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Business/2026-05-03Advanced

The Road to ¥1.5M/Month on AdMob — An Honest Account from 16 Years of Indie Mobile Development

The eight concrete steps I actually took to reach over ¥1.5M/month in AdMob revenue as an indie developer — including the rewarded-ad architecture, eCPM optimization, the failure that dropped my app to a 1.8-star rating, and how I rebuilt from there.

AdMob69Rork504Indie Dev35App Monetization11Lived Experience

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In the companion piece, I lined up five monetization channels for indie mobile apps and argued that ad revenue — specifically AdMob — has the highest ceiling for the kinds of apps Rork is good for. This article is the lived-experience version: the eight concrete steps I actually took to reach over ¥1.5M/month on AdMob, including the failure that nearly killed one of my flagship apps and the four-month recovery from it.

Up Front: This Wasn't a Lottery Win

I want to be honest about the shape of this story. ¥1.5M/month wasn't a sudden hit. I started shipping apps in 2014, and for the first three years my monthly revenue was somewhere between a few thousand and tens of thousands of yen. I came close to quitting more than once.

The number you see at the top of this article is what eventually emerged from running multiple wallpaper, calming, and utility apps in parallel — not a single home run. That distinction matters. For an indie developer, a portfolio of stable mid-revenue apps is a far more reproducible outcome than betting on a single breakout, and it's the structure I'd recommend to anyone serious about long-term mobile monetization.

The eight steps below are how I'd describe the path retroactively. I still follow this order whenever I start a new app today.

Step 1: Pick a Genre Where "Free" Is Natural

This is the single most important call. To realistically aim for ¥1.5M/month on AdMob, you need a genre where users genuinely don't expect to pay.

The genres that worked for me:

  • Wallpaper apps (aesthetic, seasonal, character-themed)
  • Daily affirmation / quote apps
  • Light fortune-telling apps (simple tarot, birthday-based readings)
  • Calculators and utility apps
  • Light life-loggers (simple expense trackers, diet trackers)

The shared trait is "not worth paying for, but touched daily for a few minutes." When MAU grows, ads simply work. The structure is uncomplicated.

The genres I'd specifically avoid: deep games, social apps, chat apps. Ad interruption hurts retention in those categories, and over time DAU drops as users leave for cleaner alternatives.

Thank you for reading this far.

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What follows includes implementation code, benchmarks, and practical content we hope you'll find useful. This site runs without ads — server and development costs are supported entirely by members like you. If it's been helpful, we'd be truly grateful for your support.

WHAT YOU'LL LEARN
The actual eight-step sequence I followed from zero to over ¥1.5M/month on AdMob — not theory, but the order that worked
How to architect a rewarded-ad-driven monetization model without breaking user experience or store ratings
The failure mode I fell into (1.8-star rating from over-aggressive ad frequency) and the four-month recovery process that followed
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