Mobile App Development
Mobile apps that feel native, from one codebase.
You need iOS and Android. You don’t need two native teams, two backlogs, and two release cycles to get there. We build cross-platform apps in React Native, Flutter, and Expo, and the first build reaches your phone through TestFlight in week two.
How we approach it
React Native by default. Native when the product earns it.
React Native is the right call for roughly four out of five apps we get asked about. You share 90 to 95 percent of the code across iOS and Android, you hire from a much larger pool, and a TypeScript engineer who knows your web app can read your mobile app on day one. It’s the wrong call in specific, nameable cases. Custom camera pipelines, real-time video processing, ARKit scene work, and audio DSP all fight the bridge. If your product lives in one of those, you want Swift and Kotlin, and we’ll say so on the first call rather than after you’ve signed.
Flutter earns its place when you want the same frame on every device. Impeller paints every widget itself, so an Android 9 budget phone and a current iPhone render identically instead of inheriting different platform controls. The cost is real. You write Dart, so you stop sharing types, validators, and utilities with the Next.js web app we build alongside it, and your hiring pool narrows. We pick Flutter when the design demands it or your team already ships Dart. Otherwise React Native wins on total cost of ownership.
Offline-first is a data model decision, and it belongs in week one. Retrofitting sync into an app built on request-response reliably takes longer than building it correctly the first time, so we settle it before anyone draws a screen. We ask which entities a user can edit while disconnected, what happens when two devices touch the same record, and whether last-write-wins is acceptable or you need a merge the user can actually see. Most products want a queue of intents rather than a queue of rows. “Mark invoice 4471 paid” replays cleanly against a server state that has moved on. A blind row overwrite silently destroys someone else’s edit.
Cross-platform apps go slow for the same three reasons every time. Animations run on the JavaScript thread, lists are not virtualised, and too much chatter crosses the bridge. So we use Reanimated worklets to keep gestures on the UI thread, FlashList for anything past twenty rows, and the New Architecture so native modules are called synchronously. You get a TestFlight build every Friday from week two, which means you’re judging a real app on your own phone weeks before launch. Browse the products we have shipped if you want to see the standard before you talk to us.
The phone build we can describe down to the last decision is Hush, our anonymous encrypted chat app in Flutter. It covers the pairing flow, the database rules that close a key substitution attack, and the calls that stay encrypted through a relay.
Cost and timeline
What a mobile app costs, published before you call us.
Most studios make you book a call to find out. These are the bands comparable work has landed in, and your own quote is fixed before kickoff rather than after a discovery phase spends three weeks of your runway.
Mobile client for an existing product
$20,000 to $32,000
4 to 6 weeks
Your API already exists. We build the screens, auth flow, push notifications, and both store listings.
MVP from scratch
$24,000 to $40,000
6 to 9 weeks
App, backend, admin view, and both submissions. Enough real product to put in front of paying users.
Full product with offline sync
$40,000 to $60,000
10 to 14 weeks
Offline-first data layer, real-time sync, payments, multiple roles, and analytics wired end to end.
Post-launch support
From $2,500 per month
Rolling, 30 days notice
OS upgrades, store policy changes, crash triage, and a fixed block of feature hours each month.
The bands above are estimates, shown in US dollars and drawn from comparable work already delivered, because no two projects carry the same scope. Your own quote is not an estimate: it is fixed in writing after scoping, before kickoff, and it does not move.
Four variables move the number more than anything else. Offline sync adds roughly two weeks and about a third of the build cost, because conflict handling touches every screen that writes data. Native modules such as Bluetooth, background location, or a custom camera add real integration time and real device testing. In-app purchases cost more than Stripe, since receipt validation is a subsystem of its own and Apple takes 15 to 30 percent forever. And design from a blank page costs more than design against an existing system, which is the saving most teams underestimate.
Offshore studios tend to skip the next part. You own the code from the first commit, in your GitHub organisation rather than ours. You own the Apple Developer and Google Play accounts, so we never hold your release keys or your listing hostage. Payment is 50 percent on contract and 50 percent on delivery, and above $30,000 it splits into milestones drawn against builds you’ve already installed and used, which is most of the work on this page. If the engagement stops, you keep a running app and a repository with readable commit history, not a zip file and a handover call.
We’re a software house in Lahore working with founders across the US, UK, and Gulf, so the timezone question gets a straight answer. Lahore is UTC+5. You get five working hours of overlap with London and three with New York mornings, and we hold the standup inside your window. A mobile build often wants an AI automation layer behind it, handling document capture or classification server-side so the app stays thin. Tell us the constraint and we’ll scope it in a 30-minute call.
Tell us what the app has to do.
Send us the feature list, or a paragraph and a rough deadline. You get a fixed-scope quote and a week-by-week plan within two working days.