How we calculate this estimate
This page publishes the actual model, not a description of one. Every multiplier, percentage and rate below is read directly from the same configuration the calculator runs on — so what you read here cannot drift from what the calculator does.
Hours first, dollars last
Most cost calculators start from a base price and multiply it by coefficients: one for platform, one for industry, one for complexity. That approach inflates without meaning. Two platforms and HIPAA compliance share nothing, so multiplying them together produces a number that describes neither.
Here, each answer contributes engineering hours into a named discipline bucket. Multipliers are applied only where something genuinely scales, and only to the specific bucket it scales. Dollars are calculated once, at the very end.
- Collect platform-agnostic hours: the app type’s scaffolding, the industry’s domain logic, each additional user role, every feature, and each admin module.
- Scale by complexity. This multiplies product work only — never platform setup, compliance regimes or integrations, which cost what they cost regardless of feature depth.
- Price design directly from your screen count and design level, because that is how design is actually quoted.
- Add fixed work: platform project setup, the device and OS test matrix, store releases, security posture, compliance regimes, integrations.
- Derive architecture from traffic. Peak concurrency selects a tier, and that tier’s requirements become line items.
- Expand client hours across surfaces. This is the step that stops iOS plus Android costing twice iOS.
- Derive the proportional disciplines: QA, DevOps, architecture, product floor and project management.
- Convert to dollars at each discipline’s own US rate.
Nine disciplines, nine US rates
These are US-market rates for a US-based product team in 2026: senior US engineers, US project management, US QA. There is deliberately no offshore or nearshore rate card, because a rate selector is how cost calculators end up comparing incomparable hours.
| Discipline | US rate |
|---|---|
| Product & discovery | $135/hr |
| UI/UX design | $120/hr |
| Architecture | $180/hr |
| iOS engineering | $145/hr |
| Android engineering | $145/hr |
| Cross-platform mobile | $140/hr |
| Web engineering | $135/hr |
| Tablet engineering | $140/hr |
| Desktop engineering | $150/hr |
| Wearable engineering | $150/hr |
| TV & OTT engineering | $150/hr |
| Backend engineering | $148/hr |
| Integration engineering | $148/hr |
| Security & compliance | $172/hr |
| DevOps & cloud | $152/hr |
| QA & testing | $98/hr |
| Project management | $130/hr |
Why a second platform does not double the cost
Client engineering hours are quoted once, platform-agnostically, in the app type and in each feature. Each platform then carries two factors.
| Platform | As the only surface | As an additional surface | Device matrix (QA hrs) |
|---|---|---|---|
| iOS | ×0.95 | ×0.66 | 30 |
| Android | ×1.00 | ×0.70 | 64 |
| Cross-platform | ×1.25 | ×0.74 | 74 |
| Web app | ×0.98 | ×0.72 | 34 |
| Tablet | ×1.05 | ×0.48 | 46 |
| Desktop | ×1.12 | ×0.66 | 54 |
| Wearable | ×0.60 | ×0.44 | 34 |
| TV / OTT | ×1.00 | ×0.60 | 88 |
The second column is well below the first because the product definition, data model, API contracts, design system and most test scenarios were already paid for by the first surface. Adding Android to an iOS build adds roughly 70% of one client implementation — typically 20–30% of total project cost, not 100%.
Choosing React Native / Flutter instead collapses both mobile apps into one codebase at ×1.25 of a single native app, plus 48 hours for the native capability no framework fully covers. You still ship to both stores and still test both device matrices.
Design grows sub-linearly too, because the second surface reuses the design system and every decision inside it. The multiplier by surface count is 1 surface ×1, 2 surfaces ×1.2, 3 surfaces ×1.38, 4 surfaces ×1.52.
Depth, not size
Complexity multiplies product work — the app-type foundation, domain logic and features. Design gets its own, gentler multiplier, because polish scales faster than logic but not as fast as feature depth.
| Level | Product work | Design work | Project management | Architecture |
|---|---|---|---|---|
| MVP Prove it works | ×0.56 | ×0.66 | 6% | 4% |
| Standard Production ready | ×1 | ×1 | 9% | 6% |
| Advanced Built to grow | ×1.38 | ×1.22 | 10.5% | 8% |
| Enterprise Audited and integrated | ×1.86 | ×1.46 | 12% | 10% |
Scale is architecture, not a surcharge
The chain runs: monthly actives → daily actives → peak concurrent → the architecture tier that peak requires → that tier’s specific engineering requirements. The daily and peak ratios come from your industry’s traffic shape, which is why a payroll tool and a ticketing platform with identical monthly users end up on different architectures.
| Monthly active users | Modelled at | Baseline architecture | Load-sensitive work |
|---|---|---|---|
| Under 1,000 | 500 | single | ×0.92 |
| 1,000 – 10,000 | 5,000 | single | ×1 |
| 10,000 – 100,000 | 45,000 | cached | ×1.15 |
| 100,000 – 1 million | 400,000 | scaled | ×1.34 |
| 1 million+ | 2,500,000 | distributed | ×1.62 |
That last multiplier applies only to load-sensitive engineering — the backend, platform work, and features the catalogue tags as growing with traffic. It is never applied to the whole project. A login screen is the same login screen at ten users or ten million.
A system cost plus a per-screen cost
Design is priced two ways at once, because that is how design work behaves: the design system is a one-off, and the screens are not.
| Level | Hours per screen | Design system |
|---|---|---|
| Basic UI Standard components and simple layouts. Fast, familiar, unremarkable. | 1.9 hrs | 22 hrs |
| Custom UI/UX Bespoke interface on a documented component library, with a polished flow. | 3.3 hrs | 46 hrs |
| Premium / advanced UI Motion, custom interactions, illustration and usability research. | 5.4 hrs | 88 hrs |
The work that is a proportion of other work
These are calculated last, from the build hours they support, so they cannot be gamed by moving hours between disciplines.
- QA & testingFloor as a share of build hours, plus the full device and OS matrix for every platform, plus any testing disciplines selected.
- 14% + fixed
- DevOps & cloudA floor, because even the simplest app needs a way to get shipped.
- 4% floor
- ArchitectureA share of the backend and platform work it designs.
- 4–10%
- Product & discoveryA floor, because someone has to decide what gets built.
- 4% floor
- Project managementA share of every other hour in the project.
- 6–12%
Phases overlap, and head-count is not linear
Two mistakes make published timelines useless, and the model avoids both.
Head-count does not scale linearly. Doubling the team does not halve the schedule, because coordination cost rises with every person added. Team size here grows with the square root of the work — tuned so roughly 1,200 hours lands on a team of about 2 and 20,000 hours on about 9 — against a working week of 32 productive hours per person.
Phases overlap. Design starts before discovery finishes, the client build starts before the backend is done, and QA runs alongside development. The phase spans below sum to well over 100% of the schedule on purpose. Laying them end to end is the single most common reason published timelines come out at roughly twice reality.
| Phase | Starts at | Ends at |
|---|---|---|
| Discovery & planning Requirements, user flows, technical approach, acceptance criteria. | 0% | 13% |
| UI/UX design Wireframes through production screens and a documented design system. | 6% | 36% |
| Architecture & data model Data model, API contracts, environments, security design. | 10% | 30% |
| Backend development APIs, business logic, background jobs, admin, cloud infrastructure. | 16% | 74% |
| App development Every surface in scope, screen by screen, against the live API. | 26% | 86% |
| Integrations Third-party systems, reconciliation and failure handling. | 44% | 88% |
| QA & testing Functional, device, performance, accessibility and security testing. | 50% | 96% |
| Deployment & launch Store submission, production cutover, monitoring and handover. | 87% | 100% |
Why we publish a range, never a figure
The midpoint is the model’s central estimate. The published range runs from ×0.86 to ×1.19 of it — asymmetric on purpose, because software overruns more often than it underruns, so the upside tail is longer.
Figures are rounded by magnitude so the output never implies precision it does not have: a $60,000 estimate rounds to the nearest $2,500, a $600,000 one to the nearest $10,000. A calculator that reports $487,213 is telling you something false about how well it knows your project.
Annual maintenance is derived rather than assumed: 15–22% of build cost as a floor, rising with each app store you ship through, each third-party integration that changes on somebody else’s schedule, and materially with a regulated security posture — capped at 28%.
What a calculator cannot know
This is a planning estimate and an indicative range. It is useful for sizing a budget, comparing options and sanity-checking a vendor quote. It is not a fixed development quote, and final development cost depends on finalised technical requirements.
No calculator can know your existing systems, the state of your data, how quickly your stakeholders make decisions, what your security reviewers will ask for, or how much of your scope will change once real users see version one. Those are the things that actually move a software budget, and they are discovered rather than selected from a dropdown.
Use the estimate to start the conversation, then get a fixed-scope proposal against written requirements before you commit. The result page reports its own confidence interval, and that interval widens honestly when your scope is still moving.