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
- 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.
- 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.
- 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.
- 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.
- 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.
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