What is a Good Conversion Rate for Freemium Apps
You have a free plan. People sign up. Only a few of them pay. The real question is whether “a few” is normal or a problem. A good conversion rate for freemium apps is about 3% to 5...
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You have a free plan. People sign up. Only a few of them pay. The real question is whether “a few” is normal or a problem. A good conversion rate for freemium apps is about 3% to 5...
RevenueCat just published one of the richest datasets on free trials out there. They have the data, at least for mobile subscriptions apps, where they power 60%+ of the subscripti...
A surprising number of Android developers reach day 14 of their closed test, open Play Console, and find the count is not what they…Continue reading on Medium »
Global app installs grew 10 per cent year-over-year in 2025, with APAC driving much of that growth. But for marketers today, getting users to install an app is only half the battle...
Rewarded users have a reputation problem. In many studios, they’re still labelled as “incentivised”, “low intent” or “one-and-done”. The assumption is simple: players come for the...
Texting-powered app store Jest has reached a $1 million gross billing run-rate three months after enabling in-app purchases. The milestone comes as the company launches a second...
Every SaaS product has a moment where a free user stops evaluating and starts depending on it. Marketers call this the SaaS aha moment, the single action that convinces someone you...
Out of 190,000 new mobile games released in 2025, only 2,500 surpassed 500,000 downloads in their first year. That’s according to a new report from Moloco, which analysed 55 new m...
If I had to define a North Star Metric for subscription apps in one sentence, I would put it this way: it measures how many customers repeatedly receive the value they pay for. Tha...
Asking for money upfront on a storefront stuffed with free strategy is always going to be a tough sell. Songs of Conquest started off like that, but they have decided to make a swi...
Only 2% to 3% of players will ever spend money in many mobile games and getting that first purchase is the hardest challenge in game monetisation. It gets even harder when you’re a...
Loom Games’ hybridcasual pixel puzzler Pixel Flow has generated almost $200 million in gross player spending during its first year on the major app stores. Pixel Flow launched on...
Ask an indie Android developer what Google Play closed testing cost them and you usually hear one of two answers: “nothing, I used…Continue reading on Medium »
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