Short answer: for a typical monetizing iOS app, one download is worth somewhere between a few cents and a few dollars per month — and the category you build in moves that number by more than an order of magnitude. Among the categories we track, a typical monetizing Entertainment app currently earns about $1.83 per monthly download, while a typical Music app earns about $0.93. This single ratio quietly decides whether paid user acquisition can ever work for your app.
Revenue per download, by category
Computed as median monthly revenue ÷ median monthly downloads among monetizing apps in each category. Two patterns dominate: subscription-first categories (health, photo/video AI, education) convert installs into recurring payers, and attention categories (casual games, entertainment) monetize broadly but shallowly per user:
| Category | Median revenue / mo | Median downloads / mo | Revenue per download |
|---|---|---|---|
| Entertainment | $17k | 9.3k | $1.83 |
| Lifestyle | $10k | 13k | $0.77 |
| Photo & Video | $8k | 13k | $0.61 |
| Productivity | $8k | 9.0k | $0.84 |
| Health & Fitness | $7k | 5.0k | $1.42 |
| Education | $7k | 8.0k | $0.89 |
| Games | $7k | 11k | $0.60 |
| Utilities | $6k | 10k | $0.63 |
| Finance | $6k | 900 | $6.89 |
| Music | $5k | 5.8k | $0.93 |
The paid-ads math every founder eventually does
Paid user acquisition lives or dies on one inequality: lifetime revenue per install > cost per install. iOS cost-per-install for competitive niches commonly runs $1–$5. Multiply the revenue-per-download figures above by a realistic user lifetime (subscriptions compound; one-time purchases do not) and the conclusion is uncomfortable but useful: in low-RPD categories, ads can never pay back — growth there must be organic (search, virality, platform features). In high-RPD subscription categories, ads become a lever once your paywall converts. This is why the same ad budget builds an empire in one category and a bonfire in another.
A worked example: the ad-budget test
Say you run a meditation app and Meta ads deliver installs at a $2.50 CPI. Using the Health & Fitness benchmark of roughly $1.83 per monthly download: in month one, each install returns about a fifth of a dollar — you are massively underwater. But subscriptions renew. If your retention holds a typical subscription curve, that same install can return several multiples of the monthly figure over its lifetime, and the payback window — the months until cumulative revenue crosses $2.50 — becomes the number that decides everything. Fast-payback apps (under ~3 months) can reinvest aggressively and compound; slow-payback apps need patient capital or a cheaper channel. Now run the same math in a $0.03-per-download category: the install must survive years to pay back a $2.50 CPI. It won't. That, in one paragraph, is why some categories are full of ads and others are organically grown.
Subscriptions, one-time purchases and ads age differently
The monthly snapshot above hides how differently the three monetization models accumulate value. Subscriptions stack: a cohort acquired today still pays next quarter, so lifetime value lands at a multiple of the first month — which is why subscription categories dominate the top of the revenue-per-download table. One-time purchases spike and stop: everything the download will ever pay arrives immediately, which reads well in month one and terribly in month twelve. Ad-monetized apps earn per session, so their per-download value is a function of retention and session depth rather than any purchase decision — high-frequency utilities and casual games can quietly out-earn their sticker benchmark if people simply keep opening them. When you benchmark your own app, match the model, not just the category.
Five levers that raise revenue per download
Category sets your base rate, but the spread within a category is enormous, and it is mostly funnel mechanics. The levers we see moving real apps up the distribution: (1) paywall timing — showing the paywall during onboarding, at the moment of peak intent, rather than hiding it behind settings; (2) trial design — a short free trial with a clear reminder converts better than either no trial or an endless one; (3) annual-plan anchoring — presenting the annual price as the default multiplies effective value per subscriber; (4) price localization — charging market-appropriate prices across storefronts instead of one global number; (5) winback flows — lapsed-subscriber offers, which monetize downloads you already paid for. None of these require more installs; all of them raise the value of every install you already get.
Using these numbers to size a competitor (or a market)
Revenue-per-download is also the fastest sanity-check in competitive research. If a rival claims a million downloads, the category benchmark instantly frames what that should mean in revenue — and a large gap in either direction is information: far above benchmark suggests a paywall worth studying (screenshot their onboarding, note the trial length, check their price points); far below suggests either weak monetization or downloads bought cheaply in low-value regions. The same arithmetic sizes a niche before you enter it: multiply the realistic download ceiling (what today's category leaders actually pull, which you can look up per app) by the category's revenue-per-download, and you have a defensible upper bound on the business you are about to spend a year building. Five minutes of this math has killed more doomed app ideas than any amount of market-research prose.
Where these benchmarks break
Three honest limits. Small samples: a category median summarizes thousands of apps; a single app with a few hundred downloads is statistically allowed to be anywhere. Geography: these are US-centric medians — a download in a high-income storefront is worth a multiple of one from an emerging market, so an app's country mix can move its true figure well off the benchmark. Portfolio effects: apps inside a subscription bundle or cross-promotion network monetize downloads that never touch their own paywall. Use the table as a compass, then measure your own funnel — or look up a specific competitor's actual estimate instead of reasoning from the median.
How we measure this
Figures come from Appdex's continuously-updated estimates across 1M+ iOS apps, calibrated against verified revenue data, with a published confidence level on every number. Any specific app — including yours or a competitor's — can be checked inside the product.
Frequently asked
How much revenue does an app make per download?
A typical monetizing iOS app earns between a few cents and a few dollars per monthly download depending on category. Subscription-first categories like Health & Fitness currently lead; broad utility categories sit at the bottom.
Is revenue per download the same as LTV?
No. Revenue per download here is a monthly snapshot (median monthly revenue ÷ median monthly downloads). Lifetime value accumulates over a user's whole life — for subscription apps, LTV is typically several multiples of the monthly figure.
Why do games rank lower than health apps per download?
Games monetize a huge audience shallowly (ads + small purchases from a minority), while subscription apps monetize a smaller audience deeply with recurring payments. Per download, recurring beats broad; in total pool size, Games still dominates.
What is a good revenue per download?
Anything at or above your category's median is solid; 2–3× the median usually indicates a well-tuned paywall and pricing. For paid acquisition to work, what matters is lifetime revenue per install exceeding your cost per install with a payback window your cash flow can survive — typically under 3–6 months.
How much does an app install cost in ads?
iOS cost-per-install varies widely by niche and season — commonly around $1–$5 for competitive consumer categories, lower in casual games, higher in finance and insurance. Compare that against lifetime revenue per install, not the monthly benchmark, when judging viability.