Build

App Development

Applications that reach a store, not just a simulator. Which means signing, release builds, permission prompts, store review and a plan for the people still running the version from six months ago.

Typical build
8 to 16 weeks
Platforms
iOS and Android
Release
We handle it
Store accounts
Yours
Crash target
Above 99.5% clean
How it works

Write the business logic once. Be honest about the rest.

Most of an app is business logic and screens, and that should be written once. A minority is platform-specific, meaning notifications, permissions and deep integrations, and pretending otherwise is how cross-platform projects get a bad name.

Four streams, one release train. The last one is not under your control, so it gets planned for.
What we build

Three things this usually turns out to be.

Consumer

An app people
open by choice

Which means it has to be fast on a four-year-old phone, work on a bad connection, and not ask for anything before it has earned it.

Typical result: retention you can actually measure
Field

Something used
away from a desk

Offline first, syncing when it can, built for one hand and a bright afternoon rather than a demo on a laptop.

Typical result: work captured where it happens
Companion

A mobile front end
for an existing system

The ten percent of your platform that people need on a phone, done properly, rather than a web view in a wrapper.

Typical result: a real app, not a bookmark
The stack

What we reach for, and why.

React Native and Flutter are right for most business applications and wrong for some. The answer depends on what your app does, and we will tell you which case you are.

Cross-platform
React NativeFlutterExpo
Native
SwiftSwiftUIKotlinJetpack Compose
Backend
RESTGraphQLOffline syncPush notifications
Release
App Store ConnectPlay ConsoleFastlaneStaged rollout
Quality
CrashlyticsSentryDevice testing
How to buy it

The work is the same. The shape of the deal is not.

App work is bought under any of the three engagements. Which one depends on whether the product is defined or still being found.

Honestly

A mobile release cannot be taken back.

Come to us when

Good fit

  • You are shipping to both stores and want one team accountable for both.
  • An existing app has a poor crash rate and nobody owns it.
  • You need offline behaviour that genuinely works.
  • Your users are not sitting at a desk.
Go elsewhere when

Poor fit

  • You want a wrapper around your website. A responsive site is cheaper and better.
  • It is a game or anything built on a real-time 3D engine.
  • You need deep platform work: a custom keyboard, a watch face, CarPlay.
Questions

Before you book the call.

Usually not. One cross-platform build covers most business applications, with native specialists pulled in for the specific screens that need them. We will say plainly when your app is one of the ones that needs two.

You do, always, in your company name. An agency holding your developer account holds your product, and we will not put you in that position.

Usually a day or two on both stores now, but nobody can promise it and a rejection resets the clock. Any launch plan that depends on approval landing on a named day is a plan that will break.

They exist, they are more numerous than you expect, and they are handled at the API level with versioned endpoints and tolerant parsing. Forced updates are kept for genuine emergencies.

Next step

Tell us what the app is for, not what it should have.

Thirty minutes, and an honest answer about whether this needs native, cross-platform, or no app at all.