Mobile App Statistics 2026: 142.2 Billion Downloads, and What the Numbers Actually Say

Every figure sourced and dated, the 2025-versus-2026 distinction stated plainly, and live App Store data pulled the day this was published.

Almost every statistic you will read about mobile apps this year describes 2025, because a year has to finish before anyone can total it. This page does not pretend otherwise. The market figures below are 2025 full-year data from Business of Apps, which aggregates Sensor Tower and data.ai; the chart and rating figures were pulled from Apple’s own endpoints on the day of publication and are labelled as the dated snapshots they are. Nothing here is estimated or written from memory, and the last section covers how to read app statistics without being misled, which is the part most of these pages leave out.

What This Guide Covers

  • 142.2 billion downloads, and the decline that ended
  • Google Play takes the volume, iOS takes the money
  • The year apps finally overtook games
  • Subscriptions: $79.5bn, with a heavy iOS skew
  • Where downloads and hours actually come from
  • How to read app statistics without being misled

On the year in the title: the most recent complete calendar year is 2025, so the market totals here are 2025 figures reported in 2026. The App Store chart and rating data was pulled live on 8 September 2026. Both are labelled throughout rather than blurred together.

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Aasif Khan
Written byAasif Khan
Abhinav Girdhar
Reviewed byAbhinav Girdhar
Last updated onSeptember 8, 2026
Mobile App Statistics at a Glance
Downloads
142.2 billion in 2025, up 3.1%
Consumer spend
$166.8 billion across both stores
First time
Apps overtook games, $83.6bn to $83.2bn
The split
Play 73.5% of installs, iOS ~70% of spend
2025 full-year data, sourced
Every figure sourced and dated ★★★★★ 4.7/5 on G2 (1,388 reviews) Live App Store data, 8 September 2026

TL;DR Quick Summary

Mobile app downloads reached 142.2 billion in 2025, up 3.1% and reversing three years of decline, split 96.9 billion apps to 45.3 billion games. Google Play took 104.6 billion of those installs, 73.5% of the total, while iOS took 26.5%. We break that split down store by store in App Store vs Google Play statistics. The revenue picture inverts it: iOS produced about 70% of the $166.8 billion consumers spent across both stores, $117.6 billion against Google Play’s $49.2 billion. The headline event of the year is that apps overtook games in consumer spending for the first time, $83.6 billion to $83.2 billion, driven by subscriptions, which reached $79.5 billion with iOS accounting for 73% of them. Mobile advertising remains far larger than all of it at $419 billion. India led downloads and total hours, Saudi Arabia and Egypt led per capita, and none of those is a leading spending market. Around four million apps are listed across the two stores and more than a quarter of them have never passed 100 downloads, which is the most useful number on this page for anyone planning a launch.

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The one statistic to carry away: more than a quarter of apps on both stores have received fewer than 100 downloads in total. Not per day, not per month. Ever. Publishing is not distribution, and any launch plan whose marketing section reads “list it on the App Store” is describing that quarter.
01

The 2026 headline numbers, and one caveat that matters

Almost every statistic you will read about mobile apps this year describes 2025. That is not a flaw in the reporting, it is how annual data works: the year has to finish before anyone can total it. So when a page promises 2026 app statistics, what it can honestly offer is the most recent complete year plus whatever live signals are available today.

This page does both, and labels which is which. The market totals below are for the 2025 calendar year, as reported by Business of Apps, which aggregates Sensor Tower and data.ai data. The chart and rating figures further down were pulled directly from Apple’s own endpoints on 8 September 2026 and are dated snapshots of things that move daily.

142.2bn downloads in 2025, up 3.1%
$166.8bn consumer spending
$419bn mobile ad spend, up 7.4%
$79.5bn from subscriptions
Apps $83.6bn vs games $83.2bn
~4 million apps listed across both stores
1

The five numbers worth remembering

Downloads reached 142.2 billion in 2025, up 3.1% on the previous year and reversing a three-year decline. Consumer spending across both stores hit $166.8 billion. Mobile ad spend reached $419 billion, up 7.4%. Subscriptions accounted for $79.5 billion of consumer spending. And for the first time,apps overtook games in consumer spending, $83.6 billion against $83.2 billion.

2

Why that last one is the real story

Games have funded the app economy since it began. In 2025 that stopped being true by the narrowest of margins, and the crossover says more about the decade ahead than any download total does. Non-game apps got there on subscriptions rather than one-off purchases, which is a structurally different and considerably more durable business.

Apps overtaking games is the story. Games have funded the app economy since it began, and in 2025 that stopped being true by half a percent. The crossover happened on subscriptions rather than one-off purchases, which makes it structural rather than a blip.
02

Downloads: 142.2 billion, and the three-year decline that ended

Total installs across Google Play and the App Store came to 142.2 billion in 2025, a 3.1% increase. The direction matters more than the size: downloads had fallen for three consecutive years before this, so 2025 marks a reversal rather than a continuation.

Downloads
142.2bn in 2025, reversing a three-year decline.
Spending
$166.8bn, with iOS taking about 70%.
Crossover
Apps passed games for the first time.
Advertising
$419bn, far larger than store spending.
1

The split between apps and games

Of that total, 96.9 billion were apps and 45.3 billion were games. Games take roughly a third of installs while, as the spending section shows, generating close to half the consumer revenue. Games are monetised harder per install than almost any other category, which is why game economics rarely transfer to other kinds of app.

2

What a download does not tell you

An install is the cheapest event in the funnel and the least informative. It says somebody tapped Get. It does not say they opened the app twice, and industry retention data consistently shows most installs never become habitual use. Treat download totals as a measure of market size, never as a measure of product success.

An install is the least informative event in the funnel. It says somebody tapped Get. Download totals are a measure of market size, never of product success, and the two get confused constantly.
03

Google Play and the App Store are not the same business

The two stores look like competitors and behave like different industries. Google Play wins on volume by a wide margin; the App Store wins on money by a wider one.

Play: 104.6bn installs, 73.5% of the total
iOS: 36.6bn installs, 26.5% of the total
iOS: $117.6bn consumer spend
Play: $49.2bn, up 13%
1

Volume goes to Google Play

Google Play delivered 104.6 billion downloads in 2025, or 73.5% of the total. iOS accounted for the remaining 26.5%, some36.6 billion installs. Roughly three in four app installs worldwide happen on Android.

2

Money goes the other way

iOS was responsible for 70% of consumer spending, with iOS consumer spending reaching $117.6 billion against Google Play’s $49.2 billion, itself up 13% on the year. An iOS install is worth several times an Android install in direct consumer revenue, which is the single most important fact in this entire page for anyone deciding where to launch.

3

The catalogue sizes are closer than people assume

There were 2.42 million apps and games on the App Store in 2025 and1.58 million on Google Play. The App Store is the larger catalogue despite being the smaller platform by installs, which is worth holding on to when someone tells you Android is the crowded one.

Three quarters of installs, under a third of the money. Google Play takes 73.5% of downloads while iOS produces about 70% of consumer spending. If you are choosing where to launch, that single inversion matters more than anything else on this page.
Two columns compared: Google Play with the larger share of downloads, the App Store with the larger share of consumer spending
04

The year apps overtook games

Consumer spending across both stores reached $166.8 billion in 2025. Inside that total, something happened for the first time: apps generated $83.6 billion and games generated $83.2 billion.

The gap is about half a percent, so this is a crossing rather than a rout. But games have led since the App Store opened, and the trend behind the crossover has been running for years as subscription apps in health, education, productivity and dating matured.

1

Where the iOS money comes from

Of iOS’s $117.6 billion, $64.8 billion came from apps and $51.9 billion from games. The non-game majority on iOS is now decisive.

2

What this changes for a new app

The old advice, that only games really monetise on mobile, is now measurably out of date. It was true for a decade and it stopped being true in 2025. If you are building a non-game app with a genuine subscription proposition, the market data no longer argues against you.

The old advice is now measurably out of date. “Only games really monetise on mobile” was true for a decade and stopped being true in 2025. A non-game app with a real subscription proposition is no longer arguing against the data.
05

Subscriptions: $79.5 billion, and a heavy iOS skew

Subscription revenue reached $79.5 billion in 2025, which is close to half of all consumer spending across both stores. iOS accounted for 73% of it.

1

Why subscriptions concentrate on iOS

Part of it is spending power and part is payment friction: iOS users are more likely to have a card on file and to have subscribed to something before. For a subscription business, that skew is more consequential than the raw install split, because the platform with a quarter of the downloads is producing roughly three quarters of the recurring revenue.

2

The practical reading

If the model is subscription, iOS is where the revenue is and Android is where the reach is. Most teams should still ship both; few should expect them to perform alike, and budgeting as though they will is a common and avoidable mistake.

A quarter of the downloads, three quarters of the recurring revenue. iOS takes 73% of the $79.5bn subscription market. For a subscription business that skew is more consequential than the raw install split, and budgeting as though the platforms perform alike is a common, expensive mistake.
06

Mobile advertising: $419 billion

Mobile ad spend reached $419 billion in 2025, up 7.4%. Set against $166.8 billion of consumer spending, advertising is roughly two and a half times the size of everything users pay for directly.

That ratio explains a great deal about how apps are designed. When the advertising economy is this much larger than the paid one, attention is the product being sold far more often than software is, and free-with-ads remains the default for good commercial reasons rather than merely cultural ones.

1

What it means for a small publisher

The figure is a market size, not an opportunity you can address. Mobile ad spend is heavily concentrated in a small number of very large properties. A modest app monetising by ads is competing for a slice of inventory priced by that concentration, which is why ad revenue per user is usually disappointing at small scale and why subscriptions are typically the better first model for a niche audience.

$419 billion is a market size, not an opportunity. Mobile ad spend is concentrated in a handful of very large properties, which is why ad revenue per user disappoints at small scale and why subscriptions usually beat ads as a first model for a niche audience.
07

Where the downloads and the hours actually come from

App usage is not distributed the way revenue is, and the mismatch is the most useful thing in the geographic data.

India: most downloads and most total hours
United States: second on downloads
Brazil: third on downloads
Saudi Arabia: most downloads per capita
Iraq and Turkey: next per capita
Egypt: most hours per capita
1

Volume

India downloaded the most apps in 2025, followed by the United States and Brazil. On a per-capita basis the order is completely different: Saudi Arabia leads, followed by Iraq andTurkey.

2

Time

India also spent the most total hours in apps, while Egyptwas the leader on hours per capita.

3

Reading it correctly

None of these leaders is a top consumer-spending market. Downloads and attention sit in one set of countries; direct revenue sits largely in another. A launch plan built on install volume and a launch plan built on revenue point at different maps, and confusing the two is one of the more expensive mistakes in mobile.

The download map and the revenue map are different maps. India, Saudi Arabia and Egypt lead on installs and hours; none is a leading consumer-spending market. A launch plan built on volume and one built on revenue point at different countries.
08

How many apps exist, and how few are ever used

Roughly four million apps and games are listed across the two stores:2.42 million on the App Store and 1.58 million on Google Play. The more revealing statistic is what happens to them.

On both stores, more than a quarter of apps receive fewer than 100 downloadsin total. Close to a quarter on the App Store, over a quarter on Google Play. Not a hundred a day or a hundred a month; a hundred ever.

Volume
Google Play, with 73.5% of all installs.
Revenue
iOS, with roughly 70% of consumer spending.
Catalogue
App Store is larger: 2.42m against 1.58m.
1

What that actually means

Publishing is not distribution. The stores are catalogues, not audiences, and an app with no route to its users is functionally invisible the day it ships. Anyone planning a launch whose marketing section reads “list it on the App Store” is describing that quarter.

The stores are catalogues, not audiences. More than a quarter of apps never reach 100 downloads in total. An app with no route to its users is invisible the day it ships, whatever the store listing looks like.
A large grid of app tiles with only a small fraction lit, representing the share of published apps that pass 100 downloads
09

What the top of the App Store looks like today

The figures above are annual. This one is a snapshot, pulled from Apple’s own marketing RSS feed and cross-checked against the public charts page, both on 8 September 2026. Charts move daily and this will be out of date quickly, which is exactly why it is labelled.

1

Top free iPhone apps, United States

ESPN Fantasy Sports, ChatGPT, 7 Brew Coffee, Vinted, Netflix Game Controller, TikTok Pro, PineDrama, Depop, Google Gemini, Sleeper.

The US iPhone top-free chart on 8 September 2026, captured from Apple's public charts page and matching Apple's official marketing RSS feed exactly
The US iPhone top-free chart on 8 September 2026, captured from Apple’s public charts page and matching Apple’s official marketing RSS feed exactly
2

Two things worth noticing

First, two of the top ten are general-purpose AI assistants, ChatGPT and Google Gemini, a category that did not exist in the top ten a few years ago. Second, the list is unusually seasonal: fantasy sports takes two of the ten because the American football season has just started. A chart is a photograph of a particular week, not a ranking of the industry, and treating one as the other is a standard misreading.

3

Top paid iPhone apps, United States

Shadowrocket, HotSchedules, AnkiMobile Flashcards, Procreate Pocket, TonalEnergy Tuner, Paprika Recipe Manager, SkyView, PeakFinder, play_music_theory, Wildwood. Almost all are single-purpose utilities and creative tools, which is broadly what still sells outright when everything else has moved to subscriptions.

A chart is a photograph of one week. Two of today’s top ten are general-purpose AI assistants and two are fantasy sports apps, because the American football season just started. Reading a daily chart as a ranking of the industry is a standard misreading.
10

What a good App Store rating looks like at scale

Ratings are the statistic app teams most often set targets against, usually without knowing what the largest apps in the world actually achieve. Pulled from the iTunes lookup API on8 September 2026, US store:

Uber 4.90 from 16.8 million ratings. Spotify 4.77 from 42.0 million. TikTok 4.72 from 18.4 million. Duolingo 4.72from 5.4 million. Instagram 4.69 from 29.5 million. WhatsApp 4.68 from 18.6 million.

1

The useful conclusion

Not one of the most-used apps on earth reaches 4.95, and several of the most successful sit below 4.75. A rating in the high fours is the ceiling in practice, not the floor. Teams setting an internal target of 4.9 are aiming above Instagram and WhatsApp, and will usually get there only by prompting selectively rather than by building something better.

2

Volume is the signal, not the score

The difference between 4.68 and 4.90 is far less informative than the difference between five thousand ratings and five million. Rating count is a proxy for scale and for how long an app has been prompting; the score compresses into a narrow band once volume is high.

Nobody reaches 4.95. Instagram sits at 4.69 and WhatsApp at 4.68. A team targeting 4.9 is aiming above the most-used apps on earth, and will usually get there by prompting selectively rather than by building something better.
11

How to read app statistics without being misled

Most of these numbers get quoted onward stripped of the qualifications that make them meaningful. Five checks catch nearly every misuse.

Check the year: 2026 pages carry 2025 data
Check what is counted: spend excludes advertising
Check whether games are bundled in
Check total vs average: app metrics are hugely skewed
1

Check the year

A page titled with the current year usually contains last year’s data, because that is the most recent complete year. That is legitimate. Quietly implying the figures are current is not.

2

Check what is counted

Consumer spending is store transactions only. It excludes advertising, which is larger, and excludes goods bought inside apps that bypass store billing, which is why food delivery, ride-hailing and retail barely register in it. It is not a measure of the mobile economy.

3

Check whether games are included

Totals that combine apps and games hide the two behaving completely differently. The apps overtaking games story only exists because someone separated them.

4

Check the source, then the source’s source

Most statistics pages cite an aggregator citing a data provider, and the provider models estimates from panels rather than counting. These are good estimates and they are estimates. Anyone presenting them to two decimal places is overstating what is known.

Business of Apps, the source for the 2025 market totals used throughout this page, which aggregates Sensor Tower and data.ai figures
Business of Apps, the source for the 2025 market totals used throughout this page, which aggregates Sensor Tower and data.ai figures
5

Check whether it is a total or an average

Nearly all app metrics are extremely skewed by a handful of enormous apps, so averages describe almost nobody. Where a median is available it is more useful, and the quarter of apps under 100 downloads tells you more about a typical app than any average ever will.

Consumer spending is store transactions only. It excludes advertising, which is larger, and everything bought inside apps that bypasses store billing, which is why ride-hailing, delivery and retail barely appear in it. It is not a measure of the mobile economy, though it is constantly quoted as one.

Do this

  • State the year the data covers
  • Separate apps from games
  • Name the original data provider
  • Say whether a figure is a total or a median
  • Label live snapshots with the date
  • Link the source page

Avoid this

  • Titling with this year over last year’s data
  • Quoting consumer spend as “the app economy”
  • Blending app and game totals silently
  • Averages across a market this skewed
  • Precision to two decimals on an estimate
  • Charts presented as industry rankings
12

What the numbers mean if you are building something

Read together, the data supports a small number of practical conclusions.

Ship on both platforms, but expect Android to bring reach and iOS to bring revenue: three quarters of installs against roughly 70% of spending, pulling in opposite directions. Prefer a subscription to a one-off price if the product genuinely justifies recurring value, because subscriptions are close to half of consumer spending and still growing. Do not model a non-game app on game economics; games take a third of installs and half the revenue precisely because they monetise in ways that do not transfer. And plan distribution before launch, because a quarter of everything published never passes 100 downloads.

Appy Pie, where building and publishing an app without a development team makes testing an idea cheap enough that market averages stop mattering
Appy Pie AI, where building and publishing an app without a development team makes testing an idea cheap enough that market averages stop mattering
1

The honest limit on all of this

Market data describes a market, not your app. These totals are dominated by a few hundred enormous properties, and no aggregate here predicts whether a specific product will find an audience. They are useful for deciding platform order, business model and expectations. They are useless as a forecast, and anybody presenting them as one is selling something.

If you want to test an idea rather than model one, Appy Pie AI lets you build and publish an app without a development team, which makes the experiment cheap enough that the market averages stop mattering.

An honest limit on all of it. These totals are dominated by a few hundred enormous properties, so no aggregate here predicts whether a specific app finds an audience. Use them for platform order, business model and expectations. Anyone presenting them as a forecast is selling something.

The Numbers Say Test Cheaply. So Test Cheaply.

Market averages describe a market, not your idea. Building and publishing an app without a development team makes the experiment cheap enough that the averages stop mattering.

Build an App Free Or read how to create an app first

Frequently Asked Questions

How many apps were downloaded in 2025?

142.2 billion apps and games were downloaded across Google Play and the Apple App Store in 2025, a 3.1% increase on the previous year that reversed three consecutive years of decline. Of that total, 96.9 billion were apps and 45.3 billion were games. Figures reported by Business of Apps, which aggregates Sensor Tower and data.ai data.

Is there full-year 2026 app data yet?

No. The most recent complete calendar year is 2025, so any page offering 2026 app statistics is either reporting 2025 totals or reporting partial-year and live figures. Both are legitimate provided they say which. This page uses 2025 for all market totals and labels its live Apple chart and rating data with the date it was pulled.

How much did people spend on apps in 2025?

Consumer spending across both stores reached $166.8 billion in 2025. iOS accounted for about 70% of it, with iOS consumer spending at $117.6 billion against Google Play’s $49.2 billion. Separately, mobile advertising was a much larger market at $419 billion, so store spending is not a measure of the whole mobile economy.

Do apps or games make more money on mobile?

Apps, but only just, and only as of 2025. Apps generated $83.6 billion in consumer spending against $83.2 billion for games, the first time apps had overtaken games. The margin is under half a percent, so it is a crossover rather than a decisive lead, and it was driven by subscription apps rather than one-off purchases.

Which store has more downloads, Google Play or the App Store?

Google Play, by a wide margin. It delivered 104.6 billion downloads in 2025, 73.5% of the worldwide total, while iOS accounted for 26.5% with 36.6 billion. The revenue picture reverses this: iOS produces roughly 70% of consumer spending, so an iOS install is worth several times an Android one in direct store revenue.

How many apps are on the App Store and Google Play?

There were 2.42 million apps and games on the Apple App Store and 1.58 million on Google Play in 2025, roughly four million combined. The App Store is the larger catalogue despite being much the smaller platform by install volume. On both stores, more than a quarter of apps receive fewer than 100 downloads in total.

How much of app spending comes from subscriptions?

Subscription revenue reached $79.5 billion in 2025, close to half of all consumer spending across both stores, and iOS accounted for 73% of it. That skew is more pronounced than the platform split for spending generally, which matters if you are choosing where to launch a subscription product.

Which countries download the most apps?

India downloaded the most apps in 2025, followed by the United States and Brazil. Per capita the order changes completely, with Saudi Arabia leading, then Iraq and Turkey. India also spent the most total hours in apps, while Egypt led on hours per capita. None of these is a leading consumer-spending market, so download maps and revenue maps point in different directions.

What is a good App Store rating?

Higher than most teams assume is achievable, but lower than the targets they usually set. Pulled from the iTunes API on 8 September 2026, Uber sits at 4.90 from 16.8 million ratings, Spotify 4.77 from 42.0 million, TikTok 4.72, Instagram 4.69 and WhatsApp 4.68. A rating in the high fours is the practical ceiling at scale, and rating volume tells you more than the score once volume is high.

Are mobile app statistics reliable?

They are good estimates rather than counts. Neither Apple nor Google publishes comprehensive download and revenue data, so providers model figures from panels and sampling, and aggregators then republish them. Treat the direction and the order of magnitude as sound, be sceptical of precision beyond one decimal place, and always check the year, whether games are included, and whether the figure is a total or an average.

Use the Data for Decisions, Not Forecasts

The figures here are good for three things: choosing which platform to lead with, choosing a business model, and setting expectations that survive contact with reality. They are useless as a prediction about any particular app, because these totals are dominated by a few hundred enormous properties. Ship on both stores, expect Android to bring reach and iOS to bring revenue, prefer a subscription where the product genuinely earns one, and plan distribution before launch rather than after. If you want to test an idea rather than model one, Appy Pie AI makes the experiment cheap.

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Aasif Khan
Written By

Aasif Khan

Head of SEO at Appy Pie AI

Head of SEO and Growth Marketing Lead at Appy Pie AI with 17+ years in digital marketing, AI-powered optimization, and scalable growth strategies.

Abhinav Girdhar
Reviewed By

Abhinav Girdhar

Founder & CEO, Appy Pie AI

Founder and CEO of Appy Pie AI. Builder of one of the world’s largest no-code and AI platforms, with 10M+ apps and websites created.

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