This gives your software, or a version of it, away for free. By itself, there’s no revenue. The revenue comes through all of your other monetization options. Many companies offer their software for free on a trial or limited functionality basis. End-users who like the product can then pay for upgrades.
It’s worth noting that many gaming companies previously operating on premium sales and/or subscriptions moved to the free-to-play model – and became more profitable in the process. This plays on understanding how the Pareto Principle works, the nature of whales, and sales of vanity products. The idea is that 80% of your sales will come from 20% of your users. Structured properly, over 50% of sales will come from just 1 to 5% of customers.
Ostensibly, freemium software completely removes any hard cap on how much a customer can spend while optimizing the variety of ways that they can spend. Many gaming companies relying upon a premium subscription model offer ways (usually with in-game currency) to make it possible for dedicated players to play for free.
Choosing a freemium distribution model can have a significant impact on how you want your software to work and how you prioritize customer support, sales, and marketing. Some companies don’t offer personal customer support unless they’re a paying customer. Well, for that matter, some companies don’t offer any customer support to anyone… but that’s a different story.
Freemium can be a mandatory option for software that depends upon heavy social engagement or appearances that lots of people are using it at any given time. Freemium is likely to work a lot better for Android apps due to global distribution and purchasing patterns.
Freemium’s a complex distribution model, particularly owing to the cost of advertising, downloads, registrations, and long-term retention rates. It warrants examining cost per install alongside user demographics to determine how large of an advertising budget you will need.