B2C · app that pays you to walk
How Sweatcoin grows
10 tactics and 15 figures from 1 interview.
About Sweatcoin
- What it is
- Health and fitness app that converts validated steps into an in-app currency (1 sweatcoin per 1,000 steps) spendable on products, services, experiences, charity donations or gifts to friends.
- Who it's for
- Mass-market consumers, especially the ~70% of people without intrinsic motivation to exercise; B2B health partners such as the NHS
- Business model
- freemium: brand partnerships, rewarded video ads, subscription; B2B health programs
- Pricing
- Free tier with daily earning cap and ads; paid subscription removes ads and lifts restrictions
- Launched
- 2016
- Funding
- vc
- Outcome
- Profitable since the start of COVID; 180M+ registered users; onboarding 60-80K users a day
As described in the interviews, not independently verified.
Sweatcoin's 10 tactics
Sweatcoin by the numbers
| Metric | Value | Context | Said in |
|---|---|---|---|
| users | 180M users approximate | Registered users (host intro) | Sub Club by RevenueCat 2025-03-050:41 |
| users | 30K–40K users approximate | First users after launch press coverage | Sub Club by RevenueCat 2025-03-0510:20 |
| downloads | 300 users/day goal | Goal set after YC rejection, November 2016 | Sub Club by RevenueCat 2025-03-0511:05 |
| downloads | 5,000 users/day approximate | Daily new users grew 300 -> 1,000 -> 5,000 after the invite reward launched | Sub Club by RevenueCat 2025-03-0511:58 |
| share | 20% approximate | Share of users who engage with (and like) rewarded ads | Sub Club by RevenueCat 2025-03-0518:45 |
| count | 30 invitesper user | Successful invites needed to unlock the secret marketplace section (Influencer Hub) | Sub Club by RevenueCat 2025-03-0524:33 |
| share | 5% estimate | Share of all users acquired through the Influencer Hub | Sub Club by RevenueCat 2025-03-0526:56 |
| downloads | 30K users/day approximate | Peak of an uncontrolled viral spike, before falling back to 'two or three' (unit unclear) | Sub Club by RevenueCat 2025-03-0527:06 |
| share | 10% approximate | Share of total acquisition from paid ads (built on winning influencer content) | Sub Club by RevenueCat 2025-03-0529:59 |
| rank | 1 rank approximate | Number one app overall in the US, Brazil and 65 other countries during viral peaks; number one in health and fitness is sustainable | Sub Club by RevenueCat 2025-03-0530:50 |
| growth rate | +20% approximate | Increase in physical activity for an average user of the free app | Sub Club by RevenueCat 2025-03-0535:18 |
| share | 67% approximate | Share of user base that is free (as stated) | Sub Club by RevenueCat 2025-03-0536:41 |
| downloads | 60K–80K users/day approximate | New users onboarded per day | Sub Club by RevenueCat 2025-03-0536:41 |
| price | USD 0.01–0.05per sweatcoin approximate | User survey: what users would pay for someone else's sweatcoin | Sub Club by RevenueCat 2025-03-0545:45 |
| price | USD 0.5–1per sweatcoin approximate | User survey: what users would sell their own sweatcoins for | Sub Club by RevenueCat 2025-03-0545:58 |
Topics
App retention and churn5Partnerships and co-marketing3App virality and word of mouth3Influencer marketing for apps2Gamification in apps1TikTok ads for apps1Upsells and expansion revenue1Activation: getting users to first value1App Store optimization (ASO)1Launching an app: waitlists, press and launch day1
Interviews
- How to Turn Gamification Into a Retention Powerhouse — Anton Derlyatka, Sweatcoin · Sub Club by RevenueCat · 2025-03-05