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App development, shipped to both stores

One build that runs on iPhone and Android, carried through App Store and Google Play review to launch day.

SCOPE | DESIGN | ONE CODEBASE | STORE REVIEW | LAUNCH | HANDOVER
Book a 20-minute call What is included

Check it in ten seconds

What doing it without an app costs

A build starts only after the case for an app survives five questions, because most app requests are requests for a mobile experience that does not currently work. Where an app is right, the first version does one job completely rather than everything partially.

Is it a fit?

Reason

One thing the app does better than your website. Without it, the website is cheaper.

Review

Both stores review it, and most rejections are for things known in advance.

Ownership

You hold the code and the store accounts, not the developer who built it.

Start here. You get back the point where building stops costing more than buying.

When building pays

Work it out in a minute

When does building pay for itself? →

Four numbers and one question about fit. Gives you the answer and what it is worth.

A notebook of app wireframe sketches beside a smartphone on a desk

What the engagement includes

One codebase, both platforms

iPhone and Android from a single cross-platform build, so features ship together and updates cost once.

Store submission handled

Listings, screenshots, privacy forms, review responses, and resubmissions.

Design that feels native

Screens that follow platform conventions, so the app feels at home on both stores instead of like a website in a frame.

Stays up as you grow

Accounts, data and notifications keep working at ten users and at a hundred thousand.

Apps we ship

If it belongs on a phone, we have probably shipped its cousin. The build is scoped around your use case, not a template.

Booking and scheduling
Appointments, classes, field visits: calendars, reminders, payments.
Marketplaces
Two-sided supply and demand with listings, matching, and payouts.
E-commerce apps
Storefront, cart, and checkout wired to your catalog and payments.
Internal ops tools
The app your team needs but no vendor sells: dashboards, forms, workflows.
Customer portals
Accounts, orders, documents, and status your clients check themselves.
Delivery and logistics
Dispatch, live tracking, proof of delivery, and driver flows.
Community and content
Feeds, profiles, messaging, and push that brings people back.
Fundraising MVPs
The credible v1 that gets the meeting: real product, honest scope.

What decides whether an app ships and survives

The build is rarely the hard part of an app. Getting through review, getting into peoples hands, and keeping it working as the platforms change underneath it is where most projects stall, and none of that is visible when the project is scoped.

Scope is the first place things go wrong. An app defined as everything the business might eventually want takes a year, arrives late, and launches into a market that has moved. A first version defined as the smallest thing worth downloading ships in weeks and teaches you what version two should be.

See alsoWho owns the code Clubs and member systems backend and API development MVP development

What clients usually add

An app rarely arrives alone. Website development covers the site it points at, and process automation handles the operational side that appears once real users are in it, which is the manual steps somebody quietly absorbs after launch.

How it runs

Diagnose, build, run.

How engagements are set up

Scoped per app before work starts. Store accounts are opened in your name, and updates run on an agreed release schedule.

Scope
Agreed before work starts
First call
20 minutes
Reply time
1 business day

Why most apps never ship

The app store graveyard is full of version ones that tried to do everything and therefore did nothing. The first question is never the feature list; it is which task the app makes unnecessary, and for whom.

01

Scope grows, launch slips

Every stakeholder adds one feature and the shippable core drowns.

02

Two platforms, twice the drift

Separate iOS and Android builds develop separate bugs, separate delays, and double the maintenance bill.

03

Store review as an afterthought

Apple's guidelines are not suggestions.

We scope a v1 that is shippable, build once for both stores, and carry it through review to launch day, with the store accounts in your name.

Questions we get

How long does an app take?

A well-scoped first version is usually a matter of weeks to a working build in your hands, then submission and review after that. Review itself is days rather than weeks in normal circumstances.

One codebase or native?

One codebase covers both platforms for most business apps and roughly halves the cost of every future change, which matters more than the initial build.

Will it get rejected by the stores?

Sometimes, and it is usually recoverable within days. The frequent causes are predictable: missing account deletion, unclear privacy disclosures, permissions without justification, or no working credentials for the reviewer.

Whose developer accounts are used?

Yours, opened in your name, with us added as a collaborator. That should be non-negotiable with any developer.

More questions? App development, answered Read the guide: How to launch an app all areas

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Read next

How this runs, every question we get, and the work that usually sits next to it.

Who does the work

Shaheer leads the work, with engineers, writers, filers and analysts behind him. C-suite operations for a San Francisco AI company, Six Sigma on the process side, Anthropic certified on the Model Context Protocol, ten years across eight industries. See what we have built

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We reply within one business day.