Skip to content
BunnyDevs
Mobile8 min

How Much Does It Cost to Build a Mobile App in 2026?

What really drives the cost of a mobile app — features, integrations, platforms and team — the four scope tiers we price against, and how to read the quotes you get back.

BunnyDevs

Every week someone asks us what an app costs, and every week the honest first answer is another question: what does it have to do?

That sounds like a dodge. It is not. A recipe app with a list, a detail screen and no accounts is a genuinely different product from a marketplace with payments, chat and identity verification, even though both are "an app" and both fit on the same phone. The gap between them is not twenty percent. It is ten times.

So rather than give you a number that will be wrong, here is what actually drives the number — and how to read the quotes you get back, so you can tell a considered one from a guess.

The five things that set the price

Screen count is the weakest predictor. Everyone starts here and it is nearly useless. Twenty screens that display data cost less than five screens that let a user edit it, because editing means validation, conflict handling, optimistic updates and error states. Count the things a user can change, not the things they can see.

Integrations are where budgets go. Every external system you touch — payments, maps, identity, messaging, a client's existing ERP — brings its own auth, its own failure modes, its own sandbox environment that behaves differently from production. A payment integration is rarely under two weeks once you have handled declined cards, refunds, webhooks arriving out of order, and the reconciliation screen somebody in finance will need.

Whether accounts exist at all. An app with no login is dramatically cheaper. The moment you add accounts you have added registration, verification, password reset, session handling, account deletion (which both app stores now require), and a support burden. It is worth it when you need it. It is a large, invisible line item when you do not.

Whether the design exists. If you arrive with a complete, agreed design system, you have removed one to three weeks. If you arrive with a description, that work is real and it has to be priced.

Whether anyone has said no yet. The single largest cost multiplier we see is scope that nobody has pruned. Most first briefs contain about forty percent that could ship in version two and nobody would notice.

The four tiers, and what separates them

Rather than quote a number that will be wrong, here is the ladder we actually scope against. Find your rung and you will know roughly what you are asking for.

Prototype. Clickable, real screens, fake data. For raising money or testing a concept with users. A couple of weeks. Not for production, and it should never be sold to you as production.

MVP. One clear job done properly. Accounts, a handful of core screens, one or two integrations, analytics, store launch. Four to eight weeks. This is where most good products start, and where most bad products should have started.

Full product. Multiple user types, payments, real-time features, offline handling, an admin surface someone in operations will actually use. Two to four months.

Platform. Two-sided marketplaces, dispatch logic, compliance requirements, integrations with systems you do not control. Scoped and priced per phase, never as one number — anyone who quotes a platform as a single figure has not understood it yet.

For context: the marketplace app we built with escrow-style payments and AI-assisted pricing sat at the third rung. The on-demand platform with live provider tracking and a dispatch engine sat at the fourth.

Where the effort actually goes

A useful rule: roughly 40 percent engineering, 20 percent design, 15 percent QA and release, 15 percent backend and infrastructure, 10 percent project management and communication.

The two people underestimate most are QA and communication. Skipping QA does not save money, it defers it to your users and then charges you interest. And a project where nobody is responsible for keeping everyone aligned burns more hours in rework than a project manager would have cost.

How to spend less without regretting it

Cut features, not quality. Halving the feature list halves the build. Halving the QA effort doubles it eighteen months later. These are not the same lever.

Use cross-platform. For the overwhelming majority of products, Flutter or React Native ships both platforms for roughly the effort of one native build, and no user will be able to tell. Native earns its price when you are doing something genuinely hardware-heavy.

Buy the boring parts. Authentication, push notifications, analytics, crash reporting and file storage are solved problems. A managed service is cheaper than a week of engineering, every single time.

Bring content and assets early. The number of projects that stall waiting on copy, logos and legal text is remarkable. That waiting is billable.

Launch on one platform first — not to save build cost, but to halve the surface area you are supporting while you learn what is actually broken.

The questions to ask any quote

Before you compare two numbers, make sure they are describing the same thing:

  • What exactly is in scope, phase by phase, with dates?
  • Which integrations are included, named individually?
  • Who owns the code and the store accounts at the end?
  • What happens to bugs found in the first month — included, or billed?
  • What does a change request cost, and is it priced before or after the work?
  • What are the ongoing costs once it is live?

A team that answers all six quickly and in writing is telling you something useful about how the project will run. A team that will not put scope in writing is telling you something too.

What we would actually recommend

If you are early: build the smallest thing that does one job properly, put it in front of real users, and keep the budget for what you learn. The most expensive apps we have seen were not the complex ones. They were the ones that shipped a complete vision to an audience that turned out to want something else.

We do not publish figures, because a price list for software is a fiction — the same brief is a different project depending on integrations, existing design and how much of the scope survives a first honest edit. What we will give you is a written scope with phases, dates and a fixed price against each one, after one short conversation. Tell us what it has to do.

Questions people ask

What is the smallest realistic mobile app?

A genuine MVP: cross-platform so both stores are covered, email or social login, a handful of core screens, one backend integration and a store launch. Four to eight weeks of build. Anything smaller than that is a prototype, which is a legitimate thing to commission — just do not expect to put it in front of paying users.

Why do quotes vary by 5x for the same brief?

Usually because the briefs are not the same. One team has assumed you have designs, the other has priced designing from scratch. One has priced a payment integration, the other has not read that line. Ask every quote to itemise phases and name the integrations, and the range collapses fast.

Is it cheaper to build for one platform first?

Marginally, and less than people expect. With Flutter or React Native the second platform typically adds 10 to 20 percent, not another 100 percent — mostly store setup, platform-specific permissions and device testing. Launching on one platform first is a good idea for other reasons, but rarely a large cost saving.

What ongoing costs should we budget for after launch?

Plan for roughly 15 to 20 percent of the build effort every year just to stand still: OS updates, dependency upgrades, store policy changes and bug fixes. Infrastructure sits on top, and for most early apps it is negligible until you have real traffic.

Want this done rather than explained?

That is the job. Tell us what you are building and we will scope it properly.

Start a project