Mobile app churn benchmarks vary dramatically by category. A day-30 retention of 25% is best-in-class for gaming and concerning for subscription apps. Same number, opposite verdicts.
Here are the real 2026 numbers.
Day-30 retention benchmarks by category
| Category | Best-in-class | Healthy | Concerning |
|---|---|---|---|
| Gaming (casual) | 30%+ | 15-30% | Below 15% |
| Gaming (hardcore) | 40%+ | 25-40% | Below 25% |
| Utility (productivity, tools) | 40%+ | 25-40% | Below 25% |
| Subscription (fitness, meditation) | 50%+ | 30-50% | Below 30% |
| Social / messaging | 45%+ | 25-45% | Below 25% |
| E-commerce | 35%+ | 20-35% | Below 20% |
| Media / streaming | 55%+ | 35-55% | Below 35% |
| Finance / banking | 50%+ | 35-50% | Below 35% |
Why the categories differ so much
Three structural differences drive the spread: