AppLovin Corporation last week reported first quarter 2026 financial results that exceeded the high end of its own guidance across every key metric, with revenue reaching $1.84 billion and net income more than doubling year-over-year. The Palo Alto-based company, which trades on NASDAQ under the ticker APP, simultaneously announced that its Axon advertising platform will open to all advertisers worldwide in June 2026 - a shift that, according to management, closes a 14-year chapter of operating as a closed system.
According to the company's press release, dated May 6, 2026, revenue for the three months ended March 31, 2026 reached $1,842 million, representing 59% growth compared to $1,159 million in the same period of 2025. Net income from continuing operations was $1,206 million, up 67% year-over-year. The company had guided for revenue of $1.725 billion to $1.755 billion for the quarter, meaning the $1.84 billion outcome arrived considerably ahead of that range.
Adjusted EBITDA reached $1,557 million for the quarter, up 66% year-over-year, with an 85% margin. That margin is four percentage points higher than the same period in 2025. Quarter-over-quarter flow-through to adjusted EBITDA was 86%, according to CFO Matt Stumpf's prepared remarks during the May 6 earnings webinar.
Free cash flow came in at $1,287 million for the first quarter, slightly elevated due to the timing of interest and tax payments. Stumpf noted that cash tax payments are weighted toward the second and third quarters, which will naturally reduce free cash flow conversion in those periods, with management projecting approximately 75% of EBITDA converting to free cash flow across the full year 2026.
Revenue per installation rose 93% year-over-year, according to the company's 10-Q filing with the Securities and Exchange Commission for the quarter ended March 31, 2026. Volume of installations, however, declined 18% over the same period. The net effect of those two opposing trends produced the 59% total revenue increase.
Cost structure and operating leverage
Total costs and expenses for the quarter were $403 million, up from $319 million in Q1 2025 - a 26% increase against a 59% rise in revenue. Cost of revenue, which consists primarily of datacenter costs and amortization of acquired technology intangible assets, reached $204 million, up 34% year-over-year, with datacenter costs alone rising $39.9 million. That category represented 11% of revenue in Q1 2026, down from 13% in the prior year.
Research and development spending rose the fastest of any cost line, climbing 67% to $94 million. According to the 10-Q, the increase was driven primarily by $36.5 million in higher personnel-related expenses tied to stock-based compensation payroll costs. Sales and marketing rose just 2% to $61 million, while general and administrative expenses declined 15% to $44 million due to lower bad debt expense and reduced transaction-related professional services fees.
Income from operations reached $1,440 million in the quarter, for a 78% operating margin. Interest expense was $51 million, slightly lower than the $53 million recorded in Q1 2025.
Balance sheet and capital allocation
AppLovin ended the quarter with $2,759 million in cash and cash equivalents, up from $2,487 million at December 31, 2025. The increase of $272 million came despite the company returning $1,012 million to shareholders through its buyback program during the quarter.
During Q1 2026, AppLovin repurchased and withheld 2.2 million shares of Class A common stock for a total cost of $1.0 billion. As of March 31, 2026, the company had 336 million shares of Class A and Class B common stock outstanding, down from 338 million at the end of 2025. Approximately $2.3 billion remained available under the board-authorized share repurchase program as of quarter-end, according to the press release.
Total assets stood at $7,708 million at March 31, 2026, compared with $7,260 million at December 31, 2025. Long-term debt was essentially flat at $3,514 million. Basic earnings per share were $3.57, and diluted earnings per share were $3.56.
The Axon platform's public launch
The most significant business announcement from the May 6 call was the scheduled public opening of the Axon platform in June 2026. "For 14 years, we have been a closed platform," CEO Adam Foroughi said during the earnings webinar. "Come June, advertisers across the world will be able to sign up for Axon and start running campaigns. That changes the trajectory of this company in a very meaningful way."
The company's path to this point has involved successive expansions. AppLovin launched a self-service Axon Ads platform on October 1, 2025, initially restricted to a referral-based system to control onboarding velocity. The June 2026 opening removes that constraint, enabling any advertiser to sign up globally and begin running campaigns through a self-serve interface.
Foroughi described the commercial logic of the timing: the company's AI creative tools needed to reach a point of readiness before a mass onboarding could succeed. An interactive page generator was released to all customers earlier in Q1 2026. A video ad generator was in final testing as of the May 6 call, with Foroughi indicating it would reach all accounts before the June platform opening. He described the AI-generated video output as being difficult to distinguish from human-produced creative, at a significantly lower cost.
"The AI-generated ads are really, really tough to tell that they're built by AI instead of a human being," Foroughi said. "And the cost is exceptionally low relative to what a human-generated video would cost."
The video tool addresses a specific onboarding friction the company identified during its managed-service expansion phase. Many consumer advertisers - retailers, direct-to-consumer brands, subscription services - do not have video assets formatted for AppLovin's ad placement, which typically runs for more than 30 seconds. The platform's ad unit requires different creative construction than the short-hook formats common on social media. Foroughi noted that some top gaming clients have over 50,000 ads running simultaneously on the platform at any given time, but consumer brands entering the platform often arrive without any appropriate video inventory.
The consumer vertical's acceleration
AppLovin's consumer vertical - the business of serving non-gaming advertisers such as e-commerce and direct-to-consumer brands, which the company began building approximately 18 months before the Q1 2026 results - showed notable acceleration in the quarter. The company described March consumer advertiser spend as approximately 25% higher than January spend, and April 2026 reaching a record monthly high for the vertical that exceeded spending in any prior Q4 month.
That seasonal profile is unusual in advertising. Most performance marketing businesses see spending drop sharply from Q4, when retail demand peaks, into Q1. Foroughi highlighted the anomaly explicitly: "I don't know of another advertising business, actually, that can grow Q1 over Q4. But when you're in e-commerce, normally the first half of the year is a huge drop against Q4. So already being ahead of where we were in Q4 prior to opening up the platform gets us really excited."
The driver of the acceleration, according to Foroughi, was a material model release several weeks before the earnings call that improved scale and return on ad spend across consumer advertisers. The company's underlying Axon model for consumer advertising operates on a different track from the gaming model and is earlier in its improvement cycle. Foroughi compared it to where the gaming model stood roughly ten quarters after the launch of Axon 2.0.
Gaming remains the dominant revenue driver
Gaming advertising continues to represent the largest portion of AppLovin's business, and the quarter showed it has not stalled. The company has reported 12 consecutive quarters of growth since launching Axon 2.0, with the gaming vertical growing at rates that have consistently exceeded its own stated long-term projection of 20% to 30%.
Foroughi cited several structural factors expected to sustain gaming growth. First, AI tools are reducing the cost of game development, enabling existing studios to launch new titles at lower risk and lower investment. Second, games that previously generated revenue exclusively from in-app purchases are increasingly adopting hybrid monetization - running advertising alongside purchase-based revenue. Foroughi described the logic: at any given moment inside a mobile game, fewer than 10% of the active user population is likely to make a purchase within a short optimization window. Converting those same users into advertising revenue unlocks - in his characterization - 10 times the market opportunity for developers who had previously relied only on purchases.
This shift toward hybrid models has been accelerating partly because AppLovin has expanded its advertiser base to include non-gaming brands. A cookware company or fashion brand does not compete with a puzzle game for players, eliminating one of the main historical reasons gaming studios resisted running ads. "As we scale advertisers who are not gaming companies, whether apps or websites, e-commerce or other categories, those concerns go away," Foroughi said.
He offered a data point on hybrid model performance: a Turkish gaming company with roughly a dozen employees launched, grew to a nine-figure annual revenue run rate within approximately six months, sold for close to $1 billion, and ran the vast majority of user acquisition through AppLovin's platform on a hybrid monetization model.
Infrastructure and model development
The company's GPU infrastructure is sourced primarily through Google Cloud, with flexibility to use other cloud providers. Foroughi indicated existing capacity is sufficient for current demand, with expansion planned as the business grows. He was direct on the competitive significance of infrastructure: "The amount of GPUs you have is not the direct indicator of who's going to have the most success." He positioned the company's advantage as being in model quality rather than raw compute scale.
According to the 10-Q, the company operates as a single reportable segment. Datacenter costs - including third-party cloud computing services and finance lease right-of-use assets related to servers and networking equipment - totaled $162 million in Q1 2026, up from $122 million in Q1 2025.
Research and development expenses, which include engineering personnel working on the Axon recommendation engine and advertising management tools, rose to $94 million in the quarter. The 10-Q states the company intends to continue investment in technology that improves effectiveness for advertisers, including expansion into new verticals outside gaming such as e-commerce and connected TV.
Foroughi described CTV as a long-term strategic priority. The company owns Wurl, a connected TV distribution platform. The vision, as described on the call, is to eventually allow small and medium-sized businesses to buy connected TV placements through the same performance-marketing interface they would use for mobile - paying based on measurable revenue outcomes rather than brand reach metrics. He acknowledged this is not expected to have material financial impact in 2026.
Lead generation models and new advertiser categories
AppLovin is also testing a cost-per-lead model to serve advertiser categories that are structured around lead generation rather than direct transactions. Foroughi named auto insurance, health insurance, fintech, and food delivery as examples. These categories represent large advertising budgets on social platforms but do not fit cleanly into AppLovin's existing transaction-based optimization model. The company is in early stages of building the model infrastructure to serve them, analogous to the early phase of the consumer vertical's development approximately six quarters ago.
He framed the expansion as related but not urgent: "It's not stuff that I would say for 2026 is going to have any material financial impact."
Customer retention and unit economics
Management provided specific metrics on advertiser retention. Foroughi stated that once a new customer reaches 30 days of continuous spend on the platform, they almost never leave. The company's current projection for average annualized revenue per newly acquired customer is "well over $70,000." He offered a rough sizing exercise: if the platform signs 100,000 new customers in the first year after public launch, first-year advertiser spend from that cohort would be approximately $7 billion. Cohort stacking in subsequent years would then compound that base.
The company's own marketing spend - including podcast sponsorships and performance advertising on social media and search - operates under a breakeven period of under 30 days, according to Foroughi.
Q2 2026 guidance
For the second quarter of 2026, AppLovin guided for revenue of $1,915 million to $1,945 million, representing year-over-year growth of 52% to 55% and sequential growth of 4% to 6%. Adjusted EBITDA guidance was $1,615 million to $1,645 million, implying a margin of 84% to 85%.
The guidance range implies that the company expects no meaningful sequential acceleration from the June platform opening within the quarter itself - though that opening is scheduled to occur during Q2. Management framed any near-term marketing spending increase as likely temporary and already reflected in the guidance range.
Context for the marketing industry
AppLovin's Q4 2025 results, reported on February 11, 2026, showed revenue of $1.66 billion at an 84% adjusted EBITDA margin - itself a record at that time. The Q1 2026 results have now pushed margins to 85% at $1.84 billion in revenue, compressing costs further as volume increases.
The company's full year 2024 results, reported in February 2025, showed advertising segment revenue of $3.2 billion growing 75% year-over-year - a baseline that makes the sustained 59% growth rate in Q1 2026 notable given the much larger absolute revenue base.
The platform's reach - over one billion daily active users according to company filings, primarily adults engaging with casual mobile games - gives the Axon recommendation engine a large and commercially engaged audience. A Kantar study published in March 2026 found that 71% of mobile gamers make purchases on the same day they see a mobile game ad, providing third-party data on the audience's commercial responsiveness.
For marketers assessing where to allocate budgets, the June platform opening represents the first time Axon will be accessible through a self-serve interface to any business globally, rather than through managed relationships. The AI-generated creative tools accompanying that opening are designed to lower the production cost barrier for businesses without dedicated video production resources. Whether the unit economics Foroughi described - sub-30-day breakeven, near-zero churn beyond day 30, over $70,000 in annualized spend per customer - are reproducible at scale across a broader advertiser base is a question June's opening will begin to answer.
Timeline
- February 15, 2024 - AppLovin reports full year 2023 results, with revenue of $3.3 billion and software platform growth of 76%
- May 10, 2024 - AppLovin reports Q1 2024 revenue of $1.06 billion, up 49% year-over-year
- November 11, 2024 - AppLovin reports Q3 2024 revenue of $1.2 billion, with adjusted EBITDA of $770 million and 77% Axon growth
- February 15, 2025 - AppLovin reports full year 2024 revenue of $4.7 billion; advertising business grows 75% to $3.2 billion; company announces plan to divest gaming division
- February 26, 2025 - Culper Research publishes report alleging AppLovin enabled automatic app installations without user consent
- March 28, 2025 - Muddy Waters Research publishes short-seller report on AppLovin data collection practices; stock falls 20% in a single session
- August 8, 2025 - AppLovin reports Q2 2025 revenue of $1.26 billion, up 77% year-over-year; completes sale of Apps Business to Tripledot Studios
- October 1, 2025 - AppLovin launches self-service Axon Ads platform via referral system
- November 7, 2025 - AppLovin reports Q3 2025 revenue of $1.405 billion, up 68% year-over-year
- December 3, 2025 - AppsFlyer index shows AppLovin closing gap with Google in global power rankings
- February 2, 2026 - AppLovin CEO Adam Foroughi publishes detailed explanation of Axon business model amid transparency questions
- February 11, 2026 - AppLovin reports Q4 2025 revenue of $1.66 billion, up 66% year-over-year, with adjusted EBITDA margin of 84%
- March 21, 2026 - Kantar study finds 71% of mobile gamers purchase on the same day they see a mobile game ad
- May 6, 2026 - AppLovin reports Q1 2026 revenue of $1,842 million, up 59% year-over-year; adjusted EBITDA of $1,557 million at 85% margin; public platform launch scheduled for June 2026
Summary
Who: AppLovin Corporation (NASDAQ: APP), a Palo Alto, California-based advertising technology company founded in 2011, reported results via CEO Adam Foroughi and CFO Matt Stumpf. The results affect advertisers, mobile gaming publishers, and competing advertising platforms across gaming and e-commerce verticals.
What: AppLovin reported Q1 2026 revenue of $1,842 million (up 59% year-over-year), net income of $1,206 million (up 67%), adjusted EBITDA of $1,557 million at an 85% margin, and free cash flow of $1,287 million. The company announced the public global launch of the Axon advertising platform scheduled for June 2026, alongside the near-completion of an AI-powered video ad generation tool. Second quarter 2026 guidance projects revenue of $1,915 million to $1,945 million and adjusted EBITDA of $1,615 million to $1,645 million.
When: Results were released on May 6, 2026, covering the three months ended March 31, 2026. The Axon platform global opening is scheduled for June 2026. The AI video creative tool is expected to launch before that opening.
Where: AppLovin is headquartered at 1100 Page Mill Road, Palo Alto, California, with additional offices in North America, Asia, and Europe. The Axon platform operates across mobile applications worldwide, reaching over one billion daily active users. Revenue is split roughly evenly between the United States ($907 million in Q1 2026) and the rest of the world ($935 million), according to the 10-Q.
Why: The results matter for the marketing and advertising industry because AppLovin's June 2026 platform opening will, for the first time, make self-serve access to the Axon recommendation engine available to any advertiser globally - not just those onboarded through managed relationships or the referral system active since October 2025. The combination of AI-generated creative tools, self-serve access, and a reported average annualized spend per customer of over $70,000 signals a material change in how non-gaming advertisers can access mobile inventory at scale. The economics of the gaming publisher ecosystem are also shifting, with hybrid monetization models unlocking new advertising inventory from game titles that previously ran no ads.