There is no dependable fixed payout for one million mobile-game downloads. Downloads measure installs—not how many people keep playing, view ads, or buy items. Earnings depend on active and retained players, their country and platform, the game’s monetization model, and the revenue it actually generates during a defined period.
Why one million downloads do not translate to a set amount
A download is an acquisition event, not a paying customer or a continuing player. Some people uninstall quickly; others may play for months. The total alone does not reveal the number of active users, ad impressions, purchases, or subscriptions.
Google’s AdMob guidance says earnings depend on the revenue model, promotion and popularity, and user engagement. Unity also identifies platform, region, player demographics, ad units, and engagement as factors in monetization and eCPM. The useful question is therefore not just how many downloads a game has, but what its retained audience earns over a particular period.
How mobile games earn revenue
Advertising
Ads can monetize players who never make a purchase. Common formats include banners, interstitials, and rewarded ads. The basic calculation is:
Ad revenue ≈ ad impressions × realized eCPM ÷ 1,000
#1 Best Overall
Here, eCPM is revenue per thousand impressions. This is a calculation method, not a forecast: impressions and realized eCPM depend on the game, audience, format, region, platform, and engagement. Unity’s documentation explains these factors at Unity Monetization documentation.
Ad placement and frequency also matter because they can affect the experience and whether players continue to engage. Rewarded ads give players a choice to watch an ad for an in-game benefit; they are one possible part of a broader monetization mix, not a guaranteed revenue boost.
In-app purchases and subscriptions
Purchases and subscriptions earn money from the subset of players who pay. Results depend on what the game offers and how players behave; install count alone cannot establish either payer share or spending.
Free tools Windows power users keep installed
One-click scans. No signup required.
Hybrid monetization
A hybrid game combines ads with purchases or subscriptions. Advertising can earn from non-spending players while purchase options serve players who choose to pay. Whether the mix helps a particular game depends on its audience and implementation.
Rank #3
How to estimate earnings for a real game
Choose the measurement period and download cohort first—for example, earnings during the first 30 days after install, or monthly earnings from users acquired in a particular month. Do not treat those as interchangeable. Then use the game’s own reporting rather than a generic dollars-per-download rate.
- Segment the downloads. Break installs down by date, country, and platform so you compare the same cohort and audience.
- Measure who remains active. Pull retained and active users for the chosen period. Downloads are not a substitute for active-user counts.
- Measure ad delivery. Collect ad viewers, impressions by format, realized eCPM, and ad earnings. Estimate ad revenue from actual impressions and eCPM, not from installs alone.
- Add purchase and subscription earnings. Include the same period and cohort as the ad figures. Keep gross purchase earnings distinct from money remaining after fees.
- Calculate the figure you actually need. For revenue, combine the relevant ad and purchase earnings. For net proceeds or profit, account separately for platform or service fees and acquisition costs; revenue is not profit.
AdMob reporting distinguishes active users, ad viewers, impressions, ad earnings, purchase earnings, and overall earnings. It defines overall earnings as ad earnings plus purchase earnings, and overall ARPU as those earnings divided by active users. Its purchase-earnings metric does not subtract service or commission fees. See AdMob’s reporting definitions.
A useful comparison between games therefore includes retained active users, impressions per active user, realized eCPM, payer share and spend, geography, platform, fees, and the time window. Comparing one game’s downloads with another game’s monthly users or revenue does not produce a meaningful per-download rate.
Quick wins for a faster PC:
Scan for outdated or missing drivers - takes under a minuteDriver Scan →Clear out junk files and repair common Windows errorsFree Scan →Fix the driver behind crashes, sound loss and screen glitchesFind Drivers →What published earnings examples can—and cannot—tell you
AdMob has published individual developer examples, but they are not comparable samples of games with exactly one million downloads:
Best Value
- Balloon Island: AdMob reported that the company behind several popular free games generated $2,000 a day as of the 2016 example. The figure is not isolated to one million downloads or one game.
- Cherry Chaser: AdMob reported $100 a day one month after launch, when the game had generated more than 300,000 downloads. This is one historical case, not a transferable rate.
- Farm Frenzy: AdMob reported $20,000 in the first four months and $58,900 in the following four months after ads were added to a free app previously released with in-app purchases only. This is a single historical result.
- Avid.ly game: A Google AdMob case study says adding rewarded ads in 2016 was associated with a 40% increase in average revenue per user, an 18% increase in in-app purchase revenue, and a 20% increase in session length. Those are results for that game, not expected outcomes for other developers.
AdMob also reported a Blood Pressure app earning $700–$850 per month with more than one million installs as of 2013. It is not a mobile game, so it is not a game-earnings benchmark. These examples are available on Google AdMob’s published resources page.
A separate AdMob hybrid-monetization white paper reported that in-app ads accounted for 54% of total revenue in a model using Google and App Annie data from July 2015. It modeled the top 10,000 Android apps, assumed paying users were 5% of total users and received no ads, and reported different modeled ad shares by game category: casual 78%, action 74%, strategy 37%, and role-playing 17%. These are dated model estimates, not current universal results. The white paper is at Google AdMob’s hybrid monetization resource.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.Why advertised calculator figures are not a promise
AdMob’s revenue calculator describes its annual result as an estimate for reference only, gives no guarantee, and bases it on the selected region, category, and operating system. It cannot establish what a particular game will earn from one million installs. See AdMob’s resources page.
Unity’s glossary lists average figures of $0.02 per rewarded-video impression, $0.16 per interstitial completion, and $2.50 per offerwall completion. These are format-specific values, not a forecast for a game or audience; the page does not establish that they apply to any particular game, geographic mix, or measurement period. See Unity’s glossary.
What to check before using an earnings estimate
- Is the figure tied to a specific game, download cohort, geography, platform, and period?
- Does it measure downloads, active users, ad impressions, gross revenue, or net proceeds?
- Are ads, purchases, and subscriptions separated, or is the figure blended?
- Are fees and user-acquisition costs included? If not, the figure is not profit.
- Is the figure a historical case study, a modeled average, or the game’s own realized reporting?
Without those details, a claimed amount per million downloads can be misleading. The sources do not establish an authoritative current universal average for revenue from exactly one million mobile-game downloads.
Quick Recap
Product prices and availability are accurate as of the date/time indicated and are subject to change. Any price and availability information displayed on Amazon at the time of purchase will apply.




