Can Crowdfunding Really Work for Mobile App Projects?
Most crowdfunding campaigns for mobile apps raise less than £5,000—which isn't nearly enough to build a proper app, let alone market it successfully. That's the reality nobody talks about when they're dreaming about their Kickstarter success story. I've watched dozens of app projects launch crowdfunding campaigns over the years, and honestly? The success rate is pretty dismal. But here's what's interesting: the ones that do succeed usually have something in common that has nothing to do with having the best idea.
Crowdfunding apps has become this thing that everyone thinks they should try, right? You see a few success stories—apps that raised six figures and went on to become household names—and suddenly it feels like the obvious path forward. But what most people don't realise is that those success stories represent a tiny fraction of app projects that attempt community funding. The vast majority either fail to reach their target or barely scrape past the finish line with minimal funds and even less momentum.
The biggest mistake I see founders make is treating crowdfunding as a way to validate their app idea, when actually it's a marketing campaign that requires validation before you even start
I'm not saying crowdfunding can't work for apps—it absolutely can, and I've seen it work brilliantly when done right. But it requires a completely different approach than most people expect. You need an audience before you launch (not after), you need realistic budget expectations, and you need to understand that running a successful campaign is basically a full-time job for several months. Alternative funding routes might actually be better for your particular project, but we'll get into that later. The question isn't whether crowdfunding can work; its whether it can work for your specific app, with your specific resources, targeting your specific audience.
Understanding How Crowdfunding Actually Works
Right, so crowdfunding sounds simple on the surface—you put your app idea online, people give you money, and boom you've got funding. But it's actually a bit more complex than that, and honestly, a lot of people get this wrong from the start.
There are different types of crowdfunding platforms and they work in completely different ways. Kickstarter and Indiegogo are reward-based platforms where backers give you money in exchange for rewards (usually early access to your app or special features). Then you've got equity crowdfunding through sites like Crowdcube or Seedrs where people actually buy shares in your company. The difference matters because one gives away your product and the other gives away part of your business.
Most platforms work on an all-or-nothing basis. You set a funding goal—lets say £50,000—and if you don't hit that target by your deadline, you get nothing and all the pledges get returned. Its a safety net for backers but it means you need to be really confident about your goal. Some platforms like Indiegogo offer flexible funding where you keep whatever you raise, but backers are more hesitant to support those campaigns because there's no guarantee you'll have enough money to actually deliver.
How Money Actually Flows
The platform takes a cut of everything you raise, usually between 5-8%. Payment processors like Stripe take another 3-5%. So straight away, you're losing around 10% of your total. If you raise £50,000, you're really getting £45,000 or less. And that's before you factor in the cost of actually running the campaign itself—more on that later.
The Timeline Nobody Talks About
Heres what actually happens; you launch your campaign and it runs for 30-60 days (most successful campaigns run for exactly 30 days, by the way). You get a surge of pledges in the first few days from your existing network, then it goes quiet in the middle, then hopefully another surge at the end as the deadline approaches. This is called the "U-shaped curve" and pretty much every campaign follows it.
But the work doesn't stop when the campaign ends. You've got to collect the money, manufacture any physical rewards, fulfil all your promises to backers, and actually build the thing you promised. The whole process from campaign launch to delivering your app to backers typically takes 12-18 months minimum. And that's if everything goes smoothly, which—lets be honest—it rarely does.
The Real Costs Most App Founders Miss
Right, lets talk about money—because this is where I see most crowdfunding apps go wrong. People budget for the development work itself but completely miss all the other costs that pile up before, during and after the campaign. I've watched brilliant app ideas fail not because they didn't raise enough money, but because they raised exactly what they asked for and it still wasn't enough. Its a bit mad really.
When you're planning your crowdfunding target, you need to think way beyond just paying developers. Sure, the actual build is probably your biggest single expense, but there's so much more that drains your budget quickly. Campaign videos don't film themselves—you're looking at anything from £500 for something basic to £5,000+ for professional production. Then theres your marketing costs during the campaign itself; paid ads on social media, PR outreach, email marketing tools. Most successful campaigns spend 15-20% of their total raise just on promoting the campaign.
The Hidden Costs That Add Up Fast
Here's what catches people out every single time: platform fees and payment processing. Kickstarter takes 5% of what you raise, then payment processors take another 3-5%. So straight away you're down roughly 10% before you see a penny. Then you've got your reward fulfilment costs—printing t-shirts, shipping physical goods if you promised any, even just sending thank you emails through proper tools costs money. And don't forget taxes; depending on your structure, you might owe VAT or corporation tax on what you raise.
Budget for What Comes After
But here's the thing that really gets overlooked: post-launch costs. You need money for App Store developer accounts (£79/year for Apple, £20 one-time for Google), server hosting that scales with users, customer support tools, bug fixes that inevitably come up, and ongoing marketing to actually get people downloading your app once its live. Understanding app running costs is crucial for proper budgeting. I always tell clients to add at least 30% on top of their development estimate just for these extras.
One mistake I see constantly? People calculate their crowdfunding target based on their minimum viable product cost. That's fine, but you also need a buffer for scope changes, timeline delays and unexpected technical challenges. Apps almost never go exactly to plan—I've been doing this long enough to know that for certain. If your campaign raises exactly £50,000 and you budgeted exactly £50,000 for development, you're already in trouble before you start building.
Add a 20-30% contingency buffer to your crowdfunding target and be transparent about it in your campaign. Backers respect honesty about real costs more than artificially low targets that lead to delays or unfinished products.
Community funding only works if you're realistic about what things actually cost. I've seen too many app projects hit their Kickstarter target, celebrate publicly, then quietly realise they can't deliver what they promised because they didn't account for platform fees, marketing spend, or the dozen other costs that weren't in their original spreadsheet. Do your homework properly—your backers are counting on you to know what you're doing with their money.
| Cost Category | Typical Range | Often Forgotten? |
|---|---|---|
| App Development | £20,000-£150,000 | No |
| Campaign Video | £500-£5,000 | Sometimes |
| Marketing During Campaign | 15-20% of target | Yes |
| Platform & Processing Fees | 8-10% of total raised | Yes |
| Reward Fulfilment | £5-£50 per backer | Yes |
| Post-Launch Operations | £2,000-£10,000/year | Yes |
| Buffer for Delays | 20-30% of budget | Almost Always |
Building Your Campaign Before You Launch
Right, so this is where most people get it completely wrong—they think building a crowdfunding campaign means slapping together a video and writing a description. But here's the thing; the real work happens months before you hit that launch button, and I mean months.
You need an audience before you launch. I know that sounds obvious but you'd be surprised how many founders think Kickstarter or Indiegogo will magically find them customers. It doesn't work like that anymore. The platforms used to drive discovery...they really don't anymore. These days if you launch without at least 100-200 people genuinely interested in your app, you're going to struggle. And by interested I mean people who've actually given you their email address, not just liked a post on social media.
Start building your email list at least three months out. Create a simple landing page that explains what your app does and why its different from whats already out there. Offer something valuable in exchange for emails—maybe early access, a discount on the final product, or exclusive updates. Run some small Facebook or Google ads to test your messaging and see what resonates with people. This is also when you find out if anyone actually cares about your idea, which is useful information to have before you spend thousands on a campaign!
Your campaign page needs work too. The video is important but dont obsess over production quality; authenticity matters more than fancy editing. Show the app working (even if its just a prototype), explain the problem you're solving, and be honest about where you are in development. People back founders they trust, not perfect presentations. Write your description like you're explaining to a friend—keep it simple, break it into sections, and use images to show what you mean rather than writing endless paragraphs.
And please, sort out your reward tiers before launch. Most app projects offer things like lifetime access or beta testing spots...make sure the economics actually work and you can deliver what you promise.
Why Some App Projects Get Funded and Others Don't
I've watched hundreds of app campaigns over the years and there's usually a clear pattern between the ones that fly past their targets and the ones that barely scrape £1000. It's not always about having the best idea—actually, some of the most successful campaigns I've seen were for apps that already existed in some form. The difference? They understood what backers were really looking for.
First thing: people don't fund apps, they fund people and stories. Your potential backers need to trust that you can actually deliver what you're promising;when they see a solo founder with no technical background promising a complex AI-powered app in six months, red flags go up immediately. But show them a small team with relevant experience, maybe a working prototype or even just some basic wireframes, and suddenly its a different conversation entirely. Choosing the right team size and being transparent about your team structure can make all the difference.
The funded projects also tend to be incredibly specific about what they're building and why. Vague promises like "we're building the next big social network" don't work anymore—if they ever did. But "we're building an app that helps independent coffee shops manage their loyalty programmes without expensive hardware" gives people something concrete to understand and support.
The campaigns that succeed are the ones where backers feel like they're part of something, not just handing over money for a product they might receive someday
Budget transparency matters too. I mean, really matters. When you break down exactly where the money goes—£15k for development, £3k for design, £2k for legal stuff—people can see you've thought this through. Compare that to someone asking for £50k with no explanation beyond "to build the app" and you can see why one gets funded and the other doesn't. Community funding works best when the community feels informed and involved from day one. Social proof from early backers also helps demonstrate that others believe in your project.
What Happens After You Hit Your Target
Right, so you've done it—you've hit your funding target and everyone's celebrating. Brilliant news, yeah? But here's the thing; this is actually where the real work begins. I've seen plenty of founders treat reaching their goal as the finish line when its really just the starting gun for what comes next.
The money hits your account and suddenly you're not just someone with a good idea anymore—you're accountable to hundreds (maybe thousands) of backers who've put their trust in you. That's a big responsibility. And honestly? Its something a lot of first-time campaign runners don't fully grasp until they're in the thick of it.
Your First Priority Tasks
Within the first week or two after your campaign ends, you need to get organised. Fast. I mean, you should already have a development timeline sorted, but now you need to communicate that clearly to your backers. They want to know whats happening and when they can expect updates.
- Send a thank you message to all backers immediately—not a generic one either, make it personal
- Confirm all reward tiers and delivery addresses whilst the campaign momentum is still fresh
- Start your development sprint planning if you haven't already (you should have though!)
- Set up a communication schedule; monthly updates at minimum, weekly is better
- Put aside roughly 8-10% of your funds for platform fees, taxes and unexpected costs
Managing Expectations Realistically
Look, delays happen in app development—that's just the reality of building software. But your backers don't know that unless you tell them. The projects that maintain good relationships with their supporters are the ones that communicate openly about challenges, setbacks and timeline changes. Don't hide bad news; it always comes out eventually and the cover-up is worse than the crime itself. Budgeting extra for user testing can also help prevent some delays by catching usability issues early.
You also need to factor in fulfilment logistics if you're offering physical rewards alongside your app. Shipping costs have gone up massively in recent years, and customs rules can be a nightmare depending on where your backers are located. Budget extra for this—I've seen campaigns lose 20-30% of their funding just on getting rewards out the door.
Alternative Funding Routes Worth Considering
Look, crowdfunding isnt the only way to fund your app project—and honestly, sometimes its not even the best way. I've watched plenty of app founders struggle through failed Kickstarter campaigns when they could've raised money through other routes that were actually better suited to their situation. Its a bit frustrating really, because there are several solid alternatives that people often overlook.
Angel investors are probably the most common alternative, and they can be particularly good for mobile apps because many angels understand the tech space. They'll typically invest anywhere from £10,000 to £100,000 in exchange for equity in your company. The downside? You're giving away ownership, which means less control and a smaller slice of future profits. But here's the thing—a good angel investor brings more than just money; they bring connections, advice, and credibility that can open doors you didn't even know existed. Understanding what investors look for can help you prepare for these conversations.
Other Routes People Forget About
Bootstrapping is still viable if you've got savings or can generate revenue from freelance work while building your app. Sure, it takes longer, but you keep complete control and dont have to answer to investors or backers. I've seen plenty of successful apps built this way, especially when the founders already had technical skills.
Government grants and innovation funds are another option that gets overlooked—many countries offer specific funding programmes for tech startups and digital products. The application process can be a pain (lots of forms and bureaucracy), but the money doesnt require giving up equity or paying it back.
Quick Comparison of Your Options
- Angel investors: Fast funding but you lose equity and control
- Bootstrapping: Slow but you keep everything; requires personal savings
- Government grants: Free money with no equity loss; application process is lengthy
- Pre-sales: Get customers paying before you build; validates your idea early
- Business loans: Traditional route; requires collateral and good credit history
Pre-sales can work brilliantly for apps with a clear business model—basically you're selling annual subscriptions or lifetime licences before your app even exists. It validates demand and funds development at the same time, which is pretty clever when you think about it.
The best funding route depends entirely on your specific situation. What stage is your app at? Do you have technical skills? How quickly do you need the money? Are you willing to give up equity or control? These questions matter more than following what everyone else is doing, because what worked for someone elses app project might be completely wrong for yours.
When Crowdfunding Isn't the Right Choice
Look, I'm not going to pretend crowdfunding is some magic solution that works for everyone—because it absolutely isn't. After watching countless app projects go through this process, I can tell you there are times when crowdfunding is honestly a terrible idea, and you're better off looking elsewhere for funding.
If you've got a B2B app that solves complex enterprise problems, crowdfunding probably isn't your route. Why? Because your potential customers aren't browsing Kickstarter looking for business software. They're making purchasing decisions through completely different channels, and you'll waste months building a campaign that appeals to the wrong audience entirely. I've seen this play out badly more times than I care to count.
Apps that require huge upfront investment before they can function are also risky candidates. If you need £200,000 just to build a minimum viable product, you're asking backers to take an enormous leap of faith. The platform fees alone will eat into your budget significantly, and you'll need to offer rewards that don't destroy your margins.
When to Skip the Crowd
Here are situations where crowdfunding typically doesn't make sense:
- You need funding quickly—campaigns take 3-6 months of prep time
- Your app handles sensitive data like medical records or financial information—security concerns need careful handling
- You don't have time to manage a full marketing campaign
- Your target users aren't active on crowdfunding platforms
- You're building something that's difficult to explain in simple terms
- You need ongoing funding rather than a one-time injection
And here's something people don't talk about enough—if your app idea is easily copyable and you haven't got strong IP protection, broadcasting it to thousands of people through a public campaign might not be wise. I mean, you're essentially showing your competitors exactly what you're planning to build and giving them a head start to copy you whilst you're still raising funds.
Sometimes the traditional routes—angel investors, venture capital, or even bootstrapping—make far more sense for your specific situation. There's no shame in recognising that crowdfunding isn't right for your project; it's actually smart business thinking to choose the funding method that gives you the best chance of success. Consider whether showing value upfront might be more appropriate for your user journey than asking for financial commitment first.
Conclusion
Look, I've seen crowdfunding work brilliantly for some app projects and fail spectacularly for others—and the difference usually comes down to expectations and preparation. The truth is crowdfunding apps can absolutely work, but its not some magic solution that guarantees success just because you've got a decent idea and a slick video.
The projects that succeed understand that community funding is about building relationships, not just collecting money. They treat their backers like partners in the journey, they communicate honestly when things go wrong (and trust me, things always go wrong), and they deliver on their promises even when it costs more than expected. That's the real work of crowdfunding—and it doesn't stop when you hit your target.
What I love about platforms like Kickstarter is they force you to validate your idea before you build it. Sure, that validation process is brutal sometimes, but its way better to find out nobody wants your app before you've spent six months and £50,000 building it. The alternative funding routes we've covered give you options too—because crowdfunding genuinely isn't right for every project.
Here's what it comes down to: if you're willing to put in the work building your audience, creating compelling content, and treating your backers with respect, then yes, crowdfunding can work for your mobile app. But if you think you can throw up a campaign page and wait for the money to roll in? You're going to be disappointed. I mean, I've been doing this long enough to know there aren't any shortcuts in this industry—not ones that lead to lasting success anyway.
Take what you've learned here, be honest about whether crowdfunding fits your situation, and whichever path you choose, commit to it fully. That's really all any of us can do.
Frequently Asked Questions
Most crowdfunding campaigns for mobile apps raise less than £5,000, which isn't nearly enough to properly build and market an app. The success stories you hear about represent a tiny fraction of projects that attempt crowdfunding, with the vast majority either failing to reach their target or barely scraping past the finish line.
You'll lose around 10% of your total raise to platform and payment processing fees before you see any money. Kickstarter takes 5%, payment processors take another 3-5%, so if you raise £50,000, you're really getting £45,000 or less before factoring in campaign costs.
Yes, you absolutely need an audience before you launch—crowdfunding platforms don't drive discovery like they used to. You should have at least 100-200 genuinely interested people (who've given you their email address) before hitting the launch button, ideally built up over at least three months.
The whole process from campaign launch to delivering your app to backers typically takes 12-18 months minimum, and that's if everything goes smoothly. This includes the 30-60 day campaign period, collecting money, fulfilling rewards, and actually building what you promised.
Founders often miss marketing costs during the campaign (15-20% of total raise), platform and processing fees (8-10%), reward fulfilment, post-launch operational costs, and a contingency buffer for delays. These hidden costs can easily account for 30-40% of your total budget.
Crowdfunding isn't suitable for B2B apps, projects requiring huge upfront investment, apps handling sensitive data, or when you need funding quickly. If your target users aren't active on crowdfunding platforms or your app is difficult to explain simply, alternative funding routes like angel investors or bootstrapping might work better.
Send personal thank you messages to backers, confirm all reward tiers and delivery details, set up a regular communication schedule (monthly updates minimum), and put aside 8-10% of funds for fees and unexpected costs. Remember, hitting your target is just the starting gun—the real work begins now.
While you don't need to be a developer yourself, backers need to trust you can deliver what you're promising. A solo founder with no technical background promising a complex app raises red flags, but showing a small team with relevant experience, a working prototype, or even basic wireframes makes all the difference in building that trust.
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