How much does an iPhone app cost, and why?
The honest answer is "it depends", but it depends on a short list of things you can see and control. This guide walks through them, so you can guess where your idea lands before you talk to anyone.
Why app quotes vary so much
Ask five developers to price the same idea and you can get five very different numbers. Usually they are not pricing the same thing. One pictures a simple app that stores data on the phone. Another pictures user accounts, a server, payments and an admin dashboard. Both heard "an app for my customers".
So the first job is to agree on what is being built. Once the list of screens and features is written down, the price follows from it fairly directly. That's why I give a fixed quote only after we've written that list together, never from a one-line description.
The seven things that set the price
Almost every iPhone app's cost comes down to these. Each one adds design, code and testing time.
- Number of screens. A login screen, a list, a detail page, settings. Each screen has to be designed, built, tested on different phone sizes and checked in dark mode. Ten screens cost noticeably more than five.
- Accounts and roles. If people sign in, you need sign-up, password reset, account deletion (Apple requires it) and somewhere to store the accounts. If staff and managers see different things, every screen has more than one version.
- Data that syncs. An app that keeps its data on one phone is simple. Data shared between devices or between people needs a backend: a server or cloud database, rules about who can see what, and handling for when the phone is offline.
- Payments. Subscriptions and in-app purchases go through Apple and need careful setup and testing. Charging for real-world services usually means a payment provider such as Stripe.
- Other Apple devices. An iPad layout, an Apple Watch app, Home Screen widgets or a Vision Pro version each add real work, even when they share code with the iPhone app.
- AI features. An assistant, photo tools or document reading. These need consent screens, cost tracking and a decision about whether the AI runs on the phone or with an outside provider.
- Design polish. A clean, standard Apple look is efficient. Custom animation and branding on every screen takes longer.
There is also a quieter cost driver: how well it's built. Automated tests, logging and scripted releases take time up front, and they are the difference between an app you can keep updating and one that breaks every time someone touches it. I include them in every project.
What I charge
I publish my prices so you don't have to guess. iPhone and Apple apps start at $8,000 for a focused first version. Most apps cost more than that, because most ideas include several of the items above. Every project gets a fixed quote before work starts.
If you're not sure what you need yet, a 60-minute strategy session ($250) turns the idea into a written plan and a fixed quote. You keep the plan either way, and the fee is credited to the project if we go ahead. Projects over $3,000 are paid in four milestones, so you pay as you see progress. The pricing page has the full breakdown.
The costs after launch
Building the app is the biggest bill, but not the only one. Budget for these too:
- Apple's yearly Apple Developer Program membership, which every app on the App Store needs. The app should sit under your own account, so you own the listing.
- Hosting for the backend, if the app has one. Small apps often fit in a free or low tier; it grows with your users.
- AI provider fees, if the app uses an outside AI model. These depend on how much people use the feature, so they should be tracked from the start.
- Yearly updates. Apple releases a new iOS every year, and some apps need fixes to keep working well. A care plan ($350 a month) covers this, or you can pay as you go at $150 an hour.
How to spend less without ending up with a bad app
The best way to lower the price is to build less, not to build cheaply.
- Start with one job done well. Pick the single thing customers will open the app for and make the first version about that. Everything else can come in an update once real people are using it.
- Skip accounts if you can. If data only needs to live on one phone, or in the user's own iCloud, you avoid a whole backend.
- iPhone first. Add iPad, Watch or widgets later, when you know people want them.
- Use the standard Apple look. It's familiar to users, accessible by default and faster to build.
- Don't build what a website can do. If customers only need information once in a while, a good website may serve them better than an app. I'll tell you if that's the case.
Be careful with quotes that look far lower than everyone else's. The usual reasons are a smaller scope than you think, no testing, or an app that ends up under the developer's account instead of yours. Ask who owns the code and the App Store listing before you sign.
How long it takes
Timelines follow the same list as the price. In my process, planning takes about a week, design one to two weeks, the build typically three to ten weeks, testing with real users two to three weeks, and launch about a week, including App Review. You get a new test build on your own phone every week, so you see the app take shape instead of waiting for a reveal at the end. The process page explains each phase.
Questions to ask any developer
- Is the price fixed, and what exactly does it include?
- Will the app be under my Apple Developer account, and do I get the full source code?
- Will I be able to try the app on my phone while it's being built?
- Are there automated tests? What happens when the next iOS comes out?
- Is there a warranty after launch? (Mine is 30 days.)
I've been building for Apple platforms full-time since 2015 and shipping my own apps to the App Store since 2018. If you'd like to see what that looks like in practice, read the Belize Lottery case study or see what I build as an iOS app developer.
Get a real number for your app
Tell me the idea on a free 20-minute call. I'll tell you which of the cost drivers above apply and roughly where it lands.
- Free 20-minute first call
- Fixed quote before work starts
- Weekly test builds
- You own the code
- 30-day warranty after launch
- Replies usually the same day