Why the Same App Is 60 MB on Android and 443 on iPhone
The same app is not the same size on the two platforms, and the gap is enormous. Google Photos is listed at 60 MB on Android and 443 MB on iPhone. Bra
No free game is free; they differ in what they take instead. Three currencies are in play: your attention, sold as rewarded video; your patience, rationed by energy meters and build timers; and your money, which buys back the first two. Most games lean on one of them, and the store page says which before you install — Google Play labels ads and in-app purchases as separate badges, and Apple names the individual purchases outright. Brawl Stars is the unusual case that takes neither of the first two: no ads, no timers, and the whole cost sits in how fast a roster fills.
Two badges do most of the work. Google Play shows Contains ads and In-app purchases as separate labels, and either can appear without the other. Apple's listing goes further and names the individual purchases with their prices in a panel on the product page.
So the business model is visible before you install, and reading it takes about ten seconds. A game with ads and no purchases sells your attention. One with purchases and no ads sells shortcuts. One with both sells whichever you hand over first.
Brawl Stars carries in-app purchases and no ads at all — the season pass and gems are named on the listing, and nothing in the game is gated behind watching video.
Attention. Rewarded video is the purest form: watch thirty seconds, collect a life, a hint or a doubled reward. The game is free because you are the inventory being sold.
Patience. Energy meters, build timers, cooldowns on the mode you actually want. Nothing is locked outright; it is simply slow, and the slowness comes with a price list attached. This is the model that turns a game into a habit with an alarm clock.
Money. No ads, no timers, but progress that payment accelerates. Nothing is withheld permanently — the roster, the upgrades and the cosmetics all arrive eventually. Money changes the calendar, not the destination.
Most games mix two of the three. That mix is what people are really arguing about when they argue about pay-to-win, and it is worth naming which currency you are spending before you decide the game is generous.
Anything that sells a randomised item — a box, a crate, a drop — has to publish the chances. Apple's App Store review rules require apps offering loot boxes to disclose the odds of each type of item before the purchase happens. Google Play's payments policy says the same and adds that the disclosure must sit close to the purchase rather than being buried in terms.
The number therefore exists, and by rule it is somewhere in the game — usually on the item's info screen or behind a small question mark beside the buy button. Almost nobody opens it.
Brawl Stars rebuilt this part in 2023, replacing loot boxes with Starr Drops. That improved the odds conversation without changing the shape underneath, because the drops still decide how quickly a brawler and its upgrades arrive.
Season passes are the honest end of the market: a fixed price, a published list of rewards and a deadline. The App Store listing prices the Season Pass at $6.99 and the Plus tier at $12.99 as of September 2026, and you know what arrives before you pay.
Gems are where the arithmetic turns against you, and the same listing makes it visible: $1.99 buys 30 gems, $4.99 buys 80, $9.99 buys 170 and $19.99 buys 360. That works out at 6.6 cents a gem in the smallest pack and 5.6 in the largest — the same currency costs a sixth less if you spend ten times more, which is the whole point of the ladder.
Underneath sits a row of bundles at $0.99, $4.99 and $9.99, all called the same thing, so there is always a smaller yes available than the one you just declined.
We scored Brawl Stars 7 out of 10 on monetisation for precisely this split: no ads and a fair seasonal pass, undercut by upgrades that money accelerates. A free player reaches a competitive roster eventually; a paying player reaches it this month. Matchmaking hides most of that gap, and most is doing real work in that sentence.
Free-to-play is a payment method, not a price. The question was never whether a game is free; it is which of your three currencies it collects, and how openly. Brawl Stars sits at the better end: it takes no attention and no patience, its season pass is priced in the open, and the acceleration stays optional. That still costs something — just in a currency you can see before you install.
It means the download costs nothing and the game earns from you afterwards. Three methods do almost all of it: adverts you watch, timers you wait out, and purchases that speed up progress. The store listing shows which of them applies before you install.
Free to install, yes. Free to play through, rarely. The design assumes you will eventually trade one of three things — attention, patience or money — and games differ mainly in which one they ask for and how visible the ask is.
By selling speed. A game with no adverts earns from season passes and currency bundles that shorten the path to a full roster or a finished build. Nothing is locked away for good, so the purchase buys a calendar, not content.
Partly, and the honest answer is in the pace rather than the outcome. Money unlocks brawlers and upgrades faster, which matters early; matchmaking absorbs most of the difference later. We scored its monetisation 7 out of 10: no adverts, a fair pass, but paid acceleration.
The same app is not the same size on the two platforms, and the gap is enormous. Google Photos is listed at 60 MB on Android and 443 MB on iPhone. Bra
No. Deleting an app removes it from the phone and leaves the billing exactly where it was, because the subscription is an agreement with whoever took
Supercell ID is the account layer under every Supercell game: it saves your progress off the device, lets the same account open on a new phone, and ca