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.
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.
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
Ready to map out your process?
Tell us briefly where the operation gets stuck. We will send back a
diagnosis with what to automate first and the ballpark investment.