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Mobile app development

You need an app on both iOS and Android. You should only pay to build it once

“We got two quotes — one for iPhone, one for Android — and together they were more than the idea was worth.” Two builds, two teams, two sets of bugs, and every future change done twice.

The problem

Building the same app twice is where most app projects die

Traditionally an iOS app and an Android app are separate products: different languages, different developers, and two versions of every screen. The first build is expensive. The real problem is the second year, when every fix and every new feature has to be made, tested and released twice.

The other way projects stall is scope. An app that tries to do everything in version one takes long enough that the market, the budget or the enthusiasm runs out before anyone outside the company has used it.

The solution

What we build: one cross-platform codebase that ships to both stores

We build in React Native or Flutter, which means one codebase producing a real iOS app and a real Android app. Not a website in an app shell. A fix is written once and reaches both platforms. A new screen is built once. That is where the saving comes from, and it keeps compounding after launch.

Before any code, we cut the idea down to the version that is genuinely useful to a first user, and write down what is deliberately being left until later. Everything the app needs to be an app — accounts, notifications, offline behaviour, store submission — is in that first version. The nice-to-haves are in a list you control.

We handle submission to the App Store and Google Play, including the review requirements that surprise most first-time publishers: privacy declarations, data-use disclosure, account deletion and screenshots at the sizes each store insists on.

Apps are built by our own team of 15 in Dhaka, Bangladesh. Because our day runs ahead of yours, a test build sent at the end of our day is usually on your phone when you start. More about who you would be working with.

The kind of apps we build

  • Customer-facing app

    Accounts, a catalogue or booking flow, notifications, and payment through the platform or your existing provider.

  • Field or operations app

    An app for staff away from a desk: structured data capture, photos, and work that continues when the signal drops and syncs when it returns.

  • Companion app to an existing system

    A mobile front end onto software you already run, talking to its API, so your users get the part they need on a phone.

Illustrative examples of the kinds of app this service covers.

What changes between a smaller app and a larger one

The range reflects how much the app has to do, not how well it is built. Screen count, offline behaviour and anything touching payment or live data are what move a project up it.

At the lower end

  • One clear job, roughly eight to twelve screens
  • Sign-up, login and a user profile
  • Data from one source, online only
  • Push notifications
  • Submission to both stores under your own developer accounts

At the higher end

  • Several user types with different permissions
  • Offline use, with syncing and conflict handling when the connection returns
  • In-app payments or subscriptions, and the store rules that come with them
  • Integrations with systems you already run, or a backend built alongside the app
  • An admin area for your team to manage content and users
  • Analytics and crash reporting wired in from the first release

What you get

  • A scoped first release, with what is deliberately left for later written down
  • Designs for both platforms, approved before development starts
  • An iOS app and an Android app from one codebase, in your own store accounts
  • Test builds you can install on your own phone at each milestone
  • Store submission, including privacy declarations and the assets each store requires
  • The full source code and a technical handover, in a repository in your name

Every project also includes a free initial consultation, a dedicated timeline, written progress updates on a fixed schedule and full source code ownership on final payment.

Typical timeline

Typically 8–14 weeks, including store review, which is outside our control.

  1. Weeks 1–2

    Scope and design

    We agree the first release, design the screens for both platforms, and confirm what the app needs from any system it connects to.

  2. Weeks 3–10

    Build in sprints

    Two-week sprints, each ending with a build you can install and use on your own device rather than a video of one.

  3. Weeks 10–14

    Testing, submission and launch

    Testing on real devices, then submission to both stores with the declarations and assets they require, and fixes for anything review raises.

The weeks shown describe a project at the upper end of the range. A smaller first release runs the same three stages in less time.

Questions businesses ask before starting

Is a cross-platform app as good as a native one?

For most business apps, yes. It compiles to a real app on each platform and uses the device’s own components. Where it is genuinely not the right choice is an app built around heavy 3D, intensive on-device processing, or a brand-new platform feature on day one. If that is what you need, we will tell you, and we do not take on native-only iOS or Android builds.

Who owns the App Store and Google Play accounts?

You do. The apps are published under your own developer accounts, so the listings, the reviews and the ability to release an update never depend on us. We will walk you through setting them up if you do not have them yet.

What happens if the store rejects the app?

It happens, usually over privacy wording, account deletion or a missing declaration rather than the app itself. We handle the response and the resubmission as part of the project. Review time is the store’s, not ours, which is why it is called out in the timeline.

What does it cost to keep an app running after launch?

The predictable costs are your developer accounts, any hosting the app talks to, and the platform updates that iOS and Android require once or twice a year to keep it working. A monthly maintenance plan covers that work if you would rather not think about it.

Typical investment

Growth to Enterprise package

$4,000–$12,000

Growing companies

A focused first release with one clear job sits at the lower end of the range, in the Growth package. Several user types, offline use, in-app payments or a backend built alongside the app move it toward Enterprise.

Compare all packages

Part of our Build services, for startup founders and early-stage SaaS teams.

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Talk to us about mobile apps

Describe the problem in a few sentences. We reply within 24 hours on weekdays, and after a free call you get a clear plan, timeline and fixed quote, with no obligation.