Andrew Chen

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How to create a profitable Freemium startup (spreadsheet model included!)

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Click to download Freemium spreadsheet

Background on this discussion
Last year, the stupendous Daniel James co-hosted a talk with me on Lifetime Value metrics for subscription and virtual goods-based items. You can see the video/outline for the talk, Daniel’s commentary, and a mindmap of the talk (scroll to the bottom of the post).

As part of the talk, we worked on a spreadsheet model for freemium businesses that we didn’t get enough time to work on – so I’m going to cover it in this post! If you haven’t gotten the spreadsheet yet, here’s another link to it.

Here are the questions this post (and the spreadsheet) is meant to answer:

  • What are the key factors that drive freemium profitability?
  • How do freemium businesses acquire customers?
  • What are the drivers of customer lifetime value?
  • How do all these variables interact?

If these questions interest you, keep reading :-)

Article summary (for people with attention deficit!)
To become profitable using a freemium business model, this simple equation must hold true:

Lifetime value > Cost per acquisition + Cost of service (paying & free)

Said in plain english, the lifetime value of your paying customers needs to be greater than the cost it took to acquire them, plus, the cost servicing all users (free or paying).

There are lots of different factors that influence profitability, including:

  • Cost per acquisition
    • Efficiency of media (traffic sources, CTR, impressions)
    • Signup funnel conversion %
    • Average viral invites sent out
  • Lifetime value
    • Retention metrics
    • Revenue mix

By understanding these subcomponents, you can tweak your model and figure out what metrics need to be hit in order to reach profitability.

Now for all the gory details… 

User acquisition
The first tab in the spreadsheet covers the issue of paid user acquisition – many subscription businesses mostly rely on AdWords and ad network buys in order to acquire users. For freemium businesses, particularly ones that are social apps, there’s often a word of mouth or viral component, which we’ll cover in a second.

I’ve written extensively on paid user acquisition in the past, particularly the blog post: How to calculate cost-per-acquisition for startups relying on freemium, subscription, or virtual items biz models.

At a high level, here are some of the things you’ll want to track:

  • How are you paying for traffic? (CPM/CPA/CPC)
  • What do the intermediate metrics look like? (impressions/CTR/etc)
  • How does your signup funnel perform?
  • How much are you spending for the users you end up registering?

Basically, you end up with a media buying matrix that looks something like this:

Source Ads bought
CTR Clicks Signup % Upload pic Users Cost CPA
Google 1M 0.50% 5,000 20% 50% 500 $5,000.00 $10.00
Ad.com 20M 0.10% 20,000 10% 50% 1000 $20,000.00 $20.00

and these are some factors worth thinking about, in terms of increasing or decreasing the cost per acquisition (CPA):

Type Options Importance
Source of traffic Ad networks, publishers ++
Cost model CPM, CPC, CPA +
User requirements Install, browser plug-in, Flash +++++
Audience and theme Horizontal vs vertical ++
Funnel design Landing page, length, fields +++
Viral marketing Facebook, Opensocial, email +++++
A/B testing process None, homegrown, Google +++++

As previously mentioned, lots more detail here.

Funnel
Once you get your users registered onto the site, then there’s the question of how convert to paying customers, and whether there are any viral effects. The model covered in the spreadsheet has a separate tab, called “Funnel” which covers these issues.

At a high level, there’s what is happening:

  • Each time period, a bunch of newly registered users come in (both acquired through ads or through viral marketing)
  • Some % of these users convert into paying users
  • Some % of these users then send off viral invites
  • Revenue is generated by building up a base of paying users
  • Cost is generated through building up a base of active users (paying or not!)

To me, this tab captures the “art” side of building a freemium business. Persuading peopleto pay for your service and invite their friends requires creativity, product design, and lots of metrics. Josh Kopelman of First Round Capital had a great tweet recently on this topic where he says:

@joshk: Too many freemium models have too much free and not enough mium

As Josh notes, the key is to create the right mix of features to segment out the people who are willing to pay, but without alienating the users who make up your free audience. Do it right, and your conversion rates might be as high as 20%. Do it wrong, and your LTV gets very close to zero. This is why premium features have to be built into the core of a freemium business, rather than added in at the end. You want to be right at the balance between free and ‘mium!

Just remember that during the time period that it takes you to figure out your funnel, viral loop, and everything else, all the free users you’re building up create cost in your system.

Businesses that aren’t eyeball businesses shouldn’t act like eyeball businesses :-)

Anyway, the product design issue (and resultant conversion rates) are a a deep topic, and here are some other related posts (by others and myself):

User retention
Of course, it’s not enough to just acquire paying users, you need to retain them. If you have a super high churn rate, then at best you’ll be stuck at a revenue treadmill (doing lots of work but flat revenue and no profitability). At worse, it’s easy to lose a ton of money, if the CPA exceeds the LTV. I wrote about this topic earlier in my essay When and why do Facebook apps jump the shark (which also has a spreadsheet).

How sensitive are retention numbers on lifetime value? Here’s a quick thought experiment: Lifetime value is the sum of the revenue that a user might generate from their first time period to when they quit the service. Think of it as an infinite sum that looks like:

LTV = rev + rev*R + rev*R^2 + rev*R3 + …

where rev is the revenue that a user produces during a time period, and R is the retention rate between time periods.

You can simplify this, based on the magic of infinite series:

LTV = 1/(1-R) * rev

So let’s say that you make $1 per time period, and you have 1000 paying users. Let’s compare the difference between a 50% retention rate and a 75% retention rate:

At a 50% retention rate:
LTV = 1/(1-0.5) * $1 * 1000 = $2000

 

At a 75% retention rate:
LTV = 1/(1-0.75) * $1 * 1000 = $4000

 

This means that in this case, by increasing your retention rate by half (relatively speaking), you actually DOUBLE your revenue. And even more when you reach “killer app” status and attain retention rates around 90%. This is a big lever.

At a 90% retention rate:
LTV = 1/(1-0.90) * $1 * 1000 = $10,000

 

Note that retention rates are generally not fixed numbers – they usually get better the longer a cohort of users stays with you! I’m using a fixed retention number to set a lower bound, and for mathematical simplicity.

OK, so the biggest factors affecting retention boil down to three things:

  • Product design
  • Notifications (optimize them, of course)
  • In success cases, saturation effects

For more reading on product design, I’d recommend Designing Interactions from IDEO. For notifications, there’s been a lot of great work in the database and catalog marketing world, for example Strategic Database Marketing. Tesco, Harrah’s, and Amazon are all companies well-known for their strategic use of personalization and customer interaction. For saturation effects, as previously mentioned, my old-ish article When and why do Facebook apps jump the shark.

Cashflow (and ad-reinvestment)
The tab “cashflow” in the spreadsheet captures a couple different issues:

  • Paid user acquisition is usually an upfront expense, whereas the revenue comes in over time
  • Your revenue per paying user depends on a mix of revenue sources
  • You pay a “cost of service” across all users, whether they are paying or not – be careful that this cost of service is not too high!!

Some more detail on the above:

In a model with paid user acquisition, it takes time to break even. You pay for a user upfront, but then the revenue stream trickles in over several time periods. As a result, you tend to be cashflow negative for some number of time periods, and which then goes positive later. This effect is compounded further if your model specifically depends on viral acquisition, because you don’t get significant users in virally until your userbase becomes large.

This is why you get a graph like this, where you’re unprofitable for a while, then break even:

Note that it’s also VERY possible that they never cross, and the entire business is unprofitable. Just play around with the numbers in the spreadsheet and you can see how easy it is to happen!

In terms of average revenue per paying customer, what you typically find is that your customer base is made up of multiple segments. You can price them differently through different tiers of subscription (Free versus Pro versus Business) or with Pay-as-you-go or with many other models.

Ultimately you can roll this all up into a single number, which is referred to in the spreadsheet as revenue per paying customer. You can also divide the revenue by the number of total users (paying or not) in order to get the average revenue per user (ARPU).

As for the cost of service, your mileage will vary. The main thing is, try not to do anything too expensive for free users! After all, given that typical conversion rates are <10%, and subscription services are typically <$20/month, the following thought experiment is insightful:

Out of 1000 users, let’s say 50 pay $10/month. This generates $500/month
This means that the costs must not exceed $500/month for 1000 users, or $0.50/user

 

Plus then you have to factor in the acquisition cost! (Probably a couple bucks per user, so thousands of bucks per 1000 users).

Lifetime value
And finally, the last tab on the spreadsheet calculates lifetime value. Basically you figure out the number of payments that a paying user will generate over their lifetime, referred to in the model as “user periods.” (I arbitrarily took this out to 20 time periods, but you can do something different) This is then multiplied by revenue per paying user, to get the total dollar figure generated.

More important for the paid acquisition model is to do the LTV calculation not for paying users, but for all registered users (paying or free). Doing this then lets you figure out if you can profitably arbitrage traffic via ad buying. This is done using the same method detailed in the above paragraph, but using total user numbers rather than just paying users. Then you compare this LTV number with the effective LTV that you get from buying users and then factoring in their viral effects (as shown in the Funnel tab).

Model improvements
Of course there are tons of things in this model of freemium businesses that ought to be improved!

In particular, a couple ideas:

  • Benchmarks of real world data for comparison
  • More granularity for user acquisition for affiliate versus ad buys versus other
  • Saturation rates in the viral model
  • Better model for retention rate other than one fixed number
  • More sophisticated accounting of cost per user (infrastructure/employees/etc.)
  • Model in multiple revenue sources including transaction fees, for Paypal versus Offerpal versus In-store cards versus mobile
  • Better intelligence around ad-buying, including ramping up when profitable, slowing down when unprofitable
  • etc.

More on funnels, retention, viral, etc.
If you liked this article, please subscribe to my RSS feed! I will be writing more when I’m officially off my blog break ;-)

You can also see my other essays, check out some book recommendations, or follow me on Twitter.

Written by Andrew Chen

January 19th, 2009 at 9:00 am

Posted in Uncategorized

  • Very interesting, I found this to be extremely useful. It is refreshing to see that people are taking the business model of FREEMIUM serious.

    Thank you
    Oscar A Jofre
    Founder, BoardSuite Corp.
    A Freemium company..
  • Hello Andrew,

    Nice post and initiative! I have downloaded your template and worked on it for a few days. It has many assumptions and details not elaborated enough and even some flaws like common retention rate for paid and free users. I have separated your costs structure into fixed and communication costs; revised your funnel and retention to include separate retention rate for different users and free users that eventually decide to upgrade to paid after some time; have introduced also advertisement arbitrage, calculation of Business NPV and indebtedness to your cash flow statement and few more things. If you like, I can send you the new template so you could share it with everybody here. If anybody here is financially savvy and would like to contribute, it would be nice help to improve even further the model with few financial metrics.

    Regards,

    Stefan
  • Max Yankov
    Would you kindly send your template to golergka@gmail.com? I'm not yet skilled enough to contribute to it, I think, but I will share it with producers at my company, Playnatic Ent.
  • Thanks for a good article. Will use your spreadsheet and have looked at it and entered data valid for our company. Interesting that even if the CPA is doubble the LTV, it is still a good deal taking viral effects into consideration.

    Keep posting articles like this. And with spreadsheets :)

    Minor correction though. In cell B53 under the "Retention" sheet. I think it should say: Total users, not paying users.

    And may I suggest that you build into your model that you already have a certain number of beta-testers and how this comes into effect. Read somewhere that beta testers have a lower rate of convertion than the effects from marketing.

    Thanks!
  • Max Yankov
    Great article. I used similar spreadsheets working on various f2p games. I also found that dividing users into groups very helping. Different user groups (hardcore paying gamers, casual gamers, socializers, etc; first I based it on the Bartle groups and then tweaked a little) have very different statistics (but small dispersion) and, more importantly, their metrics are affected by different aspects of the game itself. For example, improving PvP aspects of the game worked very well on players that were into that gameplay, but it didn't went so well for socializers.
  • Andrew - this is fascinating, very informative. Thank you very much for sharing.
  • brezina
    Yo Andrew - great post. Also, very funny timing - I just posted a blog post talking about Xobni's freemium business and the 4 metrics I measure for each customer. I also posted a screenshot of our funnel dashboard.

    here is a link: http://www.mattbrezina.com/blog/2009/12/the-4-m...
  • Just read it again! love this post and the mention of @joshk tweet, so smart, funny and true.
  • KirkWard
    Andrew,

    I like the article, and love the general usefulness of the spreadsheets.

    But, I agree with Steve that a constant retention rate seems a bit off. I am thinking that most sites would have a decay model following a logarithmic formula, and looking at the model you used, the 20 time periods sort of implies a 20% monthly loss, which winds up giving you a less than 10% retention at the end of a year. Else you're analyzing over 20 years. All of which confuses me.

    Do you have any suggestions for how to come up with a logarithmic formula to project customer loss from a known retention rate?

    Kirk
  • danielg86
    This is an awesome article very insightful and very useful. I don't run a web-biz but I took from this article and aplied it to my parking lot cleaning business. here my website www.exosweep.com, contact me on the webform I'd like to hear how others applied this to their businesses.
  • Good article!
  • wow...
  • I love the freemium breakdown here. Brilliant analysis, Andrew. Thanks!
  • For calculating cost of service this spreadsheet may be useful - NPPA cost of doing business calculator
    https://www.nppa.org/professional_development/b...
  • MatthewWarneford
    Hey Andrew! I've riffed off a few of your posts in the process of developing our virtual world business model. The model is a template to help our partners who build on our virtual world platform understand how worlds generate revenue, their growth and costs.

    I've blogged about the process and shared the spreadsheet here: http://dubitplatform.com/blog/2009/8/31/templat...

    I wanted to say a quick thanks for sharing your insights, and thought you'd be interested to see how they've been used!

    Matt
  • Great post! Thanks for the excel example and the summary (profitable Freemium startup model): Lifetime value > Cost per acquisition + Cost of service (paying & free)
  • Hi.. Your post got me thinking… What is more valuable for a software company (like facebook or flickr). 1,000 paying users or 100,000 non-paying users? What are your thoughts? View my blog post here: http://www.purlem.com/blog/?p=57
  • Thanks a million, this is exactly what I was looking for. I'll put the spreadsheet into my business plan and will subscribe to your blog.
  • Great Post. Thanks so much. I don't have an internet business but am working on a project to translate these marketing models for offline businesses.

    One nitpicky edit: On the "retention" tab, under the "total users" matrix, you accidentally labeled what should have been "cumulative total users" "paying users."

    really thank you, that was great.
  • Hi Andrew, just wanted to thank you for this excellent post. Compulsory reading for our senior team :o)
  • Leland
    Excellent article.

    I want to put some emphasis on the importance of ease-of-use for customers of a freemium based service.

    Knocking even a few seconds off the time it takes a customer to go from free to paying for something can *dramatically* increase paying customers.

    A great example is south Korea. The virtual currency market here is very well developed, and it is extremely easy to get money from a bank account into a website. Sometimes it takes as little as a single click and two lines of information.(!)
  • Great model, Andrew, thank you. A few questions:

    1) The model uses "time-periods". Do you prefer to do your calculations monthly/weekly, etc?
    2) LTV is very sensitive to retention-rate, and the model "defaults" to 80% retention period-to-period for all types of users, which seems incredibly high, even if your time-period is weeks. (At least across ALL users, as opposed to the highly engaged)

    I realize it's meant to be tweaked, but I'm looking for a little extra insight here. Thanks!
  • For #1, depends on where you are with your business. Mature companies should use years, startups might want to use weeks or months.

    For #2, the retention rates completely depend on your product - 80% isn't high for installed software or the stickiest websites, but something like 20-30 might be more appropriate for the basic consumer internet site. Just depends.
  • Thanks for the response.

    Ah... for #1, I've got my myopic startup blinders on apparently.

    W/ respect to number 2, I'm remembering back to your presentation w/ Daniel James, where (unoptimized) Whirled had a 35% week-to-week retention rate across all users. Very hard to ferret out other examples of week-to-week numbers (that could be used to make the model work, hopefully successfully) so I was curious if the 80% had any 'meaning' to it, but it sounds like that was just my social-gaming blinders on again.
  • For #2, hard to generalize from week-to-week numbers. Let me give you an example from the retail world - let's say you have a site called "halloweenoutfits.com" where 100% of your audience comes back every October. Now if you were to look at week-to-week or month-to-month numbers, you'd see 0% retention. But then on October 31, everyone would come back. So your numbers would be 0% daily, 0% weekly, but then 100% yearly.

    So just because the Whirled numbers were 35% doesn't imply anything about the month-to-month, since it depends on what grouping or subgrouping of users come back. Now they are probably correlated in reality (the above situation is probably a corner case) but still worth thinking about.
  • Steve
    I don't think a constant retention rate (whether it's month to month, week to week, or year to year) mirrors the real world. The recent post on the iPhone findings from Pinch shows that the retention is terrible for iPhone apps the first couple of weeks and begins to level out after 90 days.

    Thoughts?

    (Great work BTW Andrew!!!)
  • Invaluable info, thanks.
  • Thanks Andrew for your insight.
    We have a website that has decent traffic (Alexa rank #407,000), all generated by content, not by advertising.
    We do have people signing up for the free trial, but much less than we expected and what you suggest with your 20% and 10%.
    Thus something is missing or should be improved.
  • I wonder how this model varies from many to many ecommerce sites such as etsy.com with its obvious built in monetization/percentage of sales model?
  • my understanding is that ecommerce sites still end up with a <5% conversion rate out of total uniques... so probably still close.
  • Nice post. I'm retweeting it. Hopefully that adds to your Viral statistics you mentioned above :)
  • Great article. We at Shidonni live by these rules every day.
    Obviously see complementing Dave Mcclure's AARRR presentations(how about connecting these two , and similar thoughts for 1 comprehensive "whitepaper" ?)
    BTW, you need to look in detail at EACH traffic generator (leads, ads, viral, press etc) to learn what and who works better and focus on it. Lots of work, but worth every penny (or cent).
  • Great article, I have converted the Excel spreadsheet to google docs:

    http://spreadsheets.google.com/ccc?key=pQWEn2YA...
  • Nik
    I run a startup that is partly based on the freemium model. But, I used to be a consultant focused on the Mobile/Telecom/Cable Industries where the concepts of Customer Lifetime Value, ARPU, Churn etc.. are more finely ingrained ideas. For e.g. a big project that a cable operator undertook was to build a dashboard for thier front line customer service reps and based on the CLV of the customer, you can priortize service and also perform cross sell and upsell activities. What we also found was that Revenue was in easily understood area but cost allocation to each Individual subscriber was far more problematic esp since "physical based" network Industries had far more shared costs.

    The learnings from those areas are definetely helping me with my current startup.
  • re: cable operator, very interesting! Thanks for sharing.
  • Great post Andrew,

    Appreciate your honesty,generosity and detail in offering this up.
    Look forward to reading more on your blog.

    Scott Kilmartin
    - - - - - - - - - - - -
    Designer / GM
    haul

    http://www.haul.com.au
    http://www.riveting.com.au
    http://www.twitter.com/scottkilmartin
  • Great post Andrew,

    Appreciate your honesty,generosity and detail in offering this up.
    Look forward to reading more on your blog.
  • julien
    very nice article as usual, the most complete analysys i've seen on the freemium business model. I just have one question. Should you not apply a discount rate to the cash flows to calculate the life value of users?
  • You can do lots of extra financial metrics stuff, but for the sake of this convo, I'm just focused on the underlying numbers that drive product-to-market-to-revenue decisions. So I've kept a bunch of that stuff out. But yes, you could do this also.
  • Lucien
    unfortunately, without doing the 'extra financial stuff' you can get very misleading results. Your spreadsheet example actually returns a Negative Net Present Value with any reasonable assumption of cost of capital. Not a huge negative, but any negative isn't good.

    Likewise, ignoring cash flows is probably the single biggest reason that businesses fail. Ultimately, cash is king.

    The biggest issue with the model that I found is that it doesn't account for the large upfront fixed cost of the game, the infrastructure, etc. That's a huge burden on the LTV of the customer and the bottom line. Even a 'cheap' game made with a 500k investment would make it almost impossible to achieve a positive result with the numbers you give

    BTW, I enjoyed the article and appreciate the model, but it's a mistake to dismiss the complexities of investment and cash flow when making a decision about your business model.
  • Do you have a spreadsheet template that shows what you describe? You should publish it.
  • This is one of the most complete freemium biz model I have seen.
    It rivals what others charge a lot for.
    Thanks!
  • Awesome post Andrew, I like reading equations in blogs
  • i like writing equations in blogs!
  • I never really read much about freemium, and I was wondering why people have not reported on it in great length before. Thank you for the post
  • jim blink
    Excellent Article! Thank you
  • Wonderful article! Paying attention to the key metrics that can launch a new company is critical. Lifetime value and Cost per Acquisition are two of the most important business metrics for a new company to pay attention to. This is a wonderful post and spreadsheet to help give new start ups a baseline for getting to profitability.
  • Glad you like it.
  • Superb - thanks a lot for this Andrew, exactly what we needed right now. Just downloaded the spreadsheet, and we'll certainly be using it for our freemium collaboration app colaab!

    Bob

    ------------

    Bob Thomson
    storm ideas
    http://blog.stormideas.com
    http://www.colaab.com
    twitter: movingforwards
  • If you make any interesting changes to it, let me know and would enjoy seeing it.
  • Brilliant article. Very useful. Wish more startup people talked about this topic.

    One thing that we've found very useful at my startup HubSpot is looking at product management and feature prioritization from the lens of the three primary variables in the equation:

    1) Does it reduce cost to acquire customers?
    2) Does it increase the life-time value (by raising ARPU or reducing churn)?
    3) Does it decrease COGS (cost of goods sold)

    What we've found is that at various stages in the business, different things should be the focus.
  • Yep, those are all good questions to answer. I tend to talk about:

    1) acquisition
    2) engagement
    3) retention
    4) monetization

    as 4 different areas, although as you say, 2, 3, and 4 are the key components of LTV.

    The other macro-issue to balance is market strategy - because the value of a business is both revenue but also valuation multiples! So you want to make sure you're maneuvering the business to a market sweet spot.
  • TedHoward
    Thanks for the post and the detailed business modeling. It's nice to see such things discussed in public rather than behind the company firewall.
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