Examples of Non-Consumable A Business Overview

Oscar de la Hera Gomez
A mosaic of the non-consumables mentioned in this article.

Five examples of Non-Consumable In-App Purchases out in the market.

Among Us

An Among Us Banner.

Among us is a free game of teamwork and betrayal that has generated over $86 million in Mobile alone since its launch in June 2018. Among Us is business model is centered around removing ads, providing you skins (outfits) for your characters and additional items that enhance your characters visual appearance.

Its Non-Consumable In-App Purchases include:

  • Mini Crewmate Bundle: $2.99
  • Hamster Pet Bundle: $2.99
  • Remove All Ads: $1.99
  • 1M Download Hat Bundle: $2.99
  • MIRA HQ Skin Bundle: $1.99
  • Top Hat: $1.99
  • Polus Map Skins: $1.99
  • Brainslug Pet Bundle: $2.99
  • Stickmin Pet Bundle: $2.99
  • Police: $1.99

Sources: Business of Apps, Apple App Store

Pokémon Go

An advertisement for Pokemon Go showing a Pokemon in Augmented Reality on a mobile phone screen that has a poke ball.

Pokémon Go is a free to play adventure game that generates over $600 million a year from In-App Purchases, whereby customers can spend money on non-consumable items such as Item Storage Upgrade, Pokémon Storage Upgrade or an Incubator amongst other things.

Please note that these items are acquired using PokeCoins which are bought as consumables.

Sources: Statista, Apple App Store

Bumble

A banner advertising Bumble Premium.

Bumble is a free dating app that generated over $190 million in 2022 from In-App Purchases and offers a lifetime premium account for $229.99; guaranteeing that you have access to premium features for the rest of time at a fixed fee.

Sources: Bumble Inc., Apple App Store

Wordle

A screenshot of Wordle.

Wordle is a free to play verbal puzzle game that was bought by the NYTimes for an undisclosed amount and offers a non-consumable that allows you to remove ads for $5.99.

Source: Apple App Store

Fortnite

A Fortnite Banner.

Fortnite is a free to play battle royal game that generated $5.8 billion in revenue in 2021, and generated $1.1 billion in lifetime mobile revenue before being banned from the Apple App Store.

Their business model allows customers to earn or buy V-Bucks (their virtual currency) and exchange them for outfits, pickaxes, wraps, emotes and Battle Passes.

Source: Business of Apps

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