Product · April 21, 2026

Why we chose $2.99/month over advertising — and don't regret it.

The first thing any consumer app company gets asked is, "Will it be free?" We said no early, on purpose, and then defended that decision every month for a year. Here is the math and the mindset behind that call.

Alex Marciante · 7 min read

The category we were walking into

Before we wrote a line of Swift, we spent a weekend just using other lottery apps. What we found:

  • Banner ads at the top and bottom, always on, almost always gambling-adjacent.
  • Interstitial video ads between screens — sometimes between tapping a number and seeing the result.
  • Push notifications trying to pull users back in the middle of the workday.
  • Integrations with third-party sportsbooks, affiliate-coded.
  • Analytics SDKs from companies whose business is reselling behavioral data.

There were two polar extremes in the category — the grimy free-with-ads stack, and the outright gambling industry apps. There was no clean, quiet tool in the middle. That gap was the product.

The simplest math problem in the company

A free app has to choose what it sells. If you aren't selling the product to the user, you are selling the user to someone else. In a category this close to gambling, the "someone else" is usually the gambling industry. We didn't want any part of that business model. Once you rule that out, you are left with two viable options: charge for the app, or give up on shipping it.

So we set a budget backwards from a sustainable run rate. To keep two people working on this seriously, plus infrastructure and the occasional designer, we needed a few thousand paying subscribers. At $2.99 per month, the arithmetic worked. At $4.99 per month, we would have needed fewer, but we would have priced a lot of casual players out. Less than a lottery ticket felt right. A lot of the copy on the Pricing page was reverse-engineered from that one sentence.

Why $2.99 and $29.99

  • $2.99 / month. Below the "I didn't notice the charge" line for most U.S. adults. Above zero, so nobody is tempted to take us for granted.
  • $29.99 / year. Ten months for twelve. A modest discount, not a dramatic one. We want annual subscribers to be people who actually intend to use the app, not people chasing a coupon.
  • No lifetime. Lifetime deals are short-term revenue with long-term support obligations. For a small team building tax infrastructure, that's a dangerous trade.
We chose a price that is less than a lottery ticket so nobody can honestly say we overcharged for a calculator. That constraint tightened everything else.

What "no ads" means — under the hood

A lot of "no ads" apps technically have ads — they're just called "sponsored slots" or "partner content." We wanted to hold ourselves to the stricter version:

  • No display advertising, anywhere, ever.
  • No affiliate links to ticket resellers, daily-fantasy platforms, or sportsbooks.
  • No third-party trackers or analytics SDKs. Our crash telemetry is Apple's first-party tooling with opt-out; our back-end logs are aggregated and scrubbed of identifiers.
  • No push notifications we wouldn't be comfortable receiving ourselves — no "the jackpot is huge, play now" style messaging.

The practical effect is that our App Privacy label is boring. There is no advertising identifier, no user-level behavioral data, no broker relationship. Boring is the whole pitch.

The retention number we care about

Ad-supported apps optimize for sessions. They need to keep pulling you back in to serve more impressions. Subscription apps can optimize differently. The number we actually watch is "did a monthly subscriber use the app around a big drawing?" If yes, the subscription is earning its keep; if not, the subscription isn't worth paying for. That frames every product decision as an honesty question: does this feature help somebody think more clearly during a big-jackpot week, or does it just create noise?

The part where we admit what we give up

Subscription is not a free lunch either. The fall-offs:

  • Cold start is harder. Free apps grow faster because everybody downloads. We accept a slower growth curve.
  • Churn matters. If the app isn't obviously useful, people cancel — which is arguably correct, and absolutely a forcing function.
  • App Review is stricter. Subscription apps have higher standards for clarity and trial mechanics. That's fine; those standards make the product better.

What we told ourselves that turned out to be true

A clean tool people trust is worth more, for longer, than an ad-riddled app that everyone uses once and forgets. Charging a couple of bucks a month buys us the license to say no to compromises a free app couldn't refuse. The result is quieter, stranger, and — we think — better than anything else in the category.

If it isn't worth $2.99 a month to you, don't pay. That's not marketing; that's the actual test. And if it is, the math is back in your favor: less than a ticket, for a tool that shows you the real number behind every ticket.


We'll keep an eye on the business side of this thesis publicly. If something changes, we'll write about it — before it changes, not after.

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