MyAIDevelopment · Product · Operations notes

Revenue Models: An Introduction

Learning goal: Distinguish what each of nine revenue models needs, compute fit by product type and unit economics by model, and read the main platform and payment fees as of 2026-09-29 together with their sources.

As of: 2026-09-29. Fees change often, so re-check the official documents in the table before acting. All example numbers are assumptions, and taxes are left out.

Key Concepts

Model Who pays for what Typical example
Advertising Advertisers pay for users' attention Content sites, free mobile games
One-time purchase Users pay once Paid apps, Steam games, templates
Subscription Users pay on a cycle Productivity apps, memberships
Freemium Some free users pay for paid features Free tool + Pro plan
Usage-based Pay for what you use AI generation credits, API calls
Commission / marketplace A percentage of each transaction Asset markets, brokerage platforms
Licensing Companies or developers pay for usage rights Commercial licenses for fonts, assets, source code
Sponsorship / donation Fans pay creators Patreon, donation buttons
Services Customers pay for your time Contract work, setup and onboarding help, courses

Merchant of Record (MoR): A payment arrangement in which the provider legally becomes "the seller" and handles payment, per-country VAT and sales-tax calculation and remittance, and refunds on your behalf. Its fees are higher than an ordinary payment processor's, but it reduces the burden of foreign tax compliance.

Principles

Each Model Needs Different Things

Model Traffic Trust Retention Payment infrastructure
Advertising Very high Low Medium Low (an ad network account)
One-time purchase Medium Medium Low Medium
Subscription Medium High Very high High
Freemium High Medium High High
Usage-based Medium High Medium High (including cost control)
Commission / marketplace High on both sides Very high High Very high (settlement)
Licensing Low High Low Low (contracts)
Sponsorship / donation Low (a few fans) Very high High Low (use a platform)
Services Low High Low Low (tax invoices)

The most common solo-studio mistake is attaching ads to a product with no traffic, and a subscription to a product whose retention is unproven.

Fit by Product Type

The table below is an example (assumption) that shows the reasoning. Game details are in 07 and pricing design in 06.

Model Game Creative tool Productivity app Content site
Advertising Medium (high for casual mobile) Low Low High
One-time purchase High (PC) High Medium Medium (ebooks, templates)
Subscription Low Medium High Medium (membership)
Freemium Medium (F2P, heavy to operate) High High Low
Usage-based Low Medium (AI generation features) Medium Low
Commission / marketplace Low Medium (templates, assets) Low Low
Licensing Low Medium Low Low
Sponsorship / donation Medium Medium Low Medium
Services Low Low Medium (onboarding help) Medium (courses, advice)
flowchart TD
    Q1{Is the problem painful enough that users pay directly} -->|yes| Q2{Does the value recur every time}
    Q1 -->|no| Q3{Can you gather hundreds of thousands of pageviews a month}
    Q2 -->|yes| SUB[Subscription or usage-based]
    Q2 -->|no| ONE[One-time purchase]
    Q3 -->|yes| ADS[Advertising]
    Q3 -->|no| Q4{Do you have a small group of devoted fans}
    Q4 -->|yes| SP[Sponsorship or membership]
    Q4 -->|no| RV[Go back to 03 and revalidate the problem]
    SUB --> FM{Do free users become a discovery path}
    ONE --> FM
    FM -->|yes| FR[Combine with freemium]
    FM -->|no| DIR[Paid only]

Unit Economics by Model: The Scale Needed for KRW 3,500,000 of Monthly Net Revenue

Model Formula Assumption Scale needed
Advertising pageviews × RPM ÷ 1,000 RPM KRW 3,000 3,500,000 ÷ 3,000 × 1,000 ≈ 1,166,667 PV a month
One-time purchase units × price × (1 − fee rate) KRW 10,000, 15% fee → KRW 8,500 3,500,000 ÷ 8,500 ≈ 412 units a month
Subscription retained subscribers × monthly price × (1 − fee rate) KRW 5,000 a month, 15% → KRW 4,250 3,500,000 ÷ 4,250 ≈ 824 retained
Freemium active free users × paid conversion × net paid price 3% conversion, net price KRW 4,250 824 ÷ 0.03 ≈ 27,467 active
Usage-based usage revenue × (1 − cost ratio) 40% cost ratio (AI API) 3,500,000 ÷ 0.6 ≈ KRW 5.83M of usage
Marketplace GMV × take rate 10% take rate KRW 35M GMV a month
Licensing contracts × contract amount KRW 500,000 each 7 a month
Sponsorship sponsors × amount × (1 − platform fee) KRW 5,000 a month, 10% → KRW 4,500 3,500,000 ÷ 4,500 ≈ 778 people (payment processing fees extra)
Services hours sold × hourly rate KRW 50,000 an hour 70 hours a month (44% of 160 hours)

Judge a subscription by LTV rather than monthly revenue. With 8% monthly churn (assumption), LTV ≈ 4,250 ÷ 0.08 = KRW 53,125. Churn math and pricing design are covered in depth in 06.

Platform and Payment Fees (as of 2026-09-29)

Platform Fee Conditions and notes
Apple App Store Standard 30%, Small Business Program 15% For developers with up to USD 1M in proceeds in the prior year and new developers who apply. Auto-renewing subscriptions retained for more than a year: 15%. South Korea's third-party payment commission is 26% (06). EU and US external-link rules are outside this track, so check Apple's documents directly
Google Play (South Korea, current) 15% on the first USD 1M a year (enrollment required), 30% above, 15% on auto-renewing subscriptions. With Korean alternative billing (the developer's own billing) the fee drops by 4 percentage points: 11% (15% tier), 26% (30% tier) Alternative-billing rates per Play Console Help. The new structure announced 2026-03-04 is scheduled to reach South Korea by 2026-12-31 (reported)
Google Play (US, UK, EEA, from 2026-06-30) Service fee: 10% on the first USD 1M a year and on auto-renewing subscriptions. Above USD 1M, non-recurring products pay 15% on new installs and 20% on existing installs in the Apps Experience Program, 20% and 25% outside it. A separate 5% billing fee applies when using Google Play billing Program enrollment in Play Console from 2026-09. Rolling out to Australia by 2026-09-30, Japan and South Korea by 2026-12-31, the rest by 2027-09-30 (reported)
Steam 30% on each game's revenue up to USD 10M, 25% from USD 10M to 50M, 20% above For revenue from 2018-10-01. A USD 100 Steam Direct fee per app, recouped in payouts after USD 1,000 adjusted gross revenue (07)
itch.io The developer chooses 0–100%, default 10% Open revenue sharing, introduced in 2015
Stripe (US) Domestic cards 2.9% + 30 cents South Korea is not on Stripe's list of supported merchant countries
Paddle (MoR) 5% + 50 cents Paddle calculates, collects and remits taxes as the seller
Lemon Squeezy (MoR) 5% + 50 cents, plus extra rates for international payments, PayPal, subscriptions and more Acquired by Stripe in 2024, migrating to Stripe Managed Payments. New sign-ups: reported as waitlist or invite-only, not officially confirmed. In 2026-06 an announcement that invite-free public sign-up for Stripe Managed Payments was coming soon was reported, but its opening is not confirmed (accessed 2026-09-29). If starting now, use Paddle or Gumroad
Stripe Managed Payments (MoR) Stripe processing fees + 3.5% per transaction. The 3.5% applies to the full transaction amount including indirect taxes such as VAT (Stripe Support) Public preview from 2026-02, invite-free public sign-up announced as coming in 2026-06 (reported). Not available to sellers in South Korea: Stripe does not list South Korea as a supported merchant country, and 2026 secondary sources list it among excluded countries (the official country list could not be checked directly, accessed 2026-09-29)
Gumroad Direct sales 10% + 50 cents, via Discover 30% MoR since 2025-01
Patreon 10% for new creators after 2025-08-04, plus payment processing fees Earlier creators keep their existing rates
Google AdSense (content) Publisher share 80% (after the buy-side platform fee) About 68% of advertiser spend for ads bought through Google Ads (05)

Applied: The Example Studio

For each prototype type, pick only one model to test first (assumption).

Type (count) First model Why Deep dive
Games (3) PC one-time purchase Steam has a mature paid-sales structure, and wishlists show an advance signal 07
Creative tools (4) One-time purchase or freemium, via an MoR Stripe is hard to use directly from South Korea, and an MoR reduces foreign tax work 06
Productivity apps (3) Subscription (free trial) Only when there is recurring value 06
Content sites (2) Advertising + a supporting model The technical documentation site is preparing for AdSense 05

Combination example (assumption): ads KRW 500,000 (166,667 PV at an RPM of KRW 3,000) + creative tool one-time sales KRW 1,500,000 (KRW 8,500 × 177) + productivity app subscriptions KRW 1,500,000 (KRW 4,250 × 353) = about KRW 3,500,000 (KRW 3,504,750). Stacking three small paths is also safer, from the correlation angle of 02, than gathering 1,166,667 PV or 824 subscribers through a single model.

Going Deeper

The Cost of Mixing Models

Every added model adds one more payment integration, refund policy, set of terms and metric. For a solo studio, start from one main model per product plus at most one supporting model.

Rule for adding a supporting model: do not attach a supporting model until the main model has passed G4 in 02 (60 days after launch: monthly net revenue of KRW 100,000 or more, or 100 weekly active users). Adding a model before the main one has produced a signal makes it impossible to tell which one worked, and only doubles the payment, terms and metrics work. Even after it passes, write the supporting model's threshold and period first, as in 03, and remove it if it lowers the main model's key metric (for example, trial to payment). Example: T1 tests a subscription asset pack only after its one-time sales pass G4. C2's main model is ads, and the link from C2 to T1 is not a revenue model but distribution (02, Going Deeper).

Break-Even Between an MoR and a Direct PG

"An MoR is expensive" is true if you look only at fees; once tax work is counted, the answer depends on sales volume. The calculation uses 06's overseas one-time sale ($29, KRW 40,600 at an assumed KRW 1,400). All numbers are assumptions.

Item Paddle (MoR) Direct PG (Toss Payments, 3.4% assumed)
Fee per sale $29 × 5% + $0.50 = $1.95 = KRW 2,730 40,600 × 3.4% ≈ KRW 1,380
Overseas tax Paddle, as the seller, calculates, collects and files You do it. Digital products sold to EU consumers carry EU VAT from the first sale even for sellers outside the EU, which can be filed in one country through the non-Union OSS. Other countries must be checked one by one
Monthly fixed cost 0 Tax work 4 hours a month × KRW 21,875 = KRW 87,500 + annual fee KRW 110,000 ÷ 12 ≈ KRW 9,167 = about KRW 96,667

Difference per sale = 2,730 − 1,380.4 = KRW 1,349.6 → break-even = 96,667 ÷ 1,349.6 ≈ 71.6 sales → the MoR is cheaper up to 71 sales a month, and the direct PG is cheaper from the 72nd sale (break-even gross about KRW 2.91M)

Monthly tax hours (assumption) Monthly fixed cost Break-even MoR cheaper Direct PG cheaper
2 hours about KRW 52,917 39.2 sales 39 a month or fewer From the 40th sale
4 hours about KRW 96,667 71.6 sales 71 a month or fewer From the 72nd sale
8 hours about KRW 184,167 136.5 sales 136 a month or fewer From the 137th sale

Checking Model, Channel and Platform Correlation

Use the three axes from 02's Going Deeper (revenue model, acquisition channel, platform) to check the example studio's combination (ads KRW 0.5M + creative tool one-time sales KRW 1.5M + productivity app subscriptions KRW 1.5M). Two paths score 1 when they share an axis, 0.5 when they partly share it and 0 when they do not (the scoring is an assumption).

Path Revenue model Main acquisition channel Platform and payment account
A: C2 ads (KRW 0.5M) Ads Google search Web, AdSense account
B: T1 one-time (KRW 1.5M) Paid by users directly (one-time) Links from C2 (via search) and communities Web, Paddle
C: Productivity app subscription (KRW 1.5M) Paid by users directly (subscription) Communities and the studio newsletter Web, Toss Payments
Pair Model Channel Platform and payment Total (max 3)
A–B 0 0.5 0.5 1.0
A–C 0 0.5 (newsletter sign-ups come from C2) 0.5 1.0
B–C 0.5 0.5 0.5 1.5
Overall 3.5 / 9

Making the same KRW 3.5M with three ad-supported content sites would score 3 on every pair: 9 / 9.

Taxes and Displayed Prices

Prices to Korean consumers are displayed including VAT, while app-store and overseas revenue are handled differently for VAT. The net prices in these tables are illustrative numbers without tax. Read the Business section's "VAT · Zero Rate · Tax Invoices" alongside.

Common Misconceptions

Self-Check Questions

  1. Pick one of your products and name the weakest of the four requirements in the table above.
  2. With a KRW 9,900 monthly subscription and a 15% fee, how many retained subscribers produce KRW 3,500,000 of monthly net revenue?
  3. With 10,000 active free users, 2% paid conversion and a net price of KRW 4,250, what is the monthly net revenue?
  4. When Stripe is hard to use directly from South Korea, what are two payment options to consider for overseas sales?
  5. In the example studio's combination, what would you have to grow, and by how much, to make the same KRW 3,500,000 without ads?

References