Ask “how much does an app cost?” and you’ll hear anything from a few thousand dollars to several hundred thousand. Both can be accurate. The price depends far more on what the app does than on the fact that it’s an app. Here’s what actually drives the number.
The biggest factor: what the app has to do
Think of apps in rough tiers:
- Simple apps: a handful of screens, data stored on the device, no accounts. Think calculators, trackers and single-purpose tools. These are the least expensive to build.
- Mid-size apps: user accounts, syncing data to a server, payments or subscriptions, notifications, and integration with another service. Most business apps land here.
- Complex apps: real-time features like chat or live tracking, marketplaces with multiple user types, heavy media, or custom hardware. These can take a team many months.
Every feature adds design, development and testing time. The cheapest way to lower the cost is to launch with fewer features and add more once you know what users want.
What goes into the price
- Planning and scope. Deciding exactly what version one includes. Skipping this is the most expensive mistake.
- Design. Screens, flows and visuals that feel at home on iPhone and iPad.
- Development. Building the app itself, typically in Swift and SwiftUI for iOS.
- Back end. If the app has accounts, syncing or shared data, it needs a server, a database and an API. This can rival the cost of the app itself.
- Testing. Different iPhone and iPad sizes, iOS versions, slow connections and edge cases.
- App Store launch. Screenshots, a listing, a privacy policy, privacy labels, and getting through Apple’s review.
The costs most quotes leave out
- Apple Developer Program: $99 per year to publish on the App Store.
- Apple’s commission: on in-app purchases and subscriptions, Apple takes a share, typically 15% for smaller developers enrolled in its Small Business Program and up to 30% otherwise.
- Hosting and services: servers, databases, email and analytics often bill monthly and grow with your users.
- Maintenance: each new iOS release, new device and third-party SDK update can require changes. Plan for ongoing work every year.
- Marketing: a great app no one finds doesn’t pay for itself.
Ways to spend less without cutting corners
- Launch a focused first version. Do one thing very well, then expand.
- Keep data on the device when you can. No accounts and no server means a simpler, cheaper and more private app.
- Use proven services for payments, sign-in and notifications instead of building your own.
- Start with one platform. Launch on iPhone, learn, then decide about Android.
- Check whether you need an app at all. Sometimes a mobile-friendly website does the job. See our guide: Does my small business need an app or a website?
How to get a useful estimate
A good estimate starts with a clear list of what the app must do on day one, who uses it, and whether data needs to sync between devices or users. Bring examples of apps you like. The clearer the scope, the tighter and more reliable the quote.
Talk it through with a team that ships apps
Atkinson Interactive designs, builds and publishes our own iPhone and iPad apps, from games like Orbit Casino to utilities like GasMetrics and Wage Tracker Widgets, so we know the real costs from idea to App Store and beyond. If you’re planning an app, get in touch and we’ll help you scope it realistically.
Frequently asked questions
What affects the cost of building an iOS app?
Mostly what the app has to do: the number of features, whether it needs accounts and a server, design, testing and App Store launch work.
What ongoing costs does an iOS app have?
The Apple Developer Program is $99 a year, Apple takes a commission on in-app purchases and subscriptions, and servers, services and updates for new iOS versions add ongoing costs.
How can I reduce the cost of building an app?
Launch a focused first version, keep data on the device when possible, use proven services for payments and sign-in, and start with one platform.