Expert Guide Series

How Can I Reduce My App's Development Costs Safely?

Most businesses approach app development with a fixed budget in mind and then watch in dismay as the costs creep steadily upward, turning what seemed like a sensible thirty thousand pound project into something closer to fifty or sixty grand before launch. The usual response is to either compromise on quality (which nobody wants) or to abandon features mid-way through development (which feels wasteful and demoralising), but there's actually a smarter path that protects both your budget and the quality of what you're building. After ten years of building apps across healthcare, fintech, and e-commerce sectors, I've learned that the difference between an expensive build and an affordable one rarely comes down to the quality of the final product... it comes down to the decisions you make before a single line of code gets written, and understanding exactly where your money actually goes during the development process.

Reducing costs isn't about cutting corners, it's about understanding which corners don't need to exist in the first place.

Understanding Where Development Costs Actually Come From

The biggest surprise for most clients is discovering that writing the actual code represents only about forty to fifty percent of your total development budget, with the rest disappearing into planning, design, testing, project management, and revisions. Look, I've seen businesses assume that developers are the main expense (and yes, senior developers can cost anywhere from £400 to £800 per day), but the reality is that poor planning and unclear requirements can double your development time, which means you're paying for people to figure things out as they go rather than executing a clear plan.

Design work typically consumes fifteen to twenty percent of your budget. That's real money.

Project management and communication absorb another ten to fifteen percent, and whilst this might seem like overhead you could trim, working without proper project coordination usually means developers spend hours waiting for decisions or redoing work because requirements weren't clear. Testing and quality assurance takes up another fifteen to twenty percent, and skimping here means you'll pay far more later fixing bugs after launch when users are already frustrated and leaving poor reviews.

Cost CategoryTypical PercentageCan You Reduce It?
Development (coding)40-50%Yes, with smart planning
Design15-20%Somewhat, with templates
Project Management10-15%No, makes everything worse
Testing & QA15-20%Limited, without risk

Features That Feel Necessary But Really Aren't

I've worked with a healthcare startup that insisted they needed video calling built into their mental health app from day one, which would have added about twelve thousand pounds to their build cost and at least six weeks to the timeline. The thing is, they hadn't actually validated whether their users would even want video sessions through the app rather than using Zoom or another tool they were already comfortable with. We launched without it, surveyed users after three months, and discovered that eighty percent preferred telephone consultations anyway, which cost us about £800 to implement using Twilio rather than the video system they'd originally wanted.

Social sharing features sound important but often go completely unused. Real talk here.

In-app chat systems can cost anywhere from £5,000 to £15,000 to build properly (with message history, notifications, image sharing, and all the features users now expect), but many apps would be perfectly well served by email notifications that direct users to respond through their regular email app. Push notifications are another feature that businesses assume they need immediately, but the infrastructure to handle them properly costs around £2,000 to £4,000 to implement, and if you're still validating your concept, that money might be better spent on features that directly support your core value proposition. Before committing to expensive features, consider testing your app concept without building anything to validate user demand first.

Write down every feature you think you need, then mark each one as either "makes the app work" or "makes the app better", and only build the first category initially, because you can always add features after launch when you have real user feedback and possibly some revenue to fund those additions. Understanding how many features is too many for your first release is crucial for keeping costs under control.

  • User profile customisation (avatars, themes, backgrounds)
  • Social media integration beyond basic sign-in
  • Complex analytics dashboards when simple metrics would suffice
  • Multi-language support before validating demand
  • Advanced filtering when basic search would work

Choosing the Right Technology for Your Budget

The decision between native development (building separately for iOS and Android) and cross-platform tools like React Native or Flutter can easily double your costs or cut them in half, but the right choice depends entirely on what you're building and who you're building it for. Native development gives you the best performance and access to the latest platform features, but you're essentially building two apps, which means two codebases to maintain, two sets of developers (or developers who work twice as long), and roughly 1.6 to 1.8 times the cost of a single platform.

Cross-platform development lets you share most of your code between iOS and Android, typically saving you thirty-five to forty-five percent on development costs. The trade-off is slightly less polished performance for complex features and occasionally needing to write platform-specific code for certain functions, but for most business apps, e-commerce platforms, and content-driven applications, users genuinely can't tell the difference. I've built fintech apps handling sensitive transactions using React Native that performed beautifully and passed rigorous security audits without any issues.

The third option that nobody talks about enough is progressive web apps, which are essentially sophisticated websites that behave like apps, can work offline, and don't require app store approval. They cost forty to sixty percent less than native apps to build. When considering which features to include, it's worth thinking about whether to build features your competitors have or create something entirely new.

ApproachCost RangeBest For
Native iOS + Android£40k-£120kComplex apps, gaming, AR/VR
Cross-Platform£25k-£70kBusiness apps, e-commerce, content
Progressive Web App£15k-£45kContent, simple transactions, MVPs

The MVP Approach That Preserves Quality

Building a minimum viable product doesn't mean building something that barely works or looks amateurish, it means ruthlessly focusing on the single problem your app solves and building just enough functionality to solve it properly. I worked with an education company that wanted to build a comprehensive learning platform with courses, live classes, assignments, grading, certificates, and a social community feature, which would have cost them about eighty-five thousand pounds and taken seven months to build. We convinced them to launch with just the course viewing and basic progress tracking, which cost twenty-eight grand and took ten weeks.

They got their first 200 paying users within a month. Real users, real money.

What's interesting is that the user feedback completely changed what they built next... instead of the social features they'd originally planned, users desperately wanted downloadable content for offline viewing and better search functionality, neither of which were in the original specification. If they'd spent the full budget upfront, they would have wasted probably thirty thousand pounds building features their actual users didn't value. The MVP approach isn't about saving money by building less, it's about spending money more intelligently by building what matters first and letting real usage data guide what comes next. This is where learning how to say no to feature requests without upsetting users becomes incredibly valuable.

An MVP should be the smallest version of your app that someone would actually pay for, not the smallest version you can technically build.

When to Build Custom and When to Use Existing Solutions

Every app needs certain foundational functions like user authentication, password reset, email verification, and payment processing, and you can either build these from scratch or integrate existing services that handle them for you. Building custom authentication might cost £3,000 to £6,000 and take two to three weeks, whilst integrating Firebase Authentication costs maybe £600 in developer time and works in a couple of days. The custom solution gives you complete control, but do you actually need complete control over how users reset their passwords?

Payment processing is where this decision gets really clear. Building your own payment system from scratch would cost an absolute fortune (we're talking fifty grand minimum) and would require PCI compliance certification, ongoing security audits, and constant maintenance. Integrating Stripe costs about £1,200 to £2,000 in development time, handles all the security and compliance automatically, and your customers actually trust it more because they recognise the brand. I've never met a client who regretted using Stripe instead of building their own payment system.

The rule I follow is simple.

If the feature isn't part of your core value proposition (the thing that makes your app different and valuable), use an existing solution. If it is part of your core value, build it custom so you have complete control over the experience and functionality. An e-commerce app should use Stripe for payments but might build custom recommendation algorithms, a healthcare app should use existing video calling APIs but build custom patient record systems. It's also worth understanding how to test if new technology actually helps users before committing to expensive custom builds.

  • Authentication and user management: Use Firebase, Auth0, or AWS Cognito
  • Payment processing: Use Stripe, PayPal, or Braintree
  • Email sending: Use SendGrid, Mailgun, or AWS SES
  • Analytics: Use Mixpanel, Amplitude, or Google Analytics
  • Crash reporting: Use Sentry or Crashlytics
  • Cloud storage: Use AWS S3, Google Cloud Storage, or Azure

Team Structure Decisions That Impact Your Bottom Line

Hiring a large agency with account managers, project managers, designers, senior developers, and junior developers means you're paying for the entire team structure even if only two people are actually working on your app at any given time. A typical agency charges £8,000 to £15,000 per week for a full team, and whilst you get professional polish and comprehensive services, you're paying for organisational overhead that might not be necessary for your project. Working with a smaller team or independent contractors typically costs £3,000 to £6,000 per week for the same actual development capacity, but you need to be more involved in coordination and decision-making.

The sweet spot I've found for most projects is a small dedicated team with clear roles... one designer, one or two developers, and one person handling project coordination (which might be you if you have the time and inclination). This structure eliminates most of the overhead whilst maintaining clear accountability and consistent quality. Offshore development can cut costs by fifty to seventy percent, but the time zone differences, communication challenges, and occasional quality issues mean you need strong technical oversight, which often ends up costing you back some of those savings. If budget is a major concern, you might also want to explore different funding options by understanding whether to give away equity or take out a business loan.

Hire based on your weakest area... if you understand technology but struggle with design, invest more in a good designer and less in senior developers, but if you have a clear vision for the interface but no technical knowledge, spend more on an experienced developer who can guide technical decisions.

Testing and Quality Assurance Without Breaking the Bank

Automated testing sounds expensive but actually saves you money by catching bugs before they reach users, reducing the time developers spend manually testing the same functions repeatedly. Setting up automated tests costs about £2,000 to £4,000 initially and adds roughly ten to fifteen percent to your development timeline, but it typically reduces post-launch bug fixes by sixty to seventy percent, which more than pays for itself. Manual testing by a dedicated QA person costs about £250 to £400 per day, and whilst you don't need full-time QA during early development, having someone test thoroughly before each release is money well spent.

Beta testing with real users costs almost nothing except the time to coordinate it, and provides incredibly valuable feedback about usability issues that your development team might miss because they're too close to the product. I usually recommend a two-week beta period with twenty to fifty users, which typically uncovers the most glaring problems without overwhelming you with feedback. User acceptance testing (where your stakeholders formally approve the app before launch) should happen throughout development rather than at the end, because discovering major issues during final UAT means expensive rework when the whole team is ready to move on. It's also important to consider testing apps with users who have disabilities to ensure accessibility doesn't become a costly afterthought.

Testing on real devices matters more than most people realise. That iPhone simulator on a developer's laptop doesn't catch performance issues, battery drain, or how your app behaves on a three-year-old Android phone with a cracked screen and dodgy mobile connection. When managing user feedback during testing, you'll need strategies for deciding which user feature requests to listen to and which to ignore.

Conclusion

Reducing app development costs safely comes down to making informed decisions about where to invest your budget and where to be more conservative, understanding that the goal isn't to build the cheapest possible app but to build the right app at the right price. The projects I've seen succeed on modest budgets all shared common characteristics... they had a crystal-clear understanding of their core value proposition, they resisted the temptation to add nice-to-have features before launch, they chose technology based on actual requirements rather than trends or personal preferences, and they invested in quality where it mattered whilst accepting good-enough solutions for everything else. Your first version doesn't need to be perfect, it needs to be good enough to validate whether your concept solves a real problem for real people, and then you can invest the money you save (or the revenue you generate) into making it genuinely excellent based on actual user feedback rather than assumptions.

If you're planning an app project and want help figuring out where to invest your budget for maximum impact, get in touch with us at Glance and we can walk through your specific situation together.

Frequently Asked Questions

How much should I expect to spend on a basic business app?

For a basic business app with essential features, expect to pay £25,000-£45,000 using cross-platform development, or £15,000-£30,000 for a progressive web app. The final cost depends heavily on your feature requirements and whether you use existing solutions for non-core functions like payments and authentication.

What's the biggest mistake businesses make when budgeting for app development?

The biggest mistake is assuming that coding represents most of the cost, when it's actually only 40-50% of your budget. Poor planning and unclear requirements often double development time, meaning you pay for developers to figure things out as they go rather than executing a clear plan.

Should I build for iOS and Android simultaneously or start with one platform?

Start with cross-platform development using React Native or Flutter, which saves 35-45% compared to building native apps separately. Most users can't tell the difference in performance for business apps, and you'll get to market faster with a single codebase to maintain.

How do I know which features are actually necessary for launch?

Write down every feature and mark each as either "makes the app work" or "makes the app better" - only build the first category initially. Features like social sharing, in-app chat, and complex analytics often go unused and can add £5,000-£15,000 each to your budget without providing real value.

Is it worth paying more for a large development agency?

A small dedicated team (one designer, 1-2 developers, one coordinator) typically costs £3,000-£6,000 per week versus £8,000-£15,000 for a full agency team. You'll get the same development capacity without paying for organisational overhead, though you'll need to be more involved in coordination.

How much should I budget for testing and bug fixes?

Allocate 15-20% of your budget for testing and QA - skimping here means paying far more fixing bugs after launch. Automated testing costs £2,000-£4,000 initially but reduces post-launch bug fixes by 60-70%, more than paying for itself.

When should I build custom features versus using existing solutions?

Use existing solutions for anything that isn't part of your core value proposition - authentication, payments, email sending, and analytics should almost always be integrated services. Build custom only for features that make your app different and valuable, as this can save you £10,000-£50,000 per feature.

What's the difference between an MVP and a cheap app?

An MVP is the smallest version someone would actually pay for, built with quality but focused ruthlessly on solving one problem well. A cheap app cuts corners on essential elements like testing and user experience, which ultimately costs more when users abandon it or leave poor reviews.

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