Adding App Store Promoted In-App Purchases to a Rork App
How to list purchases on your App Store product page and carry a buyer straight into your in-app purchase flow. Covers receiving deferred purchases that arrive before the app is launched or the user is signed in, with implementation for both react-native-iap and StoreKit 2.
Designing a Referral System Without a Heavy Backend
Add a referral program to your Rork (Expo) app without standing up a fleet of servers. Covers code generation, deferred deep-link attribution on first launch, idempotent reward fulfillment that never double-pays, and basic guards against self-referral and device farming, all with working code.
Expanding AdMob bidding demand without adding SDKs — what applying to 11 server-side partners taught me about 'enabled ≠ serving'
A working log of actually adding SDK-free, server-side bidding partners to AdMob's bidding sources: the difference between doc-type and form-type sign-up flows, how reCAPTCHA behaves, and the trap that 'partnership enabled' does not mean 'eligible to serve', told from a solo developer's point of view.
Retuning AdMob Mediation Priorities: Notes From Trying to Lift My eCPM
A running log of how I manually revisited the network priorities in my AdMob mediation setup to lift eCPM on an indie wallpaper app, what changed compared to leaving it on auto-optimization, and what I noticed along the way.
Two Weeks After Adding Pangle and Mintegral to My AdMob Waterfall — Notes on eCPM and Fill Rate
A record from a wallpaper app with over 50 million downloads: I added Pangle and Mintegral to my AdMob mediation, then compared two weeks of eCPM and fill-rate data. Bidding-and-waterfall coexistence, the effective-revenue breakdown, region-based groups, and a daily monitoring script — kept in a form you can actually operate.
I Turned Off My AdMob Floors and Revenue Collapsed — The Mediation Rules That Actually Worked Solo
A record of tuning AdMob mediation eCPM floors to real-world rates on an indie wallpaper app, and handling the end of Unity Ads waterfall support. Why you must not turn INT floors off, the 80% match-rate boundary, and a twice-monthly review routine.
Designing Subscription Apps with Rork — From Revenue Model to App Store Approval
How to add a subscription revenue model to apps built with Rork — covering pricing design, StoreKit integration, and the specific issues that cause App Store rejections.
Rork Max SwiftUI Indie App Revenue Blueprint 2026 — Native Generation, AdMob, and Subscriptions Toward Six Figures
A practical blueprint for indie developers using Rork Max's SwiftUI native app generation to build app revenue toward six figures monthly. Covers ideation scoring, AdMob placement, subscription onboarding, retention design, and long-term operations from a developer with 12 years of indie iOS experience.
From Rork to $1,000/month with AdMob — A Practical Indie Developer's Monetization Playbook
How to take a Rork-built mobile app and grow it into $1,000+ of monthly AdMob revenue. App selection, ad placement, eCPM optimization, and the multi-app portfolio strategy — drawn from twelve years of indie app revenue experience.
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.
How to Make Ads and Subscriptions Coexist in a Rork App: A Solo Developer's Hybrid Revenue Model
I used to think ads and subscriptions don't mix. After a year of experiments on my own apps, I learned that with the right boundary design, a hybrid produces nearly 1.7x the revenue of either model alone. Here's the model I'm shipping, with implementation code and real numbers.
How I Push a Rork-Built App Toward $700/Month — A Field Guide to Pricing Tests, Retention, and Churn Defense
A premium playbook for taking a Rork-built app to roughly $700/month in revenue, focused on pricing tests, retention engineering, and churn defense. Distilled from 12 years of running indie apps in parallel — what actually moved revenue, what didn't, with realistic numbers and code.