Voraxus
Android and iOS apps

App development, with store publishing already handled

Most app projects stall after they are built, stuck in store red tape: developer account, D-U-N-S, verification, Apple rejection. Here that is part of the delivery. And if the conversation makes it clear that a website is a better fit for your case, we will tell you.

Before the budget: do you really need an app?

It is the question that saves the most money anywhere on this site, so it comes before the commercial part.

An app asks the person to download it, grant permissions, give up space on their device, and come back. That is a big ask. It only pays off when there is something a website cannot do.

An app makes sense when

  • Usage is recurring: the person comes back every week, or every day
  • Notifications are part of the service, not just marketing
  • It has to work without internet, or on a poor connection
  • It uses the camera, GPS, a code scanner, or biometrics at its core
  • It is a working tool for a team in the field

A website is the better fit when

  • The person will use it once or twice
  • The content is information, a catalog, or a form
  • You want to be found on Google, an app does not show up in search
  • The budget is tight and you need results fast
  • The real goal is "having a presence," not solving a task

If your case is in the right-hand column, we say so in the first conversation and point you toward the website route. Selling an app to someone who needed a website is the most expensive way to disappoint them.

What changes an app's budget

There is honestly no such thing as a price list for apps. What can be explained is what pushes the cost in each direction.

Login and user accounts

The moment there is sign-up, there is password recovery, sessions, permissions, and personal data to protect. It is the first major cost boundary.

Working without internet

Storing data on the device and syncing later sounds like a detail and is one of the most expensive items: it means resolving conflicts between what changed on the phone and on the server at the same time.

Payments inside the app

Digital content sold inside the app goes through the store's own billing, with its commission. A physical product or in-person service goes through a regular gateway. These are different technical paths.

Integrations

Talking to the ERP, the CRM, or the company's internal system. When there is a documented API it is straightforward; when there is not, this is the longest part of the project.

Android and iOS together

A single codebase produces both versions and greatly reduces the cost compared with two separate builds. Very system-specific features may need dedicated work, but that is the exception.

Maintenance afterward

Android and iOS change the rules every year. An app left untouched breaks on its own over time: it disappears from search, loses compatibility, and can be removed from the store. Ask any vendor about this before you sign.

How the project is run

1. Defining the essentials

What the app needs to do to be worth it in the first version. Almost every project arrives with twice the scope it needs; cutting here is what ensures it actually ships.

2. Screens for approval

You see the screen designs before they become code, and adjust while changing them is still cheap.

3. Development with test builds

Installable builds on your own phone along the way, so you can really use it instead of approving from screenshots.

4. Developer account

Opened in your company's name, with D-U-N-S and verification handled by us. We start this early, in parallel, because it is the stage that delays launches the most.

5. Store publishing

Store listing, privacy declarations, submission, and follow-up on the review. A rejection fixed and resubmitted is part of the scope.

6. Evolution

New versions based on real usage and on changes to store rules. Launch is the start of the app's life, not the end of the project.

On ownership, to leave no doubt: the account belongs to your company, the source code is delivered, and store payouts go into its account. Nothing stays locked to us.

Frequently asked questions

What people ask before getting started

How much does it cost to develop an app?
What moves the price the most is the number of screens, whether there is login and user accounts, whether the app has to work without internet, whether there are payments inside it, and how many integrations with external systems are needed. A catalog-and-contact app sits in a completely different range from an app with a wallet, payments, and offline sync. That is why the quote comes after a conversation about what the app actually needs to do.
Do I need two apps, one for Android and one for iPhone?
Not necessarily. It is possible to build a single codebase that produces both the Android and iOS versions, which cuts the cost considerably compared with two separate builds. Very system-specific features may need dedicated work, but that tends to be the exception, not the rule.
When is an app not worth it?
When what you want to deliver is already well handled by a website. An app requires a download, takes up space on the device, and competes for the person's attention; if there is no recurring use, useful notifications, offline functionality, or access to device features, a responsive website delivers more for less. We say so when that is the case.
Is store publishing included?
Yes. We handle opening and verifying the developer account in your company's name, preparing the store listing, submitting the app, and fixing any rejections. The platform fees, 99 dollars per year on Apple and a one-time 25 dollars on Google, are charged by them directly.
Who owns the app and the code?
Your company. The developer account is opened in its name, the source code is delivered with repository access, and store payouts go into your company's account. Nothing stays locked to us.
Contact

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