Mobile App Development Cost in 2026
What a first version costs across both platforms, the four decisions that drive the range, and the year-two costs most quotes leave out entirely.

The question we get asked is "what does an app cost". The question that actually predicts your budget is "what happens to this app in year two".
Most quotes price the build and stop there. Then Apple and Google ship their annual OS releases, something breaks, and the company discovers that the app it paid €60,000 for has become a liability nobody on staff can even compile. That's the real cost structure of mobile, and it's worth understanding before you sign anything.
What a first version actually costs
For a focused first version across both platforms, we quote €35,000–€80,000. That range isn't vagueness. It comes down to four specific decisions.
Whether it works offline
This is the biggest single multiplier, and the one clients most consistently underestimate. An app that assumes connectivity is straightforward. An app that has to work on a warehouse floor, in a basement, or on a construction site needs local storage, sync queues, and then the expensive bit, conflict resolution. Two people edited the same record while both were offline. Who wins?
Answering that properly is real engineering. Answering it badly gives you an app that silently loses data, which is worse than one that simply refuses to work offline.
Whether it takes payments
Selling digital goods inside an app means platform billing, and the commission that comes with it. Selling physical goods or services means you can use a normal payment processor. Subscriptions add receipt validation, restore-purchase flows, and the grace-period handling nobody remembers until renewals start failing.
How many systems it talks to
An app sitting on top of a clean, documented API costs a fraction of one that needs the API built first. This is often the hidden half of a mobile project. The app is the visible part, and the backend work to support it is where the budget actually goes. If your systems don't currently expose what the app needs, there's an integration project sitting inside your app project.
How much of the design is bespoke
Platform-standard components are quick. A distinctive design system with custom navigation, animation, and per-platform polish isn't. Both are legitimate choices. They just aren't the same price.
React Native or fully native?
For most business applications, cross-platform is the right answer. One codebase, both platforms, roughly half the build and maintenance cost. We recommend it for the large majority of what we're asked to build.
Go fully native when you depend on sustained background processing, heavy graphics, tight hardware integration, or platform features on the day they ship. Those cases are real, but far rarer than the debate around them suggests.
Put honestly, cross-platform is a cost decision rather than a quality one. A well-built React Native app is indistinguishable from native to your users, and a badly built native app is still bad. If someone tells you cross-platform "feels cheap", ask them to name the specific requirement it fails. Usually there isn't one.
The costs that appear after launch
This is the section missing from most quotes.
Store fees: small, but plan for them
The Apple Developer Program is $99 per membership year, and the Enterprise Program for private in-house distribution is $299 per year. Google Play charges a one-time $25 registration fee that never renews. Trivial amounts, but notice the asymmetry: Apple's lapses if nobody renews it, and a lapsed membership pulls your app from the App Store. Both accounts have to be in your company's name rather than your agency's. If your developer account belongs to a contractor, you don't fully control your own app.
OS releases: the recurring one
Apple and Google ship major OS versions every year, along with a steady stream of changes to the review guidelines. An app left alone for eighteen months doesn't simply keep working. It accumulates deprecation warnings until something breaks outright, usually on a device your CEO owns.
Budget a few days of engineering per quarter to stay current. That's the difference between an app that lasts five years and one that needs rebuilding in two.
Store review: a schedule cost, not a money cost
Every release goes through review. Rejections on first submission are normal rather than a sign something has gone wrong, and the back-and-forth costs days. Plan releases with that slack built in, instead of promising a launch date that assumes first-time approval.
Where mobile budgets actually go wrong
Building for both platforms when you only needed one. If your users are 90% iOS, launching iOS-only and adding Android after validation is a perfectly legitimate strategy. A lot of agencies won't suggest it, because it halves their invoice.
Building an app when you needed a good mobile website. Apps make sense for repeat use: daily, weekly, habitual. For occasional interactions you're asking someone to install software to do something they'd rather do in a browser. If your use case is "customers check something twice a year", an app is the wrong shape and you'll spend the whole budget fighting install rates.
Scoping version one like version three. The most reliable predictor of a failed mobile project is a first release that tries to do everything. Ship the core loop, put it in front of real users, then build what they actually ask for. That isn't a cost-saving compromise. It produces better software.
Rescuing an app you already have
Here's a situation we see a lot: the app still has users, the agency that built it is gone, nobody can produce a release build, and the store listing has gone stale.
This is usually cheaper to fix than to rebuild, and the first step isn't writing code. It's establishing whether you can build and ship the existing codebase at all. Getting an inherited project to a working, submittable build is normally a short, well-defined piece of work, and it tells you whether you're looking at maintenance or a rebuild. Do that before commissioning anything bigger.
Questions worth asking any mobile quote
- "Is the backend work in this number?" If the app needs APIs that don't exist yet, that's often the larger half of the project.
- "Whose name is on the developer accounts?" Yours. Always.
- "What does maintenance look like in year two?" A quote with no answer is a quote for a disposable app.
- "What are we deliberately not building in version one?" If nothing has been cut, nobody has thought about scope.
Not sure an app is the right call? We'd rather talk you out of a bad one than build it. Bring us the use case and how often a customer would realistically open it. That's usually enough to tell whether you need mobile, web, or a messaging channel instead. You can also read how we build mobile apps, or talk it through with an engineer.
Frequently asked questions
How much does it cost to build a mobile app?
For a focused first version across both iOS and Android, we quote €35,000 to €80,000. That spread isn't vagueness. It reflects specific decisions about design depth, backend complexity, how many systems it talks to, and whether you need platform-specific polish. What most quotes leave out is that the build is only the first cost you'll pay.
What are the Apple and Google developer account fees?
The Apple Developer Program is $99 per membership year and has to be renewed. Let it lapse and your app comes off the App Store. The Apple Developer Enterprise Program, for private in-house distribution, is $299 per year. Google Play charges a one-time $25 registration fee that never renews. Both accounts need to be in your company's name, not your agency's.
Should I build a React Native app or go fully native?
For most business applications, cross-platform is the right answer: one codebase, both platforms, roughly half the build and maintenance cost. Go fully native when you depend on sustained background processing, heavy graphics, tight hardware integration, or day-one access to new platform features. Cross-platform is a cost decision rather than a quality one, since a well-built React Native app is indistinguishable from native to your users.
What does it cost to maintain an app after launch?
Maintenance is the cost structure most quotes ignore completely. Apple and Google ship major OS versions every year, along with constant changes to review policy. An app left untouched for eighteen months doesn't just sit still. It accumulates deprecations until something breaks outright. Budget for maintenance from day one, or plan on paying for a rebuild sooner than you expected.
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