
App Development Cost in 2026: Real Numbers for Building an App
In 2026 an app built by an independent studio costs $15,000 to $40,000 if it is simple, $40,000 to $100,000 at mid complexity, and $100,000 or more for complex products. After launch, budget 15 to 20 percent of the build cost a year for upkeep, plus $99 a year for Apple's developer account and a one-time $25 for Google Play.
Here is the answer up front. In 2026, built by an independent studio as one app for iPhone and Android, a simple app costs $15,000 to $40,000. A mid-complexity app with payments, an admin panel and a few integrations costs $40,000 to $100,000. Complex products, like two-sided marketplaces or apps that handle health data, start around $100,000 and can pass $250,000.
The build is only the first bill. Plan on $99 a year for Apple's developer account, a one-time $25 for Google Play, a commission on digital sales (about 15% for most small businesses), and 15 to 20 percent of the build cost every year to keep the app current. Big-city agencies charge two to four times the build figures above. The rest of this guide shows where your project lands and why.
What an app costs in 2026
These bands describe the worldwide market for freelance and independent studio work, the same framing we used for website costs in 2026. We found no current survey we could open and check, so read the table as a market view from a studio that prices these projects for a living. Every figure assumes one cross-platform codebase covering both stores.
By app type
| App type | Typical cost | Timeline | Example features |
|---|---|---|---|
| No-code or AI-built | $2,000-15,000 | 2-8 weeks | Content, bookings or forms on a builder platform; limited custom logic; you rent the platform |
| Simple app | $15,000-40,000 | 3-4 months | One user type, 8-12 screens, sign-in, one core flow, push notifications, analytics and crash reporting |
| Mid-complexity app | $40,000-100,000 | 4-6 months | 15-30 screens, payments or subscriptions, two to four integrations, user profiles, an admin panel |
| Complex app | $100,000-250,000+ | 6-12+ months | Several user roles, real-time chat or tracking, video, regulated data, custom dashboards, a web app alongside mobile |
Timelines include store review. Most first versions we scope sit in the upper half of the simple band or the lower half of the mid band, because a good MVP is narrow on purpose. That is the whole argument of our guide to scoping an app MVP. The "simple app" in a pitch deck often turns out to be a mid-complexity app once someone counts the screens.
By who builds it
- Freelancer. Usually the lowest quote for the same scope. The catch is that one person covers design, the app, the backend and the store launch, and if they get sick or busy, your project stops. A good fit for a small, well-defined build, or for adding hands to a team you already have.
- Independent studio. The bands in the table above. A small senior team handles design, development, backend and launch, usually for a fixed per-project quote.
- Large or big-city agency. Expect two to four times the studio figures for comparable work. Sometimes the premium buys research and compliance experience that an enterprise or regulated client needs. Often it buys overhead.
- In-house team. Right once the product has proven itself and needs constant development. Before that, you pay salaries for months before anything reaches a store.
What drives the cost of an app
Seven things decide where your project lands inside those bands. When three studios quote $30,000, $70,000 and $180,000 for "an app", they are almost always pricing different assumptions about these seven. Pin the assumptions down and the quotes move closer together.

Features and screens
Screens are the closest thing apps have to a unit of cost. Each one needs design, build, loading and error states, and testing on both platforms. Some screens arrive whether you planned them or not: if users can create an account, Apple's App Review Guidelines require you to let them delete it from inside the app as well.
Backend and APIs
The backend is the part users never see: accounts, data, business rules and notifications. A content app reading from a CMS needs very little. An app that matches drivers to jobs and pushes live updates needs a lot, and that work can outweigh the screens. Managed platforms such as Firebase or Supabase handle sign-in and data storage out of the box, which keeps backend cost down for most first versions.
Integrations
Every outside system the app talks to means more setup and more testing: payment processors, CRMs, booking software, maps, shipping, your existing website. Two well-documented integrations are routine. One integration with an old internal system and no documentation can cost more than the rest of the backend.
Design
A clean design system with a polished core flow costs far less than custom illustration and motion on every screen. Spend the design budget where users decide whether to trust you, meaning onboarding, the core flow, and anywhere money changes hands. Settings screens can be plain.
Platforms
iPhone and Android are the baseline. A tablet layout or a web version adds real scope, because every surface needs its own layouts and its own testing. Watch and car apps add more again. Decide what version one truly needs and let the rest follow once usage justifies it.
Admin panel
Someone has to manage users, content, refunds and support requests. A custom admin panel is effectively a second product with its own screens and permissions. For a first version, the built-in dashboard of your backend platform or a simple internal tool usually does the job.
Compliance
Regulated data moves the price more than any feature. Depending on who it serves and what it does, a health app may fall under HIPAA, the FTC Act, the Health Breach Notification Rule or FDA rules, and the FTC's Mobile Health App Interactive Tool walks you through which ones apply. Each can mean audit logs, security reviews, legal input and slower releases. This is general information, not legal advice, so bring in a lawyer before you scope a health or finance product.
Payments are the other big one, and the stores write the first rules. Under Apple's guidelines, selling digital content or features inside the app generally has to go through in-app purchase, while physical goods and services used outside the app must use another method, such as Apple Pay or a card form. Never let raw card numbers touch your own servers. Stripe's integration security guide warns that a business handling card data directly might need to meet more than 300 PCI DSS security controls, while its low-risk integrations send card details straight to Stripe instead.
How cross-platform cuts the bill
Two native apps means two codebases, Swift for iPhone and Kotlin for Android, usually two specialists, and every feature built, tested and fixed twice. A cross-platform framework such as Flutter or React Native ships one codebase to both stores. Compared with two native builds, that roughly halves the cost of the app itself.
Design and backend cost the same either way, so the saving on the whole project is smaller than half. It is still the biggest single saving most founders have available. And it keeps paying after launch: every fix and feature ships to both stores at once, from one team, which matters more in year three than in month three.
For typical product apps built from forms, lists, payments, maps and notifications, users cannot tell the difference. Native still earns its extra cost for heavy background processing, advanced camera or audio work, deep hardware integration and high-end games. We build cross-platform for most clients and go native when the product needs it. Our comparison of native vs cross-platform apps covers that decision in detail, and if your users may never install anything at all, read our take on PWAs vs native apps before you budget for the stores.
How long it takes to build an app
A well-scoped MVP takes three to five months from kickoff to live in both stores, including review. Roughly, that is two to four weeks of discovery and design, six to ten weeks of build, two to three weeks of beta testing with real users, and one to two weeks for store listings, review and release. Mid-complexity apps run four to six months. Complex products take six to twelve months or more.
Time is the main ingredient in the price, because most of an app's cost is people's working hours. Anything that stretches the calendar stretches the invoice, and the usual culprit is scope that grows in week three.
Two store details catch first-time founders. Apple says that on average, 90% of submissions are reviewed in less than 24 hours, but first submissions get rejected often enough that you should plan for one round trip. On Google Play, a personal developer account created after November 13, 2023 must run a closed test with at least 12 testers opted in for 14 days before it can publish to production. Register the store accounts early, in your company's name, so neither lands on launch week.
App store fees and commissions in 2026
The accounts are cheap. The Apple Developer Program costs $99 per membership year, with fee waivers available for eligible nonprofits, accredited educational institutions and government entities. Google Play charges a one-time $25 registration fee. Commissions are where the real money goes, and both stores have rewritten their rules since 2025.
Apple App Store
The standard commission is 30% on paid apps and in-app purchases, falling to 15% on subscription renewals once a customer has more than a year of paid service, under Schedule 2 of Apple's developer agreement. Small businesses pay less. The App Store Small Business Program charges 15% to developers who are new to the store or earned up to $1 million in proceeds in the prior calendar year. If your app sells physical goods or real-world services, like haircuts or spare parts, none of this applies and you pay your payment processor's fees instead.
In the US, apps may now include buttons and links that send people to buy digital goods on the web, a change Apple made in May 2025 to comply with a court order in Epic v. Apple. In December 2025, the Ninth Circuit ruled that Apple may eventually charge a commission on those linked-out purchases, based on its genuine costs, but nothing until the district court approves a fee. The Supreme Court agreed on June 30, 2026 to hear Apple's appeal, and the case is still being briefed. Treat the zero-commission window as real for now, but not permanent.
The EU runs on its own terms. Under the Digital Markets Act, Apple's EU business terms changed on October 1, 2026. In-app purchases now carry a 26% commission, or 15% for Small Business Program members and for subscriptions after their first year. Using your own payment processor inside the app costs 20% (10% at the reduced rate), and sales made within seven days of a tap on a link to your website cost 15% (also 10% at the reduced rate).
Google Play
Google split its fee in two in 2026. For users in the US, UK and EEA since June 30, and in Australia and Japan since September 30, the service fee is 10% on your first $1 million of annual earnings and on all auto-renewing subscriptions. A 5% billing fee is added when the purchase goes through Google Play Billing. Above $1 million, one-off purchases cost 20% or 25% plus the billing fee, depending on when the user installed the app. Everywhere else the old structure holds: 15% on the first $1 million for developers enrolled in the 15% tier, 30% above that, and 15% on subscriptions.
For a small business selling digital goods, the practical result is roughly 15% in either store. It can be lower where linking out to your own checkout is allowed, though your payment processor then takes its own cut. Price subscriptions with the store's share in mind from day one.
What an app costs to run after launch
An app is never finished in the way a brochure website can be. Apple and Google raise the floor regularly, and an app that stops updating eventually stops shipping. Two current examples:
- Apple. Since April 28, 2026, apps uploaded to App Store Connect must be built with Xcode 26 or later using the iOS 26 SDK, according to Apple's upcoming requirements. Until your project is upgraded, you cannot ship even a one-line bug fix.
- Google. From August 31, 2026, new apps and updates must target Android 16 (API level 36). Existing apps must target at least Android 15 (API level 35) to stay available to new users on newer devices, under Google Play's target API level requirement.
Add framework upgrades, third-party SDK updates, security patches, new screen sizes and crash fixes, and you have steady work every year. Our planning figure is 15 to 20 percent of the original build cost per year for maintenance alone. No survey sits behind that number; it comes from the work itself. On a $50,000 app it buys $7,500 to $10,000 of developer time, enough for the yearly OS release work and the bugs real users find. Apps with many integrations sit at the top of the range, because every partner changes its API on its own schedule.
Here is a first-year running budget for a mid-complexity app that cost $50,000 to build:
| Item | First-year cost | Notes |
|---|---|---|
| Apple Developer Program | $99 | Per membership year |
| Google Play Console | $25 | One-time registration |
| Backend and hosting | $0-3,000 | Free tiers cover development; Supabase Pro starts at $25 a month; cost grows with users and storage |
| Third-party services | $0-2,000 | Email, SMS, maps and search, mostly billed by usage |
| Maintenance and OS updates | $7,500-10,000 | 15-20% of the build cost |
| Store commissions | About 15% of digital sales | Physical goods pay processor fees instead |
| Total before commissions | About $7,600-15,100 | Improvements and new features budgeted separately |
Keep improvement work out of that table. Maintenance keeps the app working. The features your usage data asks for are a second budget, and the teams that plan for month four are the ones that end up with a version two worth building.
How to cut cost without cutting quality
Most savings come from deciding what not to build yet. Run your plan through this list before you ask anyone for a quote.
- Write the one-job sentence. "This app lets [user] do [job]." Any feature that does not serve it waits for version two.
- Lock the screen list. A numbered list of screens and integrations is what turns an estimate into a fixed quote.
- Go cross-platform unless the product needs native. One codebase covers both stores, and you pay for maintenance once.
- Buy the commodity parts. Use a managed backend and your payment processor's SDK. Analytics and crash reporting come ready-made, so nobody should be building them.
- Skip the custom admin panel at first. Your backend platform's dashboard serves two internal users perfectly well.
- Spend design money on the core flow. Onboarding and checkout get the polish. Settings get a clean default.
- Defer the scope traps. In-app chat and offline sync each cost weeks. Link out to WhatsApp or email until users prove they need more.
- Register the store accounts in your name now. It avoids launch-week delays, and it means you own the app from day one.
- Budget the first year in full before you sign. Build cost plus 15 to 20 percent, so the app never stalls after launch for lack of upkeep.
The cheapest feature is the one you wait to build until a user asks for it.
Two things are never worth cutting: testing on real devices and the polish of the core flow. Users judge an app in its first minute, and a crash or a clumsy checkout costs you the install you paid to win.
Your next step
Start with the one-job sentence and a rough screen list, then match it to a band in the first table. If the number fits the business case, get two or three itemized quotes against the same written scope, and compare the assumptions before you compare the totals. If it does not fit, cut scope before you cut quality.
We build apps for iPhone and Android from one codebase, on fixed per-project quotes, and you own the code and both store accounts from day one. If you want a real number for your idea, send us the one-job sentence and we will come back with a fixed quote for version one and an honest estimate of what it costs to run.
Good to know
Frequently asked questions
How much does it cost to build an app in 2026?
Built by an independent studio as one cross-platform app for iPhone and Android, a simple app costs $15,000 to $40,000, a mid-complexity app $40,000 to $100,000, and a complex product $100,000 or more. No-code builds can come in under $15,000 if you can live with limited custom logic. Large agencies in major cities often charge two to four times the studio figures for comparable work.
How much does it cost to put an app on the App Store and Google Play?
The Apple Developer Program costs $99 per membership year, and Google Play charges a one-time $25 registration fee. Both stores also take a commission on digital sales, usually about 15% for a small business through Apple's Small Business Program and Google's fee on the first $1 million of annual earnings. Apps that sell physical goods or real-world services pay their payment processor's fees instead.
How much does it cost to maintain an app per year?
Plan for 15 to 20 percent of the original build cost each year, plus hosting and third-party services. Apple and Google keep raising the SDK and API levels that uploads must meet, so even a stable app needs upgrade work every year to keep shipping updates. On a $50,000 app, that means roughly $7,500 to $10,000 a year for maintenance.
Can I build an app for $10,000?
Yes, if the app is very narrow or built on a no-code or AI app builder, where you rent the platform and accept its limits. A custom cross-platform app with its own backend, user accounts and a store launch usually starts around $15,000 with an independent studio. On a $10,000 budget, a clickable prototype or a progressive web app is often the smarter first step.
How long does it take to build an app?
A well-scoped MVP typically takes three to five months from kickoff to launch, including Apple and Google review. Mid-complexity apps usually take four to six months, and complex products six to twelve months or more. Scope that grows during the build is the most common reason projects run long.
Is it cheaper to build one app for both iPhone and Android?
Yes. A cross-platform framework such as Flutter or React Native ships one codebase to both stores, which roughly halves the cost of the app itself compared with two separate native builds. Maintenance costs less too, because every fix ships to both platforms at once. Native development is still worth it for apps built around heavy background processing, advanced camera or audio work, or deep hardware features.
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