In-app purchase alternatives that actually work

Been exploring options beyond traditional IAPs for our app. Subscription fatigue is real, and we’re seeing conversion rates drop.

Tried a few things like lifetime access and bundled offers. Mixed results so far.

Curious what’s working for others in terms of monetization models that users actually respond to.

Tried something different with our language learning app - we added a ‘streak saver’ pass.

Users could buy 3 passes for $4.99. It let them keep their lesson streak if they missed a day.

Conversion rate jumped about 8%. People hate losing progress.

Also tested a ‘challenge pack’ - 30 days of extra-hard lessons for $9.99. Engaged users loved it. Lower volume, but higher revenue per purchase.

Key takeaway: find pain points in your app experience. Build purchases that solve those specific issues.

Freemium can work. Let users try core features, then charge for extras. Keep it simple though. Too many options confuse people.

Tried pay what you want. Some users paid more than expected.

Forget fancy models. Focus on value.

I’ve seen apps triple revenue by nailing their core offering and communicating it clearly. Users will pay if you solve a real problem.

Try this: Audit your features. Cut the fluff. Highlight 2-3 key benefits that actually matter to users. Then, price based on the value you provide, not arbitrary tiers.

Also, test one-time purchases. Less commitment than subs, but can yield higher lifetime value if you nail retention.

Remember, monetization isn’t just about the model. It’s about giving users a compelling reason to open their wallets.

One model that’s worked well for me is tiered pricing with a free tier.

Users can start with basic features for free, then upgrade to unlock more. This lets them see value before paying.

I’ve found it boosts conversions compared to a hard paywall. Might be worth testing for your app.