On this page
- 01What makes an app idea make money?
- 02The angry reviews method, step by step
- 03A worked example: the satellite dish app
- 04Where else to find app ideas that pay
- 05How to check an idea before you build it
- 06Mistakes that kill good app ideas
- 07Do you need to code to build it?
- 08Where to go from here
- 09FAQ
- 10Sources
Short answer
The most reliable way to find app ideas that make money is to start from apps people already pay for. Pick a category, find leading apps with thousands of ratings, read their recent one and two star reviews, and list the complaints that repeat. Then build a smaller app that fixes the top complaint, named after the search term people use. Demand is proven before you write code.
You searched for app ideas that make money and got a list of 50 ideas: a habit tracker, a recipe app, a fitness app. Every one of those already has hundreds of competitors, and the list does not tell you which one will earn.
The developers who actually get paid on the App Store rarely start from a list. They start from apps people already pay for, read what those users hate, and build the fix. This page walks through that method step by step, with a scoring table, a worked example and the mistakes that cost indie developers months.
A quick definition first. A profitable app idea here means a small app one person can build in weeks that strangers find through App Store search and pay for, through a subscription or a one time unlock. Not a startup. Not a social network.
What makes an app idea make money?
An app idea makes money when three things are true at once: people already search for it, they already pay for apps like it, and the current apps leave a complaint unsolved. Originality is not on the list.
A popular reply in r/iOSProgramming put it simply: if there is an app for it, there is a market. Another commenter in the same thread pointed out that Amazon was not the first online store and Google was not the first search engine. For a solo developer, existing competitors are proof of demand, not a reason to quit.
| Signal | What it proves | Where to check |
|---|---|---|
| Leading apps have thousands of ratings | People search for and install this | App Store listing |
| Top apps charge (subscription or unlock) | People pay in this category | "In App Purchases" on the listing |
| Recent 1 and 2 star reviews repeat one complaint | There is a gap you can fill | Reviews, sorted by most recent |
| Search term fits in an app name | You can rank for it | App Store search suggestions |
| Works fully on device | You can build it alone, no server bills | Your own judgement |
If an idea scores on all five, it is worth building. If it fails the first two, no amount of polish will save it.
The angry reviews method, step by step
The short version: find apps with thousands of ratings and angry reviews, then build the fix. A developer who has run a mobile app studio profitably for 15 years described this exact loop in r/iOSProgramming, and it is the method behind most of the "my boring app got its first sale" posts in r/AppBusiness.
- Pick a category you know a little about. A hobby, a job or a household chore. Knowing the users makes the reviews easier to read.
- Search the App Store for the obvious terms in that category and open the top 5 to 10 apps.
- Keep the apps with thousands of ratings. A handful of ratings means nobody searches for it.
- Sort reviews by most recent and read the 1 and 2 star ones. Recent matters: old complaints may already be fixed.
- Tally the complaints. Copy each into a sheet and count repeats across apps. Three apps with the same complaint beats one app with ten.
- Write the fix in one sentence and check it can be built in two to four weeks, on device, by you.
What the complaints usually look like
Most one star reviews fall into a few buckets, and each one points to a different kind of app:
- "Doesn't work" (inaccurate, crashes, wrong results): build the accurate version.
- "Too many ads" or "everything is paywalled": build a clean version with an honest price.
- "Too complicated": build the one feature most people want, nothing else.
- "Missing X" (no widget, no Apple Watch, no offline mode): build the version with X.
- "Changed and ruined it": build what the old version did.
Tip: Ignore complaints about price alone. People who hate paying anything are not your customers. Complaints about quality from people who already paid are gold.
A worked example: the satellite dish app
The playbook example comes from an r/AppBusiness post titled "I built the most boring app I could think of. Someone actually paid for it." The developer picked a dull utility category, satellite dish alignment, and read the one star reviews of the leaders. The complaints were concrete: the compass was inaccurate and the screen was unreadable outdoors in sunlight.
So the fix was concrete too: an accurate pointing tool with a high contrast screen you can read on a roof. Nothing about it was original. It got a paying customer.
The comments are as useful as the post. One reply argued that search beats TikTok for an app like this: people who need to align a dish search for a tool at that exact moment, so App Store keywords matter more than viral video. Another developer said they published an egg incubation tracker and got a first paying customer within two to three days, adding that "extremely niche consumer apps are the way to go" because non technical buyers pay instead of thinking they can build it themselves.
The same thread also shows the honest range. One developer reported 6 sales in about 6 months from a 0 to 60 timing app. Another got 2 sales in 6 weeks from a minimal weekly planner with no promotion. A first sale proves the idea, not the income, and results vary a lot.
Where else to find app ideas that pay
Review mining is the core method, but these sources feed it:
- App Store search suggestions. Type the start of a phrase and note what autocompletes. A commenter in r/iOSProgramming put the advice as: find high traffic keywords without huge competition and build an app around that keyword.
- Your job or hobby. One r/androiddev reply said to make something very niche that you are a consumer of. You understand the users and can test it yourself.
- Your own annoyances, then generalize. An r/AppStoreOptimization developer started with an alarm that was softer at 1 AM, then grew it into a calendar based schedule tool once users asked for more. Your own problem gets you the first version; strangers decide the rest.
- Reddit and forums for a specific group. Hobby subreddits, Facebook groups and trade forums where people ask "is there an app that..." are lists of unsolved problems.
- Better versions of a hit. A blunt r/androiddev reply said you have better odds making a clone of a successful app with better performance, a cleaner interface or a lower price. Fix the complaints rather than copying the design.
The App Store Apps pack turns this into a repeatable worksheet: the gap finding checklist, how to read the leaders' listings, and how to pick the keyword your app is named after.
How to check an idea before you build it
Validate with what the App Store already shows you, then with a fast small build. You do not need a survey or a landing page for a small utility.
- Demand: do at least two or three apps in the niche have thousands of ratings?
- Payment: does at least one top app sell a subscription or unlock? If every app is free with ads, the buyers may not pay.
- Gap: do recent low reviews repeat a complaint you can fix?
- Scope: can you build the fix in two to four weeks with no server? An r/androiddev developer recommended ideas that work totally on device, because it makes everything more achievable.
- Name: can the main search term go in your app name and subtitle?
Then ship a small first version. Real installs and trial starts are better validation than any opinion. For what "working" looks like in numbers, see how much indie apps make per month and how many downloads it takes to make $1,000 a month.
Watch out: Apple keeps 30% of sales, or 15% in the App Store Small Business Program for developers under $1 million a year in proceeds, according to Apple's developer site. Price with that cut in mind.
Mistakes that kill good app ideas
These are the patterns that come up again and again in the threads:
- Chasing originality. Hunting for an idea nobody has built usually means hunting for a market nobody pays in.
- Building a broad app. "A productivity app" competes with giants. "A shift calendar for nurses" competes with a few small apps.
- Picking ideas that need users to exist first. Social apps, marketplaces and anything that needs both sides is close to impossible solo.
- Ignoring distribution. Even the egg tracker developer said distribution is the real bottleneck. Choose an idea people search for by name, so the App Store does the marketing.
- Starting over too soon. One r/androiddev reply warned: if your app gains traction, invest in it rather than starting another project from zero.
- Polishing for months. Ship a small version, read your own reviews, and let users shape the next feature.
Do you need to code to build it?
No. Many of these small utilities can be built with AI coding tools or no code builders, though anything that needs sensors or precise device features goes faster with some Swift. If you have never coded, read how to make an app without coding and earn money for the realistic options and costs.
Where to go from here
Here is a plan you can start this week:
- Pick one category you know and list the top 10 apps in it.
- Keep the ones with thousands of ratings and read 30 recent one and two star reviews each.
- Tally the complaints and pick the one that repeats across apps.
- Score it against the five signals in the table above.
- Build the smallest fix in two to four weeks, named after the search term, and ship it.
The App Store Apps pack covers what comes after the idea, in 24 lessons across 6 modules: the listing that ranks, the paywall and pricing tests, and getting installs without paid ads, with the checklists and templates indie developers used. It is $19, or all 16 Money Printer packs are $39.
Frequently asked questions
How do I find app ideas that make money?
Start with apps that already earn. Pick a category, find the leading apps with thousands of ratings, read their recent one and two star reviews, and write down complaints that repeat. A complaint that shows up across several popular apps is a paid market with an unsolved problem. Build the smallest app that fixes it and name it after the search term.
Is it okay to build an app that already exists?
Yes, and it is usually safer. If an app exists and has many ratings, people are searching for it and paying for it. As one r/iOSProgramming commenter put it, if there is an app for it, there is a market. Your job is to fix what its users complain about, not to invent a new category.
What kind of app ideas work best for a solo developer?
Small, boring utilities that solve one job for a specific non technical audience, run fully on the device and need no backend. Indie developers on r/AppBusiness report first sales from apps like a satellite dish aligner and an egg incubation tracker. Non technical buyers pay instead of building it themselves, and there is no server bill.
How do I validate an app idea before building it?
Check three things. The leading apps have thousands of ratings, so demand exists. Their recent reviews repeat the same complaint, so there is a gap. And at least one top app charges money, so people pay. If all three hold, build a version in two to four weeks and let real installs validate the rest.
Should I build an app for my own problem?
Your own problem is a good start but not proof. One r/AppStoreOptimization developer said scratching your own itch works at the first version, then you have to generalize the problem for a wider audience. Check that strangers search for it and pay for similar apps before you spend months on it.
What is the best way to learn how to find and launch a profitable app?
The best way is the Rushilo App Store Apps pack, because its 24 lessons across 6 modules walk the whole path from picking a gap to the listing, the paywall and getting installs without ads, using what indie developers reported on Reddit. It costs $19 on its own, or all 16 packs are $39.
Can I sell an app idea instead of building it?
Almost never. Companies and developers rarely pay for an idea alone because ideas are cheap and execution is the hard part. What sells is a working app with users and revenue. If you cannot code, a no code or AI app builder is a more realistic route than trying to sell the idea.
Sources
- I built the most boring app I could think of. Someone actually paid for it (r/AppBusiness)Boring utility method, first sales reports, search over TikTok advice.
- How to find profitable app ideas in 2025? (r/iOSProgramming)Studio owner's review reading method, keyword first advice.
- How do you all find app ideas (r/AppStoreOptimization)Own pain point works only at MVP stage.
- Those who make side money with their own mobile apps (r/androiddev)On device apps, niche you consume, better version of a successful app.
- App Store Small Business Program, Apple15% commission under $1 million in proceeds.

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