How much does it cost to build an app?
Estimate what it costs to build and launch an app, from discovery and design through the build hours, the second platform, the backend, integrations, QA and store setup, plus hosting and the first year of maintenance. See the total, a realistic range, and what each part adds.
Typical range $28,083 – $154,458
- Discovery & specification$3,000
- UX & visual design$6,000
- Build labour (all platforms)$27,456
- Backend, API & database$12,000
- Third-party integrations$3,500
- QA & device testing$4,500
- Store accounts & submission$500
- Hosting & services$3,000
- Maintenance after launch$10,252
- Total$70,208
Recommended next steps
Some links below are affiliate links. If you buy through them, Calcatrice may earn a commission at no extra cost to you. We only suggest tools that fit your result, and a company can't pay to show up here.
$25,000 to $120,000 is the common range for a real product: both platforms, accounts and a backend, integrations, a proper QA pass and a year of support. Contract it in phases so you can stop after discovery if the scope moves.
What this assumes, and where it could be wrong
Every one of these is a place the number could be off. They are here because you should be able to check our working, not because we are hedging.
EVERY NUMBER HERE IS YOURS, BECAUSE THERE IS NO PUBLISHED FIGURE TO LOOK UP.
The developer rate is the widest variable on this page, and the same brief priced by an offshore team, a domestic contractor and a city agency can come back at figures that look like different projects. Rate alone does not tell you which quote is better value, because a team that needs half the hours at twice the rate lands in the same place with less of your time spent managing it. Compare quotes on hours and scope as well as on the number at the bottom.
Screen count is the lever you actually control. Design and build are both priced roughly per screen, so every screen you move out of version one comes off two lines at once. The screens that break this rule are the ones with a map, a camera, live chat, offline sync or a payment flow, and it is worth asking your developer to price those individually rather than letting them hide inside an average.
An app that ships and is then left alone stops being installable. Both platforms ship a major OS release on roughly an annual cycle and periodically raise the SDK level that a submitted build has to target, so a product with no maintenance budget eventually fails a submission or breaks on new devices. That is why maintenance and hosting sit on the same ledger as the build here instead of in a footnote, and why a quote that covers only the launch is an incomplete answer to the question you asked.
Cross-platform frameworks reduce the second-platform line, they do not remove it. The shared codebase saves much of the screen-by-screen build, while store review rules, permissions, device behaviour, background execution and the testing matrix stay genuinely separate per platform. Set the uplift input to whatever your own team will commit to rather than to zero.
