The cheapest way to build a mobile app is your own hours plus one store fee.
Do it yourself and the cash floor is $25 once for Google Play, or $99 a year for Apple. Both in year one is $124. Nothing gets you under that. The store fees are not optional and they fall due whether the app earns a penny or not. The rest of the price is paid in hours, and the cheap route charges a great many of them. If you want the full range rather than the floor, we have a longer breakdown of app development cost.
Two people ask this question and they need opposite answers. One has free evenings and no money, and for them cheapest really is cheapest: build it yourself, ship Android first, spend $25. The other has a job, a deadline and no evenings, and for them the cheapest app that actually exists is the one they paid something for. This page prices both, says where free stops being free, and gives the time floor as well as the money one.
Work out which is cheaper for youThe short version
The cash floor is $25 on Android, $99 a year on iOS, and there is a time floor too.
Those two figures are the stores' own published fees, so they are the only numbers here that are not estimates. Google Play charges a one-time US$25 registration fee. Apple charges 99 USD per membership year, every year, and the year you stop paying is the year your app stops being downloadable. Android is the cheap platform by a wide margin. If you want to build an app on a budget, the platform you pick is the biggest single lever here.
The time floor is newer and catches people out. A personal Play account created after 13 November 2023 has to run a closed test with at least 12 testers, opted in continuously for 14 days, before it can apply for production access. The genuinely cheapest route to a published app therefore costs $25, twelve real humans and a fortnight of waiting, on top of whatever you spend building it.
What you cannot avoid paying
Start with the part that has a published price on it. Apple's enrollment page states it plainly. The Apple Developer Program is 99 USD per membership year, listed in local currency during enrollment, and prices may vary by region. Nonprofits, accredited educational institutions and government entities that meet certain requirements can request a fee waiver. Everyone else pays, and pays again next year.
Google is cheaper and simpler. There is a one-time US$25 registration fee, prepaid cards are not accepted, and you must be at least 18. Identity verification can ask for a government ID and a credit card in your legal name. Google says that if that information turns out to be invalid, the registration fee is not refunded. Read that sentence twice if you were planning to register under something other than your own name.
So the floor is $25 for Android forever, $99 a year for iOS, and $124 for both in year one. Then add the computer. A hand-built iOS app means a Mac running Xcode. That is zero if you already own one, or the largest line on the whole list if you do not. A builder that compiles in the cloud is the only route that removes it.
Those are entry fees, not the whole bill. Store commission once you charge for anything, the renewal in year two, and the surprises that only appear at submission are the fees at the end of the process. They deserve a page of their own rather than a line here.
Four routes, and who each one is cheapest for
Low cost app development is not one route, it is four, and which is cheapest depends on the resource you are short of. You write it yourself. An AI builder writes it and hands you the project. You assemble it in a no-code tool. Or you pay a person. Cash climbs across that list and hours fall, almost step for step, and that trade is the entire decision.
Writing it yourself is cheapest in money and dearest in everything else. Nobody should pretend otherwise. A first React Native app needs sign-in, a list, a detail screen and a release build the store will accept. That is weeks of evenings for somebody who already codes, and a course first for somebody who does not. It is the right answer when your time genuinely has no market price and learning is part of what you want.
The paid middle is where most people land, and the honest framing is a rate rather than a price. A subscription you keep for two months to ship one app beats a hundred unpaid evenings at almost any wage. It is also more expensive than nothing at all, if those evenings were never going to be used. That is the real content of free vs paid app builders: not which has more features, but whether the thing you are short of is dollars or weeks.
Paying a person is the expensive route and it is sometimes still the correct one, because a fixed quote moves the risk of never finishing onto somebody else. The cheapest app in the world is the one that gets built. A free one that stalls in month three cost you the whole idea.
Try it
Cheaper in cash, or cheaper all in
The store fees are published numbers. The effort figures are assumptions, 180 hours by hand against 35 with a builder, so read the shape of the answer and not the last digit.
$25 and 23 weeks, or $85 and 4 weeks
By hand you pay only the store fee and wait about 23 weeks. With a paid builder you pay $85 across 2 months and wait about 4. Counting your hours, the paid route is the cheaper app: $960 against $4,525. Neither figure includes the 14 day closed test a new personal Play account has to run first.
Where free stops being free
An affordable app builder is not the same as a free one, and the difference shows up at the exit. Designing, building and previewing is free almost everywhere, because that part costs the vendor least. The paywall tends to sit on the way out: exporting the code, removing the builder's badge, pointing your own domain at it, or publishing under your own store account. Find that line before you spend a weekend, and find it on the vendor's own pricing page. We are deliberately not quoting anybody's plan here, because free tiers move and a price in an article ages badly.
Then there is the store side, which no builder can make free on your behalf. Google's own getting started page lists the $25 fee, then adds two conditions for personal accounts. Accounts created after 13 November 2023 must meet testing requirements before the app can reach Google Play. New personal accounts must also verify access to an Android device through the Play Console mobile app.
The testing requirement is the one that turns a free weekend into a month. Google's testing requirements page says a closed test needs at least 12 testers, opted in continuously for the preceding 14 days, before you can apply for production access. Finding twelve people who will install a half-finished app and leave it installed is a harder ask than $25. The rule is labelled personal accounts only. An organization account is a different path, and that is a real reason to register as one if you already have the entity.
None of this makes the cheap route wrong. It makes free a word about the building and not about the launching, and the launching is the half people forget to budget for.
Google Play Console Help, Get started with Play Console: registration fee and testing requirements
The bill the cheap route sends in weeks
Price your hours or you have not priced the app. Put any figure on an hour of your own time, even ten dollars, and the do-it-yourself route stops being free before the end of the first evening. That is not an argument for spending money. It is an argument for knowing which currency you decided to spend.
The largest real saving is not a tool, it is scope. Half the cost of a first app is features nobody asked for. An account system for an app with one user. A settings screen with three toggles. A server for data that never leaves the phone. Starting local-first, with the data on the device and no backend at all, removes the only recurring bill before it starts. That is most of what mvp app development is actually about, and it beats switching tools by a wide margin.
And here is the uncomfortable answer, the one a page selling a builder would leave out. Sometimes the cheapest way to settle your question is not to build an app at all. A landing page and a form will tell you whether anyone wants the thing, for the price of a domain, in an afternoon. Build the app when you have a reason to believe somebody will open it twice.
What each route actually costs you
| Route | Cash before it is live | Time before it is live | You keep the code | Cheapest for |
|---|---|---|---|---|
| Write it yourself | $25 to $124 in store fees | weeks of evenings | Yes | more evenings than money |
| AI builder that hands you the project | store fees plus a monthly bill | days, not weeks | Yes | a day job and a deadline |
| No-code builder on a free tier | $0 until you try to publish | a weekend | No | trying an idea, not shipping one |
| Hire a freelancer or an agency | store fees plus an invoice | weeks in somebody else's queue | read the contract | money, and no wish to learn |
| A web page instead of an app | a domain name | an afternoon | Yes | finding out if anyone wants it |
Building it yourself for close to the floor
If the plan is to do it yourself and pay only the stores, two decisions move the number and the rest is noise. Pick Android first, where the store fee is paid once and never again, and keep the app's data on the phone until there is a reason not to. Almost everything expensive about a first app is a server, and most first apps do not need one.
Newly is an AI app builder, which makes it a paid route and not the free one. You describe the app in plain English and it writes a real React Native and TypeScript project you own. It runs the app on cloud iOS and Android simulators while it builds, so no Mac appears in the bill. It then uploads to TestFlight and publishes to Google Play internal testing. It does not press submit for App Store review; you do that. New apps start local-first, with no accounts and no server. A backend with sign-in, a Postgres database and file storage is added only when the app needs one. It is $25 a month and there is no free plan. You still pay Apple and Google yourself.
Whichever way you go, insist the code is yours at the end. Take the project out as a ZIP from project Settings, through the two-way GitHub sync in the Deploy tab, or with the CLI. A cheap app you cannot move is the most expensive kind there is, because the price of leaving is writing the whole thing again.
Questions people ask about building an app cheaply
Build it yourself and publish to one store. The cash floor is the store fee: a one-time US$25 registration fee on Google Play, or 99 USD per membership year on Apple. Everything else in that route is paid in your own hours. If your hours are the scarce thing, the cheapest app that actually ships is usually the one you paid a small monthly fee to build faster.
Price the cheap route before you commit to it
Write down four things: the platform, the store fee, the number of evenings you actually have, and whether the app needs a server at all. If the answers are Android, $25, a handful and no, you are already standing on the floor, and the only question left is who writes the code.
Start building