On this page
- 01Should your iOS app have a free trial or not?
- 02What does the data say about free trial vs no trial?
- 03What did developers see after removing the free trial?
- 04What is the middle option between free trial and no trial?
- 05When does a free trial still win?
- 06How do you test free trial vs no trial on your own iOS app?
- 07What mistakes do developers make with free trials?
- 08Where to go from here
- 09FAQ
- 10Sources
Short answer
There is no single winner. Removing the free trial often raises revenue per install for small iOS apps because users who would cancel on day one either pay or leave, and RevenueCat's 2025 data shows hard paywalls converting 12.11% of downloads by day 35 versus 2.18% for freemium. Trials still help apps whose value takes days to show. Test it yourself: change one thing at a time and judge by revenue per install.
You built the app, wired up the paywall, and now you are staring at one setting in App Store Connect: free trial, yes or no. Half of Reddit says trials are dead. The other half says nobody will pay for an app they cannot try.
Both camps are partly right. For many small iOS apps, removing the free trial raises revenue per install, because the people who start a trial and cancel within hours either pay up front or leave. But the most famous "I killed my trial" stories also changed the price at the same time, and that matters more than the headlines admit.
This guide shows what the data says, what developers actually saw, Apple's paid trial options that sit in the middle, and a simple way to test it on your own app.
Should your iOS app have a free trial or not?
Start without a free trial if your App Store page and onboarding already prove the value; keep one if users need several days of real use to see it. There is no universal winner, only a better fit for your app.
Three terms first, because the debate mixes them up:
- Free trial: the user subscribes, pays nothing for a set period, then is charged unless they cancel.
- Hard paywall: the app asks for payment (with or without a trial) before the user can use the core features.
- Freemium: a free tier that works forever, with paid features or limits removed on upgrade.
"No free trial" usually means a hard paywall with direct purchase, or a paid introductory offer such as a cheap first month.
What does the data say about free trial vs no trial?
Benchmarks favor asking for payment early, but they also show trials converting well when they are long enough. RevenueCat, a subscription platform used by many indie apps, publishes the most cited numbers.
| Metric | Figure | Source |
|---|---|---|
| Day 35 download-to-paid, hard paywall | 12.11% median | RevenueCat 2025 |
| Day 35 download-to-paid, freemium | 2.18% median | RevenueCat 2025 |
| Refund rate, hard paywall vs freemium | 5.8% vs 3.4% | RevenueCat 2025 |
| Best trial length for trial-to-paid | 17 to 32 days, 45.7% median | RevenueCat 2025 |
| Trial starts on the install day | 82% | RevenueCat 2025 |
| Users cancelling a 3 day trial on day 0 | 55.4% | RevenueCat 2026, as reported by BuildMVPFast |
| Users cancelling a 7 day trial on day 0 | 39.8% | RevenueCat 2026, as reported by BuildMVPFast |
Two things jump out. First, the decision happens on day zero: 82% of trial starts happen on install day, according to RevenueCat's 2025 report, and more than half of 3 day trial users cancel the same day, per the 2026 figures reported by BuildMVPFast. A short free trial often just adds a cancel button to a decision the user already made.
Second, the hard paywall comparison is against freemium, not against a well run trial. Hard paywall apps also self select: they tend to be apps whose value is obvious from the store page. Treat these as directions, not promises for your app.
What did developers see after removing the free trial?
Most reported a jump in revenue per user, and almost every thread has a top reply pointing out that something else changed too. That pushback is the most useful part.
The "killed the trial, doubled the price" story
One solo developer on r/AppBusiness tracked credit card installments for users in Brazil. After about $250 in Meta ads produced 3 trials and 1 paid conversion, he made three changes:
- Removed the free trial, because most cancellations happened on day one. "Conversion rate didn't drop. Revenue per user went up immediately."
- Doubled the annual price from about $11 to about $22. Conversion did not move.
- Stopped paid ads and posted TikTok carousels instead.
He replaced the trial with a $1.99 weekly plan that worked as a paid trial, and said many weekly buyers later moved to annual. He reported about $3,000 in revenue in 23 days. Notice that three variables changed at once, so no one, including him, can say how much the trial removal alone was worth.
The "$2 first month" story
Another r/AppBusiness developer replaced a free weekly trial with a first month 60% cheaper, $2, and loved getting real subscription notifications instead of trial starts. The top reply, with far more votes than any other: "You are getting more subscriptions because you lowered the price, not because you eliminated the trial." Another commenter added that you should look at revenue, not the number of subscriptions.
The case study vendors cite
RevenueCat's own blog describes an app that removed its trial in November and December 2024 and saw lifetime value per paying customer rise from $35 to $40 to over $60. The same change also expanded the paywall from 2 options to 6, and the window covered the holidays. It is a useful signal, not a controlled test.
Tip: When you read a "no trial worked" post, look for what else changed: price, onboarding, paywall design, traffic source. If several things moved, the trial is only one suspect.
What is the middle option between free trial and no trial?
Apple lets you charge a small amount for the first period instead of nothing, which keeps the low barrier of a trial without the free cancel. These are called introductory offers, and Apple's App Store Connect help page lists three types:
| Offer type | What the user pays | Example |
|---|---|---|
| Free trial | Nothing for 3 days, 1 or 2 weeks, or 1 to 12 months | 7 days free, then $29.99/year |
| Pay as you go | A discounted price each period for a set number of periods | $1.99/month for 3 months, then $6.99 |
| Pay up front | One discounted payment covering a set length | $4.99 for the first 3 months |
Rules that trip people up, per Apple:
- One introductory offer per subscription group per customer. Someone who took a free trial on your monthly plan cannot take another on your annual plan in the same group.
- You cannot edit an offer once created. Delete it and make a new one.
- Offers show automatically on your product page for eligible users.
A separate weekly plan at a low price, like the $1.99 weekly plan in the Brazil story, is not an introductory offer at all. It is just a cheap product that acts like a paid trial, and it does not use up the user's one intro offer.
The App Store Apps pack covers how to set up these paywall options, plus annual pricing and the cheap weekly plan, with the exact test order its lessons recommend.
When does a free trial still win?
A free trial still wins when users cannot judge the app in the first session. Habit apps, fitness programs and tools that need data before they are useful fall here.
One fitness app developer on r/AppBusiness said a restrictive setup produced almost no real usage, and switching to a 14 day free trial is what got people using the features. On r/iosapps, ordinary users are blunt: "No, I will never buy something I can not try first." A developer in that same thread pushed back: "Every developer will say they won't buy an app without trying it but believe me a lot of people do," as long as the listing looks like it solves the problem and looks high quality.
| Your situation | Lean toward |
|---|---|
| Value is obvious in the first minute (a utility, a converter, a widget) | No trial or a paid intro offer |
| Value shows after days of use (habits, fitness, journaling) | Free trial, ideally longer than 7 days |
| Each user costs you money (AI calls, servers) | No trial, or a trial with hard usage limits |
| You plan to buy installs with ads | No trial or paid intro, so you pay for buyers, not cancellers |
| You have a big free audience already | Freemium can work |
On the AI cost point, one experienced developer in r/iosapps put it simply: "If I were going from a cold start with high operating costs and zero users, I'd go paid-only."
For more on how each money model works, see how free apps make money on the App Store.
How do you test free trial vs no trial on your own iOS app?
Change one thing, run it long enough to see renewals, and compare revenue per install. Subscriber count alone will fool you.
- Write down your baseline. Installs, trial starts, paid conversions and revenue for the last 2 to 4 weeks.
- Keep the price fixed. If you remove the trial and change the price on the same day, you will never know which did the work.
- Change only the trial. Remove it, or swap it for a paid intro offer such as pay as you go.
- Hold traffic steady. Do not launch a new ad campaign or content push during the test.
- Wait for renewals. A first payment is not a customer. Check who renews after the first period.
- Compare revenue per install, not subscriptions. Revenue per install = total revenue ÷ installs in the same window.
- Then test price as a separate change.
Here is an example with made-up numbers to show the math. With a trial: 1,000 installs, 80 trials, 30 paid at $29.99/year, so $899.70 and about $0.90 per install. Without a trial: 1,000 installs, 45 direct buyers at $29.99, so $1,349.55 and about $1.35 per install. Fewer "conversions" on the dashboard, more money. If your own numbers go the other way, keep the trial.
To understand what a healthy number looks like for your category, read how much apps make per download.
What mistakes do developers make with free trials?
The common mistakes are changing several things at once, judging by subscriber count, and ignoring reviews. All of these come up repeatedly on r/AppBusiness.
- Crediting the trial for a price change. As the top reply on the "$2 first month" post said, a lower price can explain the whole lift.
- Ignoring onboarding. A commenter on the soft to hard paywall thread said the onboarding change was probably doing more work than the paywall switch. If users understand the value before the paywall, its type matters less.
- Forgetting reviews. "All well and good until people start leaving bad reviews about having to pay for a free trial," one developer warned. Make the price clear and never label a paid offer as free.
- Short trials that only collect cancellations. If you keep a trial, 3 days gives users little time and, per the 2026 figures BuildMVPFast reported, the most same day cancels.
- Unlimited free AI usage. If each request costs you money, cap it or charge from the start.
Watch out: No setting guarantees income. A paywall change can lift revenue per install, but if nobody finds your app, there is nothing to convert.
Where to go from here
- Decide which row of the table above fits your app.
- Record two to four weeks of baseline numbers.
- Test removing the trial, or swapping it for a paid intro offer, with price held steady.
- Judge by revenue per install after the first renewals.
- Then test price on its own.
The App Store Apps pack gives you the full lessons on pricing, paywalls, listings and getting installs without ads, with templates and checklists, for $19, and all 16 Money Printer packs are $39.
Frequently asked questions
Do iOS apps make more money without a free trial?
Often, but not always. Removing the trial cuts out users who would cancel on day one, so revenue per install can rise even if fewer people start. RevenueCat's 2025 report shows hard paywalls converting 12.11% of downloads by day 35. Apps whose value takes days to show can lose money without a trial, so test it on your own app.
How long should a free trial be for an iOS app?
If you keep a trial, longer usually converts better. RevenueCat's 2025 report found trials of 17 to 32 days had the highest median trial-to-paid rate, 45.7%. Short 3 and 7 day trials see the most cancellations on day zero and day one. Apple lets you set 3 days, 1 or 2 weeks, or 1 to 12 months.
Can you offer a paid trial on the App Store?
Yes. Apple's introductory offers include pay as you go, a discounted price for a set number of periods, and pay up front, one discounted payment for a set length. Many developers use a cheap first month or a $1.99 weekly plan as a paid trial. Each customer can redeem only one introductory offer per subscription group.
Will removing the free trial cause bad reviews?
It can. Developers on r/AppBusiness raise this every time someone posts about killing the trial, and some users on r/iosapps say they delete any app they cannot try first. Lower the risk by showing real value in onboarding before the paywall, pricing the plan clearly, and offering a cheap first period instead of a surprise charge.
Is a hard paywall better than a free trial?
A hard paywall gets more downloads to pay, but it is not automatically better. RevenueCat's 2025 data shows 12.11% day 35 download-to-paid for hard paywalls versus 2.18% for freemium, yet a 5.8% refund rate versus 3.4%. A hard paywall works when the store page and onboarding already prove the value. A trial suits apps people must use for days first.
What is the best way to learn subscription pricing for iOS apps?
The best way is the Rushilo App Store Apps pack, because its pricing lessons walk through trial versus no trial, annual pricing and cheap weekly plans with a test plan, for $19. Pair it with RevenueCat's free State of Subscription Apps report for benchmarks, then run one paywall change at a time on your own app.
Can a user get a second free trial on iOS?
Not within the same subscription group. Apple says new and returning customers can redeem only one introductory offer per subscription group, so someone who used a free trial cannot take another trial on a different plan in that group. Plan which plan carries the trial before launch, because that one offer is all each customer gets in the group.
Sources
- Apple: Set up introductory offers for auto-renewable subscriptionsThe three intro offer types, allowed trial lengths, one offer per subscription group, offers cannot be edited.
- RevenueCat: State of Subscription Apps 2025Hard paywall vs freemium conversion, refund rates, trial length vs trial-to-paid, day zero trial starts.
- RevenueCat: Is it time to stop offering free trials?Case study: LTV per payer rose from $35 to $40 to over $60 after removing the trial; 28% of apps offered no trial.
- BuildMVPFast: Hard paywall vs free trial, RevenueCat 2026 data2026 figures as reported: day zero cancellation rates for 3 and 7 day trials, revenue per install.
- r/AppBusiness: I killed the free trial, doubled the priceSolo dev dropped the trial, doubled annual price, added a $1.99 weekly plan.
- r/AppBusiness: God bless the man who suggested to remove free trialsReplaced a free weekly trial with a $2 first month; top reply credits the price cut.
- r/AppBusiness: Switched from a soft paywall to a hard paywallReplies on onboarding as the real driver and on review risk.
- r/iosapps: Are you subscribing to an app if it has no free trial?User sentiment against no-trial apps and a developer reply saying paid-only can work.

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