tool with a clear more is better upgrade path, then freemium is the way to go. And then you should also look at your category's benchmark. Casual games target 20 to 50 cents in daily ARPU, average revenue per user. Subscription productivity apps target $3 to $8 in monthly ARPU. So if your numbers are way off based on your category, your monetization model is probably wrong, not your marketing. Now these benchmarks are exactly the kind of things that we map out for app founders when they come to us at ApsteQ because picking the right monetization model is half the marketing problem solved before we run a single campaign.
Now before I wrap this up, let me address a few things you're probably thinking right now because I get these asked on almost every strategy call. So the first question is that I don't have enough users yet to monetize. That's fine. The monetization model isn't something that you bolt on after you have users. It's a decision that you make before launch because it changes how you build the onboarding, where do you put your paywall, and what your free tier looks like. So, pick the model on day one and design around it even if you only have 100 users to start.
The second question is that I have a niche app, will any of these strategies work for me? Most likely, yes. But the answer is usually freemium or a freemium subscription hybrid. See, in a niche, your audience is very small. So, you need each user to be worth more. Ads don't pay enough at low volume. Subscription and one-time IAPs do. The third question is, what about apps that just sell stuff like e-commerce? That's a different game entirely. You know, those are not free apps in the monetization sense because the product sale is the revenue itself.
The five models I covered today are for apps where the experience itself is the product. So, let me recap five models that actually work in 2026. In-app purchases, advertising, freemium, subscriptions, and the last that we discussed in detail, which is your hybrid model. So, the most successful free apps today are running hybrids and they're not picking one. Now, if you remember nothing else from this video, remember this. How an app makes money is not a marketing decision, it's a product decision. The monetization model has to match the value the app delivers, the frequency the users open it, and the category benchmark you're competing in.
Get that right and the revenue takes care of itself. If you want to go deeper on the marketing side of all this, this next video over here breaks down how to get your first 10,000 app downloads step-by-step. Because once your monetization is right, the next question is, how to get enough users to make the math work. And if you want help figuring out which monetization model fits your specific app, that's exactly what we do at ApsteQ. Link is in the description.