Making a Rork App Sell on the App Store — ASO, Pricing, and IAP Strategy
How to take a Rork-built app from invisible to ranked, priced right, and earning real money on the App Store. ASO, price psychology, IAP design, and subscription tactics drawn from running indie apps solo.
A Solo Developer's Strategy for Pushing a Mobile App Past ¥100k/Month — Real Revenue Tuning Tested on Rork-Built Apps
The hands-on strategy for breaking the ¥100k/month wall in solo mobile development. Ad eCPM optimization, IAP tuning, subscription retention, and ASO — every lever I've actually tested on Rork-built apps over 12 years of solo monetization, with code and numbers.
Mobile App Monetization Foundations With Rork — Choosing Between Ads, IAP, and Subscriptions
After shipping your first Rork mobile app, the immediate question is 'how do I monetize this?' This article organizes the three primary models — ads, in-app purchases, and subscriptions — through the lens of 12 years of solo development experience and real numbers.
Why In-App Purchases Disappear with Family Sharing — Building Bulletproof IAP for Family Apps with Rork
Subscription revenue from Family Sharing purchases can vanish days after the sale settles. This guide shows the four refund triggers, a complete StoreKit 2 + Server Notifications V2 implementation in Rork, and a sandbox testing matrix that catches family edge cases before launch.
Building a Rork Max Top-100 App That Pays
Going from 'Rork Max can generate a SwiftUI native app' to 'this app sits in the App Store category Top 100 and earns $1,500–4,000/month' is a real gap. Here's the complete monetization playbook — architecture, AdMob, IAP, subscription, ASO, and retention — with working SwiftUI code.
Unity Game Monetization Practical Guide — AdMob Optimization, IAP, and Subscription Design (Advanced)
An advanced implementation memo for Unity mobile game monetization, covering AdMob mediation, StoreKit 2 / Google Play Billing v7 IAPs, and subscription design with production-ready C# code.