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How Does Duolingo Monetize? I Decompiled the Android App (v6.79.5)

I wanted to know how Duolingo makes money on Android -- ads vs Super subscription, which SDKs they use, and how aggressive the free tier is. So I decompiled Duolingo 6.79.5 (164 MB APK, 11 DEX files, 242 activities).

TL;DR

  • IronSource mediation sits at the center -- Unity Ads, Vungle, Moloco, AdMob, Facebook, and Pangle all plug in around it
  • Facebook Audience Network ships as a 5 MB hidden DEX in assets (same trick as CamScanner)
  • 7+ ad networks for free users; Google Play Billing for Super/Plus (no RevenueCat found)
  • Kotlin + Jetpack Compose for the main app; Unity for some game modules (chess, etc.)
  • Staging APIs (android-api-stage, goals-api-stage-*) are hardcoded in the production build
  • Adjust + Sentry (+ Firebase) for attribution and crashes

How Duolingo Makes Money

Subscriptions (Super / Plus)

Duolingo uses Google Play Billing directly -- ProxyBillingActivity, PlusPurchaseFlowActivity, strings for gems and family plans. Deep links hit duolingo.com/settings/super.

I did not find RevenueCat or Superwall in the DEX. Subscription logic appears first-party on top of Google's billing library.

Ads (free tier)

Free users hit a mediation-heavy stack:

Network Role
IronSource Mediation hub (most SDK surface area)
Unity Ads Mediated demand + game ad units
Google AdMob Google demand, MRAID native templates
Facebook AN Hidden audience_network.dex
Pangle (TikTok) Rewarded, interstitial, app open
Vungle Video
Moloco Programmatic / MRAID / VAST

Duolingo-owned ad screens include CustomNativeAdActivity, FullscreenNetworkNativeAdActivity, and PlusPromoVideoActivity -- ads show up at session end and league flows, not random webviews.

The hidden Facebook DEX (again)

assets/audience_network.dex  ~5 MB
Enter fullscreen mode Exit fullscreen mode

Meta's SDK is not fully embedded in the main multidex load. It is loaded from assets when needed -- a common pattern to protect cold start on huge apps.

Tech Stack (what they built with)

Layer Choice
UI Kotlin + Jetpack Compose (thousands of references)
Games Unity (UnityActivity, chess promo assets)
Network OkHttp, Retrofit
Media ExoPlayer, Lottie, Rive
Attribution Adjust
Crashes Sentry (duolingo-sentry.sentry.io) + Firebase
Support Zendesk

Min SDK 29 -- they have dropped pre-Android 10 devices.

Staging servers in production

Same class of mistake as other big apps:

  • android-api-stage.duolingo.com
  • goals-api-stage.duolingo.com (+ stage-2, stage-3)
  • infra-edge-gateway-stage-cf.duolingo.com

Useful if you are researching API behavior; risky if those hosts expose looser auth.

Duolingo vs CamScanner (quick compare)

I decompiled CamScanner earlier:

CamScanner Duolingo
Mediation lead AdMob + PubMatic bidding IronSource + Unity
UI Native + Flutter Compose + Unity games
Ad networks 6 7+
Hidden Meta DEX Yes Yes

Education apps and utility apps converge on the same playbook: many networks, one mediator, lazy-load Meta.

What I left out of this post

The full report includes 60+ first-party API hosts, complete permission breakdown, schools/DET endpoints, and module-level Activity mapping. This post is the highlights.


I run AppXray -- send any Google Play link, get a full reverse-engineering report (PDF + Markdown) in ~2 hours. $29 for one app, $19/app for batches.

Free samples: CamScanner teardown


Questions about Duolingo's stack? Comment below.

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