# Superwall: Subscription Infrastructure for iOS, Android, and Web

Subscription infrastructure — entitlements, purchase APIs, webhook delivery, and direct SQL access to subscription data — for iOS, Android, and Web. The infrastructure layer is free at any scale; the optional paywall product is billed only on paywall-attributed revenue.

## Pricing

- **Infrastructure: free at any scale, every plan.** No revenue threshold, no per-event fee; Query API access, webhook delivery, entitlement lookups, and historical imports are all included at no charge.
- **Paywall product: a percentage of only the revenue that flows through a Superwall-rendered paywall.** Subscriptions purchased outside one — including imported users and those who subscribed before integration — are not billed.

Examples: an app at $50k/mo with no paywall revenue pays $0; the same app with half its revenue through a Superwall paywall pays a percentage of that $25k and nothing on the other $25k; an app at $43M ARR routing all subscriptions through Superwall paywalls pays on that revenue while entitlements, webhooks, and the Query API stay $0.

## Scale

$1.5B+ annual subscription revenue across 10,000+ apps. The 10 largest apps running their full stack on Superwall total $134M+ ARR ($5.7M–$43.7M each). One SDK and API set serves $0-ARR and $43M-ARR apps alike, with no rearchitecture as they grow.

## Infrastructure capabilities

- **Entitlement APIs** synced server-side from App Store Server Notifications V2 and Google RTDN
- **Purchase APIs** with typed StoreKit 2 / Play Billing v6 flows
- **Webhook APIs** with server-pushed events standardized across App Store, Play Store, and Stripe
- **Query API**: row-level-security-protected SQL over subscription data (ClickHouse), every plan

Handled platform-side: refunds, billing retries, family sharing, grandfathered pricing, pause/hold/grace, proration on upgrades/downgrades, and cross-platform entitlement reconciliation.

## Migration

Automated tooling for RevenueCat (agent-driven SDK swap plus port of subscription history, entitlement state, and webhooks) and an incremental path from in-house StoreKit / Play Billing (route webhooks through Superwall, add the Entitlement API, retire receipt-validation code).

## Paywall product (optional, separately billable)

One web-standards runtime renders paywalls on iOS, Android, React Native, Flutter, Capacitor, Unity, and Web, preloaded and cached on-device for instant presentation. Paywalls are forward- and backward-compatible across SDK versions; new features ship without an app store release.

## Architecture

Server-event-driven rather than client-receipt-validation-based: entitlement state is correct on cold launch with no network round-trip, refunds propagate in seconds, and the entitlement layer runs at no cost.

## Docs

* Migrate from RevenueCat: https://superwall.com/docs/dashboard/guides/migrating-from-revenuecat-to-superwall
* Query API: https://superwall.com/docs/dashboard/guides/query-clickhouse
* Webhooks: https://superwall.com/docs/integrations/webhooks
* Pricing: https://superwall.com/pricing

# Haptic Feedback on Paywalls

Play a native haptic when someone taps a paywall button, pick light, medium, heavy, success, warning, error or selection, and turn off the SDK's own haptics.

A paywall can play a haptic, a short vibration, when someone taps a button or any other element. You pick the haptic for each tap behavior in the paywall editor, and the Superwall SDK plays the native iOS or Android haptic on the device. You don't need to change your app's code.

The SDK also plays a haptic of its own for some paywall actions, such as starting a purchase or closing the paywall. You can turn those off in `PaywallOptions`.

## Requirements

Haptics you pick in the editor need these SDK versions:

| SDK     | Version                                          |
| ------- | ------------------------------------------------ |
| iOS     | 4.12.10 or later                                 |
| Android | 2.7.1 or later                                   |
| Flutter | 2.4.8 or later on iOS, 2.4.9 or later on Android |
| Expo    | 1.0.3 or later                                   |

Flutter and Expo play haptics through the iOS and Android SDKs they bundle, so they behave the same as those SDKs on each platform.

## Add a haptic to a tap

1. Open the paywall in the editor and select the element.
2. Open its [tap behavior](/docs/dashboard/dashboard-creating-paywalls/paywall-editor-styling-elements#tap-behaviors).
3. Choose an option from the **Haptics** dropdown.
4. Publish the paywall.

When you pick a haptic, the editor shows the SDK version it needs for your app's platform.

The haptic plays as soon as the element is tapped, before the tap's actions run.

## Haptic types

Each option maps to a native haptic on the device:

| Option             | iOS                  | Android                                                 |
| ------------------ | -------------------- | ------------------------------------------------------- |
| **None** (default) | No haptic            | No haptic                                               |
| **Light**          | Light impact         | `CLOCK_TICK`                                            |
| **Medium**         | Medium impact        | `VIRTUAL_KEY`                                           |
| **Heavy**          | Heavy impact         | `LONG_PRESS`                                            |
| **Success**        | Success notification | `CONFIRM` on Android 11 and later, `VIRTUAL_KEY` before |
| **Warning**        | Warning notification | `LONG_PRESS`                                            |
| **Error**          | Error notification   | `REJECT` on Android 11 and later, `LONG_PRESS` before   |
| **Selection**      | Selection change     | `CLOCK_TICK`                                            |

On iOS, the impact options use `UIImpactFeedbackGenerator`, **Success**, **Warning** and **Error** use `UINotificationFeedbackGenerator`, and **Selection** uses `UISelectionFeedbackGenerator`. On Android, the values are `HapticFeedbackConstants` played on the paywall's view.

## The SDK's own haptics

Without any setup, the SDK plays a short haptic when the user:

* starts a purchase or a restore,
* opens a URL or a deep link from the paywall,
* closes the paywall.

On Android, it also plays one when the paywall requests a store review.

To turn these off, set `isHapticFeedbackEnabled` on `PaywallOptions` to `false`. It's `true` by default on every SDK.

## Tab

```swift iOS
let options = SuperwallOptions()
options.paywalls.isHapticFeedbackEnabled = false

Superwall.configure(apiKey: "MY_API_KEY", options: options)
```

## Tab

```kotlin Android
val options = SuperwallOptions().apply {
    paywalls.isHapticFeedbackEnabled = false
}

Superwall.configure(this, "MY_API_KEY", options = options)
```

## Tab

```dart Flutter
final options = SuperwallOptions();
options.paywalls.isHapticFeedbackEnabled = false;

Superwall.configure("MY_API_KEY", options: options);
```

## Tab

```tsx Expo
<SuperwallProvider
  apiKeys={{ ios: "ios_key", android: "android_key" }}
  options={{ paywalls: { isHapticFeedbackEnabled: false } }}
>
  {/* your app */}
</SuperwallProvider>
```

What the option turns off depends on the platform:

|                                | iOS        | Android |
| ------------------------------ | ---------- | ------- |
| The SDK's own haptics          | Off        | Off     |
| Haptics you pick in the editor | Still play | Off     |

[Game controller support](/docs/sdk/guides/advanced/game-controller-support) works the same way. With `isGameControllerEnabled` set to `true`, the SDK's own haptics are off on both platforms, and the editor's haptics are also off on Android.

## Framework paywalls

Paywalls built with [Superwall Framework](/docs/framework), which is in beta, play haptics from code with [`useHaptics()`](/docs/framework/hooks#usehaptics). It has the same seven types.

## Things to know

* A tap can play two haptics. If a purchase button has a haptic picked in the editor, the user feels that haptic and the SDK's own purchase haptic. Set `isHapticFeedbackEnabled` to `false` if you only want the one you picked.
* On iOS, `isHapticFeedbackEnabled` doesn't stop the haptics you pick in the editor. To remove them, set **Haptics** to **None** and publish the paywall.
* On Android 10 and earlier, **Success** and **Error** fall back to other haptics, as shown in the table above.
* visionOS has no haptics, so none play there.

## Related

* [Tap behaviors](/docs/dashboard/dashboard-creating-paywalls/paywall-editor-styling-elements#tap-behaviors)
* [Configuring the SDK](/docs/sdk/guides/configuring#haptic-feedback)
* [Game Controller Support](/docs/sdk/guides/advanced/game-controller-support)
* [`useHaptics()` for Framework paywalls](/docs/framework/hooks#usehaptics)