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Updated 2026-09-01 · Creator Economy · Educational use only ·
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In-App Purchase Revenue Calculator

Net IAP revenue after fees.

Estimate net in-app purchase revenue after store fees, from daily active users, conversion rate, average purchase value and repeat buying.

What this tool does

This calculator estimates net in-app purchase revenue after store fees. It multiplies daily active users by the conversion rate to give paying users per day, multiplies by 30 for first purchases in the month, adds repeat purchases calculated as the first-purchase count times the repeat rate times two, applies the average purchase value to give gross revenue, and deducts the store fee to give net monthly and annual figures. The repeat rate is doubled by design, on the assumption that a repeat buyer makes two further purchases, so entering 40% multiplies the purchase count by 1.80 rather than 1.40. Every calculation input is a simple multiplier, which means daily active users, conversion rate and average purchase value are interchangeable in the arithmetic: doubling any one of them produces the same result. Store fees vary by platform, by region and by programme eligibility, which is why the rate is an input rather than a constant. The model assumes a flat 30-day month with constant activity and excludes refunds, chargebacks, seasonality, cohort ageing, currency conversion and tax on the earnings.

Quick answer: with the default values, the result is $283,500.00 (Net Monthly IAP Revenue). Adjust the values below for your own figures.


Enter Values

People also use

Formula Used
Daily active users
Share of daily active users making a purchase, as a percentage
Average value of a single in-app purchase
Repeat purchase rate, doubled in the model because each repeat buyer is assumed to make two further purchases
Store fee as a percentage of gross revenue
Paying users per day
Total purchases across a 30-day month, first purchases plus repeats
Gross monthly revenue before the store fee
Net monthly IAP revenue, the primary result

Disclaimer

Results are estimates for educational purposes only. They do not constitute financial advice. Consult a qualified professional before making financial decisions.

In-app purchase revenue in this model depends on daily active users, the share of them buying, the average purchase value, how much repeat buying happens, and the store’s cut. Store fees are the one input that is set externally and they are neither uniform nor static. Apple’s small business programme applies a reduced commission of 15% on paid apps and in-app purchases for developers whose proceeds were up to one million US dollars in the prior calendar year. Google Play states that of the developers subject to a service fee, 99% qualify for 15% or less through its various programmes, and its published fee structure differs by region and by whether an install is new or existing. That variability is why the fee sits here as an input rather than a constant.

Working the loaded figures through: 50,000 daily active users at a 3% conversion rate gives 1,500 paying users a day, which over 30 days is 45,000 first purchases. The repeat rate then adds more. At the loaded 40%, repeat buyers contribute a further 36,000 purchases, bringing the month to 81,000. At 5 each that is 405,000 of gross revenue, from which a 30% store fee takes 121,500, leaving 283,500 net and 3,402,000 across a year.

The repeat figure deserves a note, because entering 40% does not add 40% to the purchase count. The model treats each repeat buyer as making two further purchases, so a 40% rate multiplies the base count by 1.80 rather than 1.40. Conversion rates and purchase values vary widely by genre and by market, and averages hide a long tail in which a small share of players accounts for a large share of spend, so an average value is a summary rather than a description of how anyone actually buys.

A worked example

With 50,000 daily active users, a 3% conversion rate, a 5 average purchase and a 40% repeat rate at a 30% store fee, the calculator returns 1,500 paying users a day, 405,000 of gross monthly revenue, 121,500 of store fees and 283,500 net, or 3,402,000 a year.

The repeat rate carries more weight than its label suggests. Because each repeat buyer is modelled as making two further purchases, the total purchase count is the base multiplied by one plus twice the rate: 1.00 at a 0% rate, 1.80 at 40%, 2.00 at 50% and 3.00 at 100%. Net monthly revenue moves with it, from 157,500 with no repeat buying to 283,500 at the loaded rate, 315,000 at 50% and 472,500 at 100%.

What moves the number most

Every calculation input is a simple multiplier, which means none of them dominates and any two changed by the same proportion produce the same answer. Doubling daily active users from 50,000 to 100,000, doubling the conversion rate from 3% to 6%, and doubling the average purchase value from 5 to 10 all return exactly the same 567,000 a month. The choice between growing an audience and improving conversion is a question about which is cheaper or more achievable, not about which the arithmetic rewards more.

The store fee is the exception in kind rather than in weight, because it is subtracted rather than multiplied in and because it is not under a developer’s control. Moving from 30% to 15% on the same gross revenue lifts net monthly revenue from 283,500 to 344,250, a difference of 60,750 a month and 729,000 across a year, without a single extra purchase.

The formula behind this

Paying users per day are daily active users multiplied by the conversion rate. First purchases in the month are that figure multiplied by 30. Repeat purchases are the first-purchase count multiplied by the repeat rate and then by two, reflecting the assumption that a repeat buyer makes two further purchases. Total purchases are the two added together, gross revenue is total purchases multiplied by the average value, and net revenue is gross less the store fee, with the annual figure at twelve times the monthly one.

Collapsing that gives the whole model in one line: net monthly revenue is daily active users, times the conversion rate, times 30, times one plus twice the repeat rate, times the average purchase value, times one minus the store fee. Every term is multiplicative, which is what makes the inputs interchangeable and the result so sensitive to compounding optimism across several of them at once.

What this doesn't capture

Averages are doing heavy lifting here. Spending in this category is famously concentrated, with a small share of payers accounting for a large share of revenue, so a single average purchase value describes the arithmetic rather than the population. A flat repeat rate applied to all payers has the same limitation: it substitutes one number for a distribution of behaviour that ranges from a single purchase to hundreds.

The month is treated as a flat 30 days with constant activity, so there is no seasonality, no live-event spike, no cohort ageing and no churn. Refunds and chargebacks are excluded, and both reverse revenue already counted. Store fees are entered as a single rate, whereas a title distributed on more than one platform faces different rates that also differ by region and by programme eligibility, so a multi-platform figure needs each store calculated separately and the net results added. Currency conversion, payment provider costs and any tax on the earnings all sit outside the model as well.

Example Scenario

With 50,000 daily active users converting at 3%, an average purchase of $5 and a 40% repeat rate, net monthly revenue after a 30% store fee is $283,500.00, shown alongside the annual net figure, gross monthly revenue, store fees and paying users per day.

Inputs

Daily Active Users:50,000
IAP Conversion %:3%
Average IAP Value:$5
Repeat Purchase Rate %:40%
Store Fee %:30%
Expected Result$283,500.00
Expected Result breakdown
Annual Net$3,402,000.00
Gross Monthly$405,000.00
Store Fees$121,500.00
Paying Users Daily1500

This example uses sample figures for illustration. Adjust the inputs above to match a specific situation and see how the result changes.

Sources & Methodology

Methodology

The calculator multiplies daily active users by the conversion rate expressed as a decimal to give paying users per day, then by 30 to give first purchases across the month. Repeat purchases are that first-purchase count multiplied by the repeat rate and then by two, on the modelling assumption that each repeat buyer makes two further purchases; total purchases are the sum of the two, so the effective multiplier on the base count is one plus twice the repeat rate. Gross monthly revenue is total purchases multiplied by the average purchase value, the store fee is applied to that gross figure, and net revenue is what remains, with annual net at twelve times the monthly figure. Collapsed, net revenue is daily active users times conversion rate times 30 times one plus twice the repeat rate times average purchase value times one minus the store fee, so every term is multiplicative and the calculation inputs are interchangeable in their effect. The model assumes a flat 30-day month, constant daily activity, a single average purchase value across a distribution that is typically highly skewed, and one flat repeat rate applied to all payers. It does not account for refunds, chargebacks, seasonality or live events, cohort ageing and churn, user acquisition costs, differing fees across platforms and regions, currency conversion, payment timing, or tax owed on the earnings. Results are estimates for illustration.

Frequently Asked Questions

Whales matter?
Spending in this category is heavily concentrated, and figures circulated in industry commentary put a large share of revenue with a small share of payers, though published estimates vary and are rarely measured on a consistent basis. The consequence for this calculator is specific: the average purchase value it takes is an arithmetic average across a skewed distribution, not a description of typical behaviour. On the loaded figures the model produces 81,000 purchases a month at 5 each; a real title generating the same 405,000 might do so through a much smaller number of much larger transactions alongside a long tail of small ones. That matters when the average is being estimated rather than measured, because a handful of large purchasers can hold an average well above what most payers spend, and a projection built on it will not survive their departure. Reading the average from actual transaction data rather than assuming one is what keeps the figure meaningful.
Why does changing the conversion rate affect revenue more than changing DAU?
It does not, and the premise is worth correcting. Both are simple multipliers in this model, so a given proportional change in either produces an identical result. Doubling daily active users from 50,000 to 100,000 at a 3% conversion rate returns 567,000 a month, and holding users at 50,000 while doubling the conversion rate to 6% returns exactly the same 567,000, down to the same gross revenue and the same store fee. Doubling the average purchase value from 5 to 10 also lands on 567,000. Nothing in the arithmetic ranks them. Where the two genuinely differ is in cost and achievability: audience growth is usually bought and conversion improvement is usually built, and which is the better use of effort depends on the price of each rather than on the formula. The one input that behaves differently is the store fee, which is subtracted rather than multiplied in and is not under a developer's control.
How does the repeat purchase frequency factor work in this calculator?
It adds repeat purchases on top of the base monthly purchase count, treating them as further transactions from the same paying pool inside the 30-day window, and it assumes each repeat buyer makes two further purchases rather than one. That doubling is easy to miss from the label. Entering 40% does not raise the purchase count by 40%: it multiplies it by one plus twice the rate, so 1.80 rather than 1.40. On the loaded figures the base 45,000 first purchases become 81,000 total, and net monthly revenue runs 157,500 at a 0% rate, 283,500 at 40%, 315,000 at 50% and 472,500 at 100%. The approach is a simplification in a second way too, applying one flat rate across all payers rather than modelling cohort behaviour or the intervals between purchases.
What platform fee percentage should I use if my app is on both iOS and Android?
Standard headline fees are 30% on both major stores, and both operate reduced rates for smaller developers. Apple's small business programme applies 15% on paid apps and in-app purchases for developers whose proceeds were up to one million US dollars in the prior calendar year. Google Play states that of the developers subject to a service fee, 99% are eligible for 15% or less through its programmes, and its published structure varies by region and by whether a user's install is new or existing. Because this calculator applies one rate, a title on both stores needs a separate run per store with the net figures added, rather than an averaged rate. The gap is not small: on the loaded gross revenue of 405,000, moving from 30% to 15% lifts net monthly revenue from 283,500 to 344,250, which is 729,000 across a year. Published rates and eligibility rules change, so the figure to enter is the current one from the developer console rather than a remembered rate.

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