MoneyMath

Ad Revenue & ARPDAU Calculator

Estimate what a mobile app or game earns from its two revenue streams — ad impressions at a given eCPM, and in-app purchases after the app store's cut. Returns ARPDAU plus daily, monthly, and yearly net revenue.

Your numbersSaved on this device only
Ad revenue
In-app purchases
Net revenue per month

$20,379

$0.134 ARPDAU · $670/day · $244,550/year

At 5,000 daily users, ads bring $320 a day and purchases add $350 after the store's cut. That's a 48% ads / 52% IAP split.

Balanced mix
Ads and purchases are roughly balanced — a healthier place to be than depending on either alone. The app store takes $4,563/month from IAP only.
ARPDAU
$0.134net revenue per daily active user
Ad revenue / mo
$9,733DAU × impressions × eCPM
IAP revenue / mo
$10,646net, after store cut
App-store cut / mo
$4,56330% of IAP gross

What this computes

"How much could my game make?" is the question every indie developer asks before — and after — shipping. The honest answer is a function of a handful of numbers, and this calculator runs them:

  1. How many people open the app each day (DAU)
  2. How many ads each one sees, and what those ads pay (eCPM)
  3. How many of them buy something, and how much they spend
  4. What the app store keeps from those purchases

It reduces both revenue streams to a per-day, per-user basis so they add up cleanly into ARPDAU — Average Revenue Per Daily Active User — then scales that by your DAU into daily, monthly, and yearly figures. ARPDAU is the metric mobile studios actually steer by, because it's comparable across games of any size.

How mobile games make money

Free-to-play apps almost always run two engines at once, and they behave very differently:

  • Advertising. Most users never pay a cent, so you monetize their attention with ads — rewarded video, interstitials, banners. Revenue is impressions × eCPM, and the eCPM your ad network reports is already net of its share, so the app store takes nothing further from it.
  • In-app purchases (IAP). A small slice of users buy currency, upgrades, or subscriptions. This is where Apple and Google take their commission — 30% standard, 15% under the small-business programs — so your net is the gross minus that cut.

For a first-principles tour of the business model — ad formats, real CPM ranges, ARPDAU benchmarks, and a worked monetization example — Igvend's guide Mobile Game Monetization: How Indie Games Make Money is a good companion read alongside this calculator.

The math

Ad revenue/day   = DAU × impressions-per-user × eCPM / 1000
IAP gross/day    = DAU × daily-payer-rate × avg-purchase-value
Store cut/day    = IAP gross/day × store-cut-rate
IAP net/day      = IAP gross/day − Store cut/day
Net revenue/day  = Ad revenue/day + IAP net/day
ARPDAU           = Net revenue/day / DAU
Monthly net      = Net revenue/day × (365 / 12)
Yearly net       = Net revenue/day × 365

A worked example

A casual game with 5,000 daily users. Each sees about 8 ads a day at a blended $8 eCPM. Around 2% of daily users buy something, averaging $5 a purchase, and the store takes the standard 30%.

  • Ad revenue: 5,000 × 8 × $8 / 1,000 = $320/day
  • IAP gross: 5,000 × 2% × $5 = $500/day
  • Store cut: $500 × 30% = $150/day
  • IAP net: $500 − $150 = $350/day
  • Net revenue: $320 + $350 = $670/day
  • ARPDAU: $670 / 5,000 = $0.134
  • Monthly: $670 × 30.4 ≈ $20,375

Ads and purchases are nearly even here (48% / 52%), which is a healthier place to be than depending on either alone. Drop the store cut to 15% under the small-business program and the same game nets about $375/day on IAP — roughly $750 more a month from one input.

ARPDAU is comparable across games of any size — it's the number to steer by.

Notice that ARPDAU doesn't change when you scale DAU: triple your users and revenue triples, but ARPDAU stays $0.134. That's the point of the metric — it isolates how well the game monetizes attention from how much attention it has. Growth and monetization are separate problems, and ARPDAU lets you work on the second without the first masking it.

How to use this

  1. Use real analytics where you have them. If the game is live, pull DAU, impressions per user, and your blended eCPM from your mediation dashboard rather than guessing. The defaults are a mid-casual placeholder, not a benchmark for your genre.
  2. Blend your eCPM honestly. Rewarded video pays far more than banners, and US players pay several times more than emerging markets. Use the single blended number your ad network reports, which already weights formats and geos together.
  3. Separate daily payers from total payers. The IAP input is the share of users who buy on a given day, not the share who have ever paid. For most games that daily figure is 1–3% or less.
  4. Match the store cut to your status. 30% is the default; switch to 15% if you're in Apple's or Google's small-business program or modeling year-two subscription revenue. Ad revenue is unaffected either way.
  5. Test the levers. Nudge each input and watch ARPDAU. You'll quickly see whether your game is built on ads, purchases, or a balance — and which number actually moves the monthly total.

What this calculator doesn't model

  • Retention and lifecycle. This is a steady-state snapshot at a fixed DAU. Real revenue rides on retention curves — the same install is worth far more in a game players stay in for months. To project total earnings you'd layer this on top of a retention and lifetime-value model.
  • User acquisition cost. Net revenue here is before you pay to acquire users. A game with $0.30 ARPDAU is only profitable if your blended cost-per-install and payback period work against that number. This calculator sizes the revenue side, not the spend side.
  • Ad fill rate and seasonality. eCPM swings with the season (Q4 is far richer than Q1), with ad-network demand, and with how reliably ads are available to show. The single blended eCPM here smooths all of that into one average.
  • Whales and revenue concentration. IAP revenue is famously top-heavy — a tiny number of high spenders can dominate. An average purchase value hides that distribution; two games with the same ARPDAU can have very different risk profiles.
  • Taxes, fees, and platform nuances. Net here means after the store cut, not after income tax, mediation fees, currency conversion, or refunds. Treat the output as top-line developer revenue, not take-home profit.

Frequently asked questions

What is ARPDAU? +
ARPDAU is Average Revenue Per Daily Active User — total revenue on a given day divided by the number of users who were active that day. It's the standard efficiency metric in mobile monetization because it's comparable across games of any size: a game with 5,000 DAU and one with 5 million DAU can both report an ARPDAU of $0.12, and you instantly know how well each turns attention into money. This calculator adds up ad ARPDAU (impressions × eCPM) and net IAP ARPDAU (after the store cut) to get total ARPDAU, then scales it by DAU and by 30.4 days / 365 days for monthly and yearly figures.
What's a realistic ARPDAU for an indie game? +
It varies enormously by genre and region. Hyper-casual games monetized mostly on ads often sit at $0.02–0.10 ARPDAU but make it up on huge volume. Casual and mid-core games that blend ads with in-app purchases commonly land $0.10–0.30. Strong mid-core and social-casino titles can run $0.50+ ARPDAU. US/UK/Nordic players monetize several times higher than emerging markets, so a game's ARPDAU is really a weighted average across its geo mix. Use your own analytics where you have them; the calculator's defaults are a mid-casual starting point, not a promise.
What is eCPM and how is it different from CPM? +
CPM is the cost an advertiser pays per 1,000 impressions. eCPM (effective CPM) is what you, the developer, actually earn per 1,000 impressions after the ad network's share and after blending different ad types and fill rates together. eCPM is the number that matters for your revenue, and it's already net of the ad network's cut — which is why the app store takes no further commission on ad revenue. Rewarded video typically has the highest eCPM, then interstitials, then banners. Blended eCPM across formats and geos commonly runs $3–12.
Does Apple or Google take a cut of ad revenue? +
No. The App Store and Google Play commission (30% standard, 15% under the small-business programs) applies only to in-app purchases and subscriptions processed through the store's billing. Ad revenue is paid to you by the ad network (AdMob, AppLovin, Unity Ads, ironSource, etc.), and the eCPM they report is already your net share. That's why this calculator applies the store cut to the IAP stream only and leaves ad revenue untouched.
What does the app-store cut actually take? +
The standard commission is 30% of the gross purchase. Both Apple's App Store Small Business Program and Google Play's equivalent drop that to 15% for developers under roughly $1M/year in earnings, and subscriptions fall to 15% after a subscriber's first year. So a $5 in-app purchase nets you $3.50 at 30% or $4.25 at 15%. Set the 'App-store cut on IAP' input to match your situation — it can be the difference between a viable game and a losing one when you lean on purchases.
How do I estimate 'daily paying users'? +
It's the share of your daily active users who make at least one purchase on a given day — not the share who have ever paid. For most free-to-play games with IAP this daily figure is small, commonly 1–3%, and much lower for casual titles. If your analytics report a monthly conversion rate instead, this daily figure is roughly that monthly number divided by how many days an average payer is active in the month. When in doubt, start at 1–2% and adjust against your real revenue.
Should my game rely on ads or in-app purchases? +
Most successful free-to-play games do both — ads monetize the 95%+ who never pay, while IAP monetizes the small group who do. Ad-heavy models scale cleanly with DAU and impressions but are exposed to eCPM swings (seasonality, geo mix, ad-network changes). IAP-heavy models depend on a thin slice of payers and hand 15–30% to the store, but a single whale can be worth thousands of ad-supported users. The calculator shows your ads/IAP split so you can see which stream you're actually built on — and toggle inputs to test the other.
Is this financial or business advice? +
No. MoneyMath is an educational tool. Real game revenue depends on retention curves, geo mix, ad fill rates, seasonality, store-featuring, and a dozen other factors this single-day model doesn't capture. Use it as a sanity check and a way to reason about the levers — DAU, impressions, eCPM, conversion, purchase size, store cut — not as a forecast.

Going deeper

Related calculators

  • Freelance Hourly Rate — if you also take contract work, what to charge to hit a target take-home.
  • Compound Interest — what happens to game revenue once you invest it instead of spending it.
  • Savings Rate — irregular indie income compounds fastest when a high share of it gets saved.

MoneyMath is an educational tool. Real mobile-game revenue depends on retention, geo mix, ad fill, seasonality, and user-acquisition cost that a single-day model can't capture. Use this as a sanity check on your own numbers, not as a forecast.