Every figure comes from the calculator’s own pricing config

What an iOS app costs to build

The parts of an iPhone or iPad budget that are specific to Apple: the review queue, the annual OS cadence, and a device matrix narrow enough to test properly.

$15K – $90K
What most iOS projects cost
2–3 weeks
Fixed schedule no amount of staffing compresses
$55 / hr
Blended across design, engineering, QA, and management

Most of what an iOS app costs has nothing to do with iOS. The backend, the data model, the integrations, the admin application, and the design thinking behind the screens would cost the same if the app ran on a fridge. Apple changes a set of specifics at the edges: how long release takes, how much testing you can responsibly get away with, what the platform obliges you to build whether you planned to or not, and how predictable the year after launch is.

Those edges are where iOS quotes differ from Android ones, and the gap between the two is much smaller than the folklore suggests.

What iOS projects cost

Same three shapes as any custom mobile work. The platform moves these ranges by a few percent. An iOS quote at half the price of the Android one is describing a smaller scope.

  • $15,000 – $25,000

    Focused first version

    About 9–15 weeks

    One workflow, one kind of user, a new backend, and a TestFlight build in front of real people before the store ever sees it. The narrow device matrix helps most here, where the QA budget is tightest.

  • $30,000 – $55,000

    Production build

    About 3–5 months

    Several workflows, multiple user types, an admin application behind it, and iPad support if the work happens on one. Add roughly 12% to design and app development if the iPad layout is a first-class citizen rather than a stretched phone.

  • $55,000 – $90,000

    Complex build

    About 4–6 months

    Bluetooth accessories, offline capture, HealthKit or regulated data, or an Apple Watch companion. A watch app adds around 15% on top of design and app development. Treat it as its own small product, with its own screens to design and test.

These are the three shapes of project that show up most often. Treat the boundaries as soft: work lands between the bands constantly, and a project can sit at the top on one dimension and the bottom on every other. The calculator prices the description you give it instead of sorting you into a box.

A narrower device matrix, and what it saves

Apple sells a handful of phones at a time and supports them for years. A current iOS project targets something like a dozen active screen sizes across iPhone and iPad, plus the two most recent major OS versions, because Apple’s users move to new releases quickly. The large majority are on a new version within a year of its release. That is a test plan one person can hold in their head, and it is the platform’s one real cost advantage.

The saving shows up in QA, and in the number of device-specific defects that reach your customers instead of your test pass. Engineering is unchanged, and the whole thing is worth a few percent of the total. Useful on a tight budget. Thin grounds for abandoning half your audience.

App Store review is calendar time you do not control

Review is fast now by historical standards, and most submissions clear within a day or two. The expensive case is the tail. A rejection over a privacy disclosure, a missing account deletion path, a permission prompt that does not explain why it is asking, or a demo account that quietly expired costs a full round trip, and round trips land on the launch date rather than the invoice.

2–3 weeks
Kickoff, your own review cycles, and the store
1–2 days
A submission that clears review first time

This is why every timeline on this site carries two to three weeks that no amount of staffing compresses: kickoff, your own review cycles, and the store. In practice, submit two weeks before you need to be live, and schedule the launch event once the build is approved. The teams that get burned are the ones that treat submission day and launch day as the same day.

The same applies to updates. A critical bug fix goes out when review says so, and then when users update. On iOS most people update quickly, which takes care of the second half of that problem. The first half stays Apple’s to decide.

The things Apple obliges you to build

A handful of platform requirements are mandatory, small individually, and consistently missing from budgets written by people who have not shipped on iOS recently.

  • If your app lets people create an account, it must let them delete it from inside the app. Emailing support does not count. That is a flow, a backend endpoint, and a set of decisions about what deletion means for data other people can see.

  • If you offer any third-party social sign-in, you generally have to offer Sign in with Apple alongside it: another provider to implement, test, and support.

  • Privacy disclosures and a privacy manifest have to be accurate and have to cover your third-party SDKs, which means someone has to audit what those SDKs collect.

  • If you track users across other companies’ apps, the App Tracking Transparency prompt is mandatory, and most people decline it. Treat that as a product decision with revenue consequences.

  • Digital goods and subscriptions consumed inside the app go through In-App Purchase, and Apple takes a commission. Physical goods and services delivered in the real world do not.

Individually these are cheap. Together they are a week or two, and you find out whether your quote included them the first time somebody gets rejected.

Swift, SwiftUI, and the annual cadence

SwiftUI is the default way to build iOS interfaces now, and for ordinary product UI it is faster than the UIKit era it replaced: less boilerplate, less layout code, less state plumbing written by hand. It is also younger. For complex text handling, some camera and media work, and a few list and scrolling behaviors, the pragmatic answer is still a UIKit component wrapped for use from SwiftUI. A team that insists on exactly one of the two regardless of the problem will cost you time somewhere, and rarely where you were watching.

The other planning fact is the calendar. Apple ships a major OS release every September and its users adopt it fast, so an app that has not been touched since the spring will be running on an OS it was never tested against by October. Budget a compatibility pass every fall, even in a year when you change nothing about the product. It is usually small. It is rarely zero.

TestFlight, the $99, and getting builds into hands

The Apple Developer Program is $99 a year, for as long as the app is on the store. For most projects that is the entire direct platform fee.

$99 / yr
Apple Developer Program, for as long as the app is listed

TestFlight is the part of distribution worth planning around. Internal testers on your own team get builds immediately. External testers, meaning the client, the pilot site, and the twenty people whose opinion decides whether this was worth doing, need a beta review first. That is usually quick and occasionally is not. Building the pilot into the schedule instead of bolting it on at the end is the cheapest quality decision available on this platform.

If the app is for staff rather than the public, check the distribution route before you assume you can skip the store. Apple Business Manager can distribute a private app to a known organization, and the Apple Developer Enterprise Program allows internal distribution with its own annual cost and its own qualification criteria that a lot of companies do not meet. Finding this out in week one is free. Finding it out in week ten is not.

When iOS-only is the right call

Three situations make a single-platform iOS build defensible on the merits.

A company-owned device fleet
If your field team carries iPhones or iPads that IT issues, configures, and replaces, the second platform buys you nothing at all. This is the cleanest case, and it is common in healthcare, professional services, and anywhere the hardware was standardized years ago.
A consumer product where paid conversion decides everything
In the United States, iOS users spend more per head inside apps than Android users do. A smaller first audience that pays is a better market to test a paid product against than a larger one that does not, and you can add the second platform once the pricing works.
A hardware accessory that shipped Apple-first
Plenty of consumer peripherals publish an iOS SDK first and an Android one eventually. If the device you have to talk to made that choice, it has made your platform choice for you, and arguing with it costs more than accepting it.

It is the wrong call when your audience is international, when the app serves the general public in a market where Android holds the majority, or when it will run on rugged field hardware. That last world is almost entirely Android, and there is no iOS equivalent to buy.

FAQ

Common questions about iOS app cost

How much does it cost to build an iOS app?

A focused first version is usually $15,000–$25,000. A production iOS application with several workflows, multiple user types, and an admin portal is usually $30,000–$55,000. Builds involving Bluetooth accessories, offline capture, health data, or a watch companion generally start around $55,000. iPad support as a first-class layout adds roughly 12% to design and app development; a watch app adds around 15%.

Is an iOS app cheaper than an Android app?

Marginally, and almost entirely in testing. The device and OS matrix is narrower, so the QA pass is shorter and fewer device-specific defects escape into the wild. Backend, integrations, design, and the admin side cost exactly the same. When an iOS quote and an Android quote differ by a lot, you are looking at two different scopes.

How long does App Store review take?

Most submissions clear in a day or two. The risk is rejection rather than duration: privacy disclosures, a missing in-app account deletion path, an unexplained permission prompt, or a broken demo account each cost a round trip. Budget two to three weeks of fixed schedule for kickoff, your own review cycles, and the store, and submit well before you need to be live.

What does Apple charge to publish an app?

$99 a year for the Apple Developer Program, for as long as the app is listed. Apple also takes a commission on digital goods and subscriptions bought inside the app. Physical goods and services delivered outside the app are exempt from that commission, which is why most business and field applications never encounter it.

Should I build iOS first or both platforms at once?

If you are using a cross-platform codebase, both at once costs about 15% more than one and saves you from adding the second later at close to full price. Building both natively as separate applications costs about 55% more in application development than one shared codebase covering both, which works out at roughly 20% more across the whole project once design, backend, and QA are counted.

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