Skip to content

Software & Digital Products

Mobile Apps

Build for phones, where discovery is brutal and retention is everything

Updated 2026-08-04

At a glance

Capital needed
Low capitalUnder $500
Time to first income
MonthsFull-time
Income ceiling
Seven figures$1M+/yr
Risk
High4 out of 5
Effort model
Semi-passive
Route to wealth
Equity
Scalability
5 out of 5
Competition
5 out of 5
Typical earnings
The large majority earn under $100/month; successful apps $5k–$100k/month
Startup cost
$200–$10,000 depending on whether you build it yourself

How it works

You build an application for phones and distribute it through the app stores, earning through subscriptions, one-off purchases or advertising. The stores handle payment and delivery globally, and take roughly 15–30% for it. Distribution inside the stores is the hard part — being listed is not the same as being found.

How to start

  1. 01

    Pick a problem people already search the store for

    App store search is the main discovery channel. Building something with no existing search demand means paying for every single install.

  2. 02

    Design for the first session

    A large share of users open an app once and never return. What happens in the first sixty seconds matters more than any feature you add later.

  3. 03

    Choose a monetisation model before building

    Subscriptions produce far more revenue than one-off purchases but need a reason to keep paying. Advertising needs enormous volume. This decision shapes the product.

  4. 04

    Optimise the store listing seriously

    Icon, screenshots, title and keywords determine your install rate from the same traffic. This is the cheapest lever available and most developers ignore it.

  5. 05

    Measure retention above everything

    Day-1, day-7 and day-30 retention predict whether an app has a future. Paid acquisition into a leaky app converts money directly into nothing.

Honest trade-offs

What works

  • Global distribution and payment handled entirely by the stores
  • Subscription apps can produce very large, highly scalable recurring revenue
  • Push notifications give a direct channel back to users that web products lack
  • Successful apps sell for high multiples

What does not

  • Discovery is extremely difficult; being in the store gives you no traffic
  • Platform fees of 15–30% on all revenue, plus strict and changeable rules
  • Must be maintained continuously as operating systems update
  • Two platforms usually means roughly double the development work

Risks and failure modes

  • Store rejection or removal, which can end the business with no appeal
  • Platform policy changes affecting tracking, payments or monetisation
  • Spending a build budget on something that gets a few hundred installs and stops

Common questions

The distribution is extremely skewed. Most apps earn under $100 a month and never recover their development cost. A small minority with genuine retention and a subscription model reach $5,000–$100,000 a month. Averages are meaningless here.

Start with one. Cross-platform frameworks reduce the gap but do not eliminate it, and splitting effort across two stores before you know the app works is a common way to run out of energy.

For most business tools, yes — no store fees, no review process, and far easier to market with search and content. Mobile makes sense when the product genuinely needs the phone, such as camera, location or notifications.