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How to Make Money From an App You Build

How to earn money by making an app: ads, in-app purchases and subscriptions, what Apple and Google take as of 2026, no-code options and realistic odds.

By Updated 9 min read

Quick summary (TL;DR)

  • You earn money by making an app through four main models: a paid download, in-app purchases, subscriptions or ads, and many apps mix two of them.
  • As of 2026, Apple and Google both take a cut of digital sales, roughly 15% for most small developers who enroll in or qualify for their reduced tiers.
  • No-code builders can get a simple app into the stores, but Apple rejects apps that are little more than a website or a generic template.
  • Building the app is usually the easy part; finding users who keep coming back is where most apps fail to earn.
  • Start with one narrow problem for a specific group of people, and test demand before you spend months building.
In this guide
  1. How do apps actually make money?
  2. How much do Apple and Google take from app sales?
  3. Can you build an app without coding?
  4. What does it cost to build and launch an app?
  5. Why do most apps earn little or nothing?
  6. Which app ideas are most realistic for a beginner?
  7. How do you get your first users?
  8. Next steps

You can earn money by making an app in four main ways: charging for the download, selling in-app purchases, charging a subscription, or showing ads, and most successful apps combine two of these. The honest catch is that building an app is now the easy part; getting enough people to find it, use it and pay for it is where most apps fail to earn anything.

This guide covers how app money actually works, what Apple and Google keep as of 2026, whether no-code tools are enough, and how to judge an idea before you build. If you were looking for apps that pay you to use them, that's a different topic: see apps that pay real money.

How do apps actually make money?

Apps make money by charging users directly, by charging advertisers, or by supporting a business that earns elsewhere. Which model fits depends on how often people open the app and how much value each person gets from it.

ModelHow it earnsWorks best forStore commission applies?
Paid downloadOne-time price to installTools with a clear, lasting benefitYes
In-app purchasesUsers buy items, levels or features inside the appGames, creative toolsYes, for digital items
SubscriptionsRecurring monthly or yearly feeApps used every week: fitness, budgeting, learning, business toolsYes, for digital access
AdsAdvertisers pay per view or clickApps with large daily useNo, but ad networks keep a share
Companion to a serviceApp supports a paid service or physical productGyms, salons, local shops, coachesGenerally no for physical goods and real-world services

A few realities behind the table:

  • Ads need scale. Ad income per user is small, so an ad-only app usually needs a large, active audience before it covers its own costs.
  • Subscriptions need habit. People cancel apps they don't open, so a subscription only works if the app solves a recurring problem.
  • Paid downloads are a hard sell when free alternatives exist, which they usually do.

For most beginners, the realistic path is a small app for a specific group, with a free tier and a paid upgrade. This is one of many options; if you're still choosing a direction, our step-by-step guide to making money online as a beginner helps you compare app-building with paths that pay sooner.

How much do Apple and Google take from app sales?

As of 2026, both stores take a commission on digital sales, typically about 15% for small developers. You also pay to have a developer account.

Cost or fee (as of 2026)Apple App StoreGoogle Play
Account fee$99 per membership year$25 one-time registration
Standard commission30%30% above $1 million in yearly earnings
Small-developer rate15% in the Small Business Program (up to $1 million in proceeds the prior year)15% on the first $1 million of yearly earnings, for developers in its 15% service fee tier
Subscriptions30% in year one, 15% after a subscriber's first paid year; 15% from the start in the Small Business Program15% for auto-renewing subscriptions

Two details matter for beginners:

  • Apple's reduced rate isn't automatic. You enroll in the Small Business Program through your developer account and accept the Paid Apps agreement. Apple counts proceeds after its commission and certain taxes.
  • Google changed its fee structure on June 30, 2026 in the US, UK and EEA. For new installs, the small-developer tier is now split into a 10% service fee plus a 5% billing fee when users pay through Google Play Billing, so the total stays around 15%. Rates differ for older installs and for external web links, so check the Play Console fee page for your case.

Linking to your own website for payment is a moving target. In 2025, a US court barred Apple from charging any commission on purchases made through links out of US apps. Apple's June 2026 quarterly filing says an appeals court later allowed Apple to charge some commission on those purchases, and the Supreme Court agreed to review part of the case. Outside the US, Apple's guidelines generally still require in-app purchase for digital content. Check the current App Review Guidelines before you plan around web payments.

Can you build an app without coding?

Yes, you can build a simple app with a no-code builder, but you still have to pass store review and do the product work. Tools such as Adalo let you design screens, connect a database and publish to the Apple App Store and Google Play, with store publishing on paid plans. Other popular builders work similarly; compare what each plan includes before you commit.

No-code removes the programming, not the rules:

  • Apple wants a real app. Its guidelines say an app should be more than a "repackaged website", and apps made from a commercial template or app generation service are rejected unless the content provider submits them directly.
  • Google wants testing first. New personal developer accounts must run a closed test with at least 12 testers opted in for at least 14 days in a row before they can apply for production access.
  • You'll hit limits. Complex features, offline use or heavy data can outgrow a no-code tool, and moving off one often means rebuilding.

If you're deciding whether to learn building as a skill rather than launch your own app, our guide to the best skills to make money online compares no-code building with other skills clients pay for.

Validate before you build

Before building anything, describe the app on a one-page site or in a short post to the people you want to serve and ask them to join a waitlist. If almost nobody signs up, you've saved months.

What does it cost to build and launch an app?

A small no-code app can launch for a few hundred dollars a year, but your time is the biggest cost. Expect to pay for:

  • Store accounts: $99 a year for Apple, $25 once for Google, as of 2026.
  • Builder or hosting plan: a monthly fee that usually rises with users or features.
  • A test device for each platform you publish on, if you don't own one.
  • Design assets: icon, screenshots and a privacy policy page.
  • Marketing: even a small ad test costs money, and organic promotion costs hours.

Here's how the math can look once an app has a few paying users.

Example (hypothetical): your budgeting app for freelancers has 100 subscribers paying $2.99 a month on iPhone. That's $299 a month in sales. In the Small Business Program, Apple keeps 15%, leaving about $254 before taxes. Subtract a builder plan and the yearly $99 Apple fee spread across 12 months, and you might keep around $200 a month. Getting to 100 paying subscribers is the hard part, and it can take many months or never happen.

Why do most apps earn little or nothing?

Most apps earn little because nobody finds them or because people try them once and leave. The stores are crowded, and new apps from unknown developers get little visibility without marketing.

The common failure points:

  1. No clear problem. "An app for productivity" competes with giant companies. "A shift-swap app for one type of small clinic" has a reason to exist.
  2. No distribution plan. If you can't name where your first 100 users will come from, the store won't supply them.
  3. Poor retention. Users who don't return don't subscribe and don't see enough ads.
  4. Underpricing. Very cheap subscriptions need huge numbers of users to cover costs.
  5. Giving up after launch. Updates, reviews and fixes keep an app alive; a launched-and-left app slowly dies.

The same pattern shows up in other build-it-first projects. Our article on making money with an online directory website explains why ad income and traffic take a long time to build there too.

Which app ideas are most realistic for a beginner?

The most realistic first apps serve a small group with a specific, recurring problem you understand. Some directions to consider:

  • Niche work tools: scheduling, checklists or tracking for a trade you know well. Businesses pay more readily than individual consumers when an app saves them time.
  • Companion apps for local businesses: booking, loyalty or ordering for a gym, salon or club. You can build it as a paid service for the business owner, so you earn on delivery rather than waiting for downloads.
  • Hobby and community apps: tools for a sport, craft or game you know deeply, where word of mouth travels.
  • Learning and practice apps: flashcards or drills for a specific exam or skill, often paired with a subscription.

Building apps for clients is often a steadier way to earn than launching your own, because the client pays whether or not the app becomes popular.

How do you get your first users?

Start where your target users already gather, and talk to them before and after launch. The store listing helps people who already search for you; it rarely creates demand on its own.

  • Go where they are: forums, groups, associations and newsletters for your niche.
  • Write a clear store listing: say who it's for and what problem it solves in the first line, and use honest screenshots.
  • Ask early users for feedback, fix what they flag, and only then ask for reviews.
  • Track two numbers: how many people return after a week, and how many convert to paid. If those are low, more marketing won't fix the app.

Plan for this to take months of steady effort alongside building. Results depend on your idea, your audience and your execution, and many apps never earn back their costs.

Next steps

To earn money by making an app, pick one narrow problem, test demand with a waitlist, build the smallest version that solves it, and choose a pricing model that matches how often people will use it. If you want to compare app-building with paths that tend to pay sooner, our guide on how to make money online for beginners lays out the main options side by side. For more ideas across work, selling and money, browse all our honest money guides.

Frequently asked questions

Can a beginner make money by building an app?

It's possible, but most apps earn little or nothing. Beginners have better odds with a small, focused app for a niche they understand than with a broad consumer app competing against big companies.

How much does Apple take from app sales?

Apple's standard commission is 30%, but developers in the App Store Small Business Program, for those with up to $1 million in proceeds the prior year, pay 15% as of 2026. Auto-renewing subscriptions drop to 15% after a subscriber's first paid year.

How much does it cost to put an app on the app stores?

The Apple Developer Program costs $99 per membership year, and a Google Play developer account has a one-time $25 registration fee, as of 2026. No-code builder plans, design assets and testing devices are extra.

How do free apps make money?

Most free apps earn through ads, optional in-app purchases or a paid upgrade to a subscription tier. Some are free because they support a paid service or physical product the company sells elsewhere.

Can I make an app without coding and still sell it?

Yes. No-code builders such as Adalo can publish to the Apple App Store and Google Play on paid plans. Your app still has to pass store review, and Apple rejects apps built from commercial templates unless the content provider submits them.

Free PDF

The Make Money Online for Beginners starter checklist

Every step to get started, a 7-day plan, the numbers to track and the scams to skip — on two printable pages.

Sources

  1. Apple Developer — App Store Small Business Program
  2. Apple Developer — Auto-renewable subscriptions
  3. Apple Developer — Enrollment (Apple Developer Program fee)
  4. Apple Developer — App Review Guidelines
  5. Play Console Help — Service fees
  6. Play Console Help — Register for a Google Play developer account
  7. Play Console Help — App testing requirements for new personal developer accounts
  8. Apple Inc. Form 10-Q (quarter ended June 27, 2026), Legal Proceedings
  9. Adalo — No-code app builder

Getback Editorial Team

We research each guide from official platform documentation and public data, show real costs and trade-offs, and update it when rules change. Read our editorial policy.

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