How much does it cost to build a mobile app in 2026?
After publishing 6 apps on the stores, I break down exactly how much each type of app costs, what factors change the price, and where most people overspend.
Publishing an app isn't what it was 5 years ago. Today, tools like React Native and Expo let you create apps for Android and iOS with a single codebase, cutting time and costs in half. But "half" is still a significant investment. Here are the real numbers from the experience of publishing 6 applications on Play Store and App Store.
Fixed costs every app has
Before development, there are mandatory expenses. A Google Play account costs $25 USD one-time. An Apple Developer account costs $99 USD per year, and you must renew it annually or your apps disappear from the store. If your app needs a backend (users, data, sync), you need a server: Supabase offers a generous free plan and paid plans from $25 USD/month. Firebase has a similar model. And if you'll monetize with ads, you need a verified AdMob account with app-ads.txt configured.
Price ranges by app type
A simple app without backend (calculator, offline tool, basic casual game) can cost between $1,000 and $5,000 USD. An app with backend and authentication (user profiles, synced data, push notifications) runs $5,000 to $15,000 USD. A complex app with social features, monetization, and multiple modes (like a game with 1v1 duels, friends system, virtual economy, subscriptions) can run $15,000 to $40,000 USD or more. These ranges are for an experienced freelance developer; an agency may charge double.
React Native: one codebase, two platforms
The biggest advantage of React Native with Expo is you write code once and generate native builds for iOS and Android. You don't need two development teams or two separate codebases. In my experience, this reduces total cost by 40-60% compared to dual native development (Swift + Kotlin). All 6 apps I've published use this strategy: a single TypeScript repository that compiles to both platforms.
Where people overspend
The most common mistake is starting with too many features. Your first version should have the minimum needed to validate the idea (MVP). Then iterate based on real feedback. Another mistake is paying for design before functionality is defined. And third: not accounting for recurring costs. Your app will need maintenance for OS updates, bug fixes, and account/server renewals.
My experience with 6 published apps
Sudoku Play has 6,000 puzzles, 1v1 duels, adventure mode with 5,900 levels, event sourcing and anti-cheat. Block Drop Play is a Tetris with professional SRS engine. Color Match Drop combines match-3 with evolution and dynamic biomes. Each took 2-4 weeks of development, thanks to 70-80% code reuse between apps. That reuse architecture is what makes publishing multiple apps viable as an independent developer.
Have an app idea? I can help you define scope, estimate costs, and build it. Check out my published apps and contact me to discuss your project.