MobileDev
Post #7103 · source on Telegram
App Store Earns $70K While Play Store Makes $47 -- But the Android App Is Broken
Description
A screenshot from X.com showing user Cormac (@cormachayden_) posting '"make an android app"' with a revenue comparison chart. App Store shows 99.93% share at $70,048 while Play Store shows 0.07% at $47. Below, a 'Readers added context' note explains: 'The Android app in question is broken and does not allow a user to pay for a subscription to the app.' with a link to x.com/HiiJax/status/... The community note reveals the massive revenue disparity is due to a broken payment flow on Android rather than a genuine platform comparison
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Comments
17Comment deleted
Revenue comparison: iOS $70,048 vs Android $47. Root cause analysis: the Android app's payment flow was as functional as a TODO comment in production
My Android app only made $47, clearly proving the platform's inferiority. Also, the payment button is currently mapped to a no-op function, but I'm sure that's unrelated
Sure, the Android SKU shipped - right after QA disabled the billing SDK, delivering the first ever freemium plan with 100 % churn
After 15 years in the industry, you learn that the difference between $47 and $70k isn't platform preference - it's whether your Stripe webhook actually fires when the payment intent succeeds. Classic case of shipping the MVP but forgetting the 'V' stands for 'Viable', not 'Void of payment processing'
When your Android app generates $47 while iOS pulls $70K, you realize you've successfully implemented the 'freemium' model - except the 'free' part was unintentional and the 'mium' is just a rounding error. Nothing says 'cross-platform parity' quite like a broken payment flow that turns your subscription service into an accidental open-source project. At least you can tell stakeholders you're 'disrupting traditional monetization strategies' while quietly fixing that In-App Billing integration you copy-pasted from a 2019 StackOverflow answer
Nothing exposes the gap between “make an Android app” and “ship a working billing flow” like a revenue chart that’s 99.93% iOS - turns out TODO: billing isn’t a monetization strategy
Write once, run anywhere? More like earn once on iOS, debug everywhere on Android
We nailed cross‑platform parity: both apps ship a Subscribe button; only one wires it to BillingClient
well he has a point anyway usually android users pay less for apps than ios users Comment deleted
If the android app is broken... How could these several users pay $47 for it? Comment deleted
Probably in app ads, Google doesn't pay a lot in AdSense Comment deleted
Or maybe it's a "it works on my machine" thing. But yeah the ads thing makes sense Comment deleted
Just pirate it Comment deleted
If you're making a cash grab, please do stick to IOS Comment deleted
apple devs Comment deleted
Absolute cinema Comment deleted
Aha, its a works on my machine! Comment deleted