Having thousands of downloads and zero revenue is more common than it seems. To monetize an app you have six proven models: subscriptions, freemium, advertising, in-app purchases, per-transaction commission, and the app as a direct sales channel. The right model depends on the type of business: in LATAM, where willingness to pay for subscriptions is lower than in English-speaking markets, transactional models —commission and direct sales with Mercado Pago— tend to perform better than recurring billing. Let's look at each one with numbers and which one suits you depending on what you're building.
The 6 models to monetize an app, compared
| Model | How it bills | Works well for | Main risk |
|---|---|---|---|
| Subscription | Recurring charge (monthly/annual) | SaaS, content, education, fitness | High churn in LATAM |
| Freemium | Free + paid tier | Productivity, tools | Typical conversion of just 2-5% |
| Advertising | CPM/CPC per impression | Massive daily-use apps | Low CPM in the region (USD 0.5-3) |
| In-app purchases | One-off items or credits | Games, dating apps, credits | Volatile revenue |
| Per-transaction commission | % of each operation | Marketplaces, delivery, fintech | You need supply-and-demand liquidity |
| Sales channel | The app sells your product/service | Retail, food service, services | The app generates no "new" revenue, it boosts the existing one |
1. Subscriptions: the most profitable model, the hardest in LATAM
It's the model with the best predictable revenue (MRR), but it collides with a regional reality: the Latin American user pays for Netflix and Spotify subscriptions, and that's where their budget runs out. The subscription conversion rate in LATAM tends to be 30-50% lower than in the US for the same app.
What works: localized pricing (don't charge a flat USD 9.99 across the whole region), an annual plan with an aggressive discount, and billing via Mercado Pago at the web checkout —where you can offer installments, something the stores don't allow.
2. Freemium: give away value, charge for the next level
95-98% of your users will never pay, and that's fine: the free tier is your acquisition channel. The key is for the free limit to cut off at the exact moment the user has already perceived value. Give away too much and nobody converts; give away too little and nobody stays.
3. Advertising: only with massive volume
With CPMs of USD 0.5-3 in the region, you need hundreds of thousands of active users just for ads to cover the app's maintenance. For a niche B2B or regional app, rule it out as a primary model. As a complement to the free tier of a freemium app, on the other hand, it adds revenue without getting in the way.
4. In-app purchases: peaks, not a floor
One-off items, credits, unlockable features. It generates revenue spikes but no predictability. Watch out: purchases of digital goods must go through the stores' payment system (with its commission), except for the exceptions we cover below.
5. Per-transaction commission: the marketplace model
You charge a percentage (typically 5-20%) of each operation between two parties. It's the model of Rappi, PedidosYa, and vertical marketplaces. Its big advantage in LATAM: since the transaction is for a physical good or service, you pay no commission to the stores and you can charge via Mercado Pago, bank transfer, or cash on delivery. If your vertical is payments or wallets, this scales toward a fintech application with revenue from commissions and interchange.
6. The app as a sales channel: the model most SMBs ignore
For a retail shop, a restaurant chain, or a distributor, the app isn't "monetized": it monetizes the business. Direct orders without the 25-30% commission of delivery platforms, repeat purchases via push notification, a higher average ticket. We cover it in depth in how to have your own delivery app without commissions.
Not sure which model fits your idea? Book a 30-minute call and we'll define it together before you write a single line of code.
How much the stores take (and how to legally avoid it)
Apple and Google's rules for 2026, simplified:
- 30% standard on digital goods and services sold inside the app.
- 15% if you bill less than USD 1 million per year (Small Business Program / reduced Play tier).
- 15% on subscriptions from the second year of each subscriber.
- 0% on physical goods and services: e-commerce, delivery, appointments, shipping. There you charge with whatever gateway you want.
And the development that changed the game: after the Epic v. Apple ruling (2025) and regulatory pressure in Brazil and the European Union, in a growing number of markets it's legal to include a link to an external web checkout for digital goods, without paying commission. The pattern we recommend:
- The in-app purchase stays available (better conversion, worse margin).
- A web checkout with Mercado Pago offers the same plan with a discount or installments (more friction, full margin, and customer data in your hands).
- Email and web push toward your own checkout; the app converts the impulse buyer.
Important: the exact rules vary by country and change often. Before launching, validate the current policy for your markets —it's part of what we review in every mobile app development project.
Which model suits your type of business
The matrix we use to decide with clients:
| Type of business | Primary model | Complement |
|---|---|---|
| SaaS / B2B tool | Subscription (billed via web) | Freemium for acquisition |
| Content, education, fitness | Freemium → subscription | One-off purchases (courses, packs) |
| Massive daily-use app | Advertising | "Ad-free" subscription |
| Marketplace / delivery | Per-transaction commission | Premium plans for sellers |
| Fintech / wallet | Commission + interchange | Premium subscription |
| Retail, food service, services | Direct sales channel | Loyalty program |
| Game / entertainment | In-app purchases | Rewarded advertising |
Two cross-cutting rules: launch with one primary model and add the complement only once you have real usage data, and design the model before developing —the payment architecture, the Mercado Pago webhooks, and the plan logic are built differently depending on the model.
When you should NOT monetize yet
Honesty first: there are stages where putting a price on it kills the project.
- If you haven't validated retention yet. An app people abandon within a week isn't fixed with a paywall; it gets worse. Retain first, charge later. That's what the MVP for startups exists for: validate with the minimum investment.
- If your marketplace has no liquidity. Charging commission with 20 sellers and 50 buyers scares off both sides. Successful marketplaces subsidize one side for months.
- If the app is a channel for your physical business. Don't put tolls on it: every bit of friction you add costs sales for the very channel you wanted to boost.
Choose the model before choosing the developer
The most expensive mistake we see is developing first and thinking about the business model later: it ends in rework of checkout, plans, and architecture that can cost 20-30% of the original budget. If you're defining your app, at Deepyze we design the monetization model alongside the product —including the Mercado Pago integration and the web checkout strategy— with fixed pricing, a team in your time zone, and a concrete proposal in 24 hours. Tell us about your project and we'll start with the model, not the code.
Frequently asked questions
What is the best model to monetize an app?+
It depends on the type of business: content and SaaS apps work best with subscriptions or freemium, marketplaces with per-transaction commission, and retail apps as a direct sales channel. In LATAM, where willingness to pay for subscriptions is lower than in the US, transactional models tend to convert better.
How much do Apple and Google take on each in-app sale?+
The standard commission is 30%, dropping to 15% if you bill less than USD 1 million per year (Apple's Small Business Program and Google Play's reduced tier) and to 15% on subscriptions from the second year onward. It only applies to digital goods: if you sell physical products or services, you pay no commission.
Is it legal to charge outside the app to avoid the store commission?+
Yes, increasingly so. After the Epic case rulings (2025) and regulatory pressure in Brazil and the EU, Apple and Google now allow links to an external web checkout without commission in several markets. On top of that, selling physical goods and services through Mercado Pago or another gateway has always been allowed.
Is advertising a good way to monetize an app in LATAM?+
Only if you have massive volume: CPMs in LATAM run around USD 0.5-3, versus USD 10-20 in the US. With fewer than 100,000 monthly active users, ads rarely cover the app's maintenance. For most businesses in the region it's a complement, not a primary model.
Can I combine several monetization models in the same app?+
Yes, and it's the most common approach: freemium with ads on the free tier and an ad-free subscription, or a marketplace with commission plus premium plans for sellers. The key is not to mix more than two models at launch, because each one adds development and communication complexity.
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