Pricing and quotation guide
iOS app development cost
iOS apps have a familiar set of cost drivers, namely features, backend and design, plus some that are specific to Apple's platform: the Developer Program membership, Mac hardware for building, testing across iPhone and iPad models, time for App Review in every release, and design work to follow Apple's guidelines on purchases and minimum functionality. Upkeep continues every year as iOS changes. Knowing these helps you read iOS quotations accurately.
This page explains the cost drivers specific to iOS apps.
Illustrative diagram
iOS app costs
- Apple membership
- Developer Program
- Your account
- Devices
- iPhone models
- iPad if supported
- Review
- Submission preparation
- Resubmission buffer
- Purchases
- In-app purchase
- External payments
What drives iOS cost
- Features and screens
- Each task needs design, build and testing.
- iPad support
- Adapted layouts and extra testing if iPad is supported.
- Device capabilities
- Camera, location, notifications, offline storage, wallet passes.
- Purchases
- In-app purchase or external payment flows, depending on guidelines.
- Backend and integrations
- Server work and connections to your systems.
Costs paid to third parties (separate from our fees)
- Apple Developer Program, listed by Apple at $99 a year
- Mac computers for building, usually the provider's
- Test iPhones and iPads, or cloud device testing
- Notification, analytics and crash reporting services
Confirm the Developer Program price for your region on Apple's site; the account should be in your name.
How App Review affects cost and timing
| Factor | Effect |
|---|---|
| Preparing submissions | Test accounts, review notes and accurate store details take time |
| Review time | Apple says it typically reviews at least 50% of submissions within 24 hours and 90% within 48 hours |
| Rejections | A fix and resubmission add development and waiting time |
| Guideline-driven design | Purchase flows and minimum functionality shape scope |
Purchase model and cost
How the app takes money changes both build effort and revenue. Under Apple's guideline 3.1.1, unlocking digital features or content inside the app must use in-app purchase, which needs product setup, receipt handling and subscription management. Physical goods and services used outside the app must use other payment methods under guideline 3.1.3(e), such as Apple Pay or card entry. Settling the model early avoids rework, and checking Apple's current terms for in-app purchase helps you price correctly.
Example: iPhone first, iPad later
Illustrative example — not a client case study
Situation: A business planning a customer app finds that its users overwhelmingly use phones.
- The first release supports iPhone only, with layouts tested on small and large models.
- iPad support is deferred until usage data shows demand.
- Review time is planned into the launch schedule, with a buffer for one resubmission.
What this shows: Design and testing effort was focused where users were, and the launch date held. This example is illustrative.
Ongoing iOS costs
Each year
- Developer Program renewal
- Testing against the new iOS version
- Library and security updates
Each release
- Submission preparation
- Privacy details reviewed
- Monitoring after release
Occasionally
- Guideline changes
- Support for new device sizes
- Design refresh
Comparing iOS quotations
Check whether each quotation includes iPad support, the purchase flow, backend work, TestFlight testing, App Store submission and a buffer for review issues. Ask whether the Developer Program account will be in your name and who prepares privacy details. Quotes that leave out review preparation or backend work will look cheaper than they are.
iOS alone or with Android
Some audiences lean heavily towards iPhone, others towards Android, and many are mixed. Look at your own website analytics or customer data before deciding. Building iOS first can make sense where most users are on iPhone, but leaving Android users waiting has its own cost in lost engagement. Cross-platform approaches can reduce the cost of supporting both, as the cross-platform pages explain.
Whatever you choose, design the backend so it can serve both platforms later.
Accessibility is part of the build
Supporting Dynamic Type, VoiceOver and sufficient contrast is far cheaper when designed in from the start than retrofitted later. Include accessibility testing on real devices in the estimate, not as an optional extra.
Phasing an iOS app
Release the core task first through TestFlight and a first App Store version, then add features in regular, smaller updates. Smaller updates are easier to test thoroughly, and when something goes wrong the cause is easier to find and fix in a follow-up release.
Store listing assets
App Store screenshots for each supported device size, a preview description and privacy details take design and writing time. Include them in the estimate and plan to refresh them when the app changes noticeably.
Questions about iOS app development cost
What does an Apple Developer account cost?
Apple lists the Developer Program at $99 a year; check your regional price.
Does App Review add cost?
It adds preparation time and occasionally a fix and resubmission.
Does supporting iPad cost more?
Yes, layouts and testing for the larger screens add effort.
How does in-app purchase affect cost?
It needs product setup, receipt handling and subscription management where required.
What are the yearly costs?
Membership renewal, new iOS testing, updates and monitoring.
Do we need Mac computers?
Building iOS apps needs Macs, usually provided by the developer.
Should we build iOS before Android?
Only if your own data shows most users are on iPhone; otherwise consider both.
Sources referenced
Platform features, guidance and rules change. We check the current versions before committing to an approach. This page is general information, not legal advice.
- Apple: Apple Developer Program (opens in a new tab) — reviewed 2026-10-23
- Apple: App Review (opens in a new tab) — reviewed 2026-10-23
- Apple: App Store Review Guidelines (opens in a new tab) — reviewed 2026-10-23
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