What does it cost to build an app?
A new app built by a Swedish agency or studio in 2026 typically costs between roughly 75 000 kr for a small MVP and 1 500 000 kr or more for a complex product, with most first builds landing in the 150 000–600 000 kr band. The figure isn't really about the code: it's set by how many screens and flows you need, whether the app needs its own backend, how many outside systems it talks to, and whether you build native for each platform or cross-platform from one codebase. We're Klura, an independent fullstack studio in Stockholm, and this guide breaks down the real numbers so you can walk into a conversation knowing roughly what you're looking at. Every range below is indicative and dated to 2026; an accurate quote needs a short conversation about your actual scope.
The short answer: 2026 cost ranges
Here are current Swedish-market ranges as of 2026, drawn from published Swedish agency price guides and our own build experience. These cover design and development of the first shippable version, not ongoing running costs (those are separate, further down). Cross-platform here means one codebase shipping to both iOS and Android — the approach we use, via Capacitor.
| Type | What it is | Indicative cost (SEK, 2026) | Rough timeline |
|---|---|---|---|
| Simple MVP | 5–10 screens, one core feature, login, light backend | 75 000 – 300 000 kr | 4–8 weeks |
| Standard app | 15–25 screens, custom design, real backend + a few integrations | 300 000 – 700 000 kr | 2–4 months |
| Complex / platform app | 30+ screens, multiple roles, payments, heavy integrations, scale | 700 000 – 1 500 000+ kr | 4–8 months |
Why such wide bands? Because "an app" can mean a focused MVP that proves one idea, or a multi-role platform with billing and live data. The bands above reflect typical Swedish rates of roughly 800–1 200 kr/h for a senior freelancer or 900–1 800 kr/h for an agency, multiplied by realistic hours. The honest version: the only way to narrow a 300 000 kr range to a real number is to define the scope.
What actually drives the cost
Price is the sum of a handful of decisions. Each one moves the number meaningfully, and most of them are about scope rather than technology:
- Screens and flows — every screen is design, build, edge cases and testing. Going from 8 screens to 25 is the single biggest multiplier on most projects.
- Backend and API — if the app stores data, has accounts, or syncs across devices, it needs a backend. This is often as much work as the app itself, and sometimes more. We build on Cloudflare Workers (edge) and Neon Postgres, which keeps this lean.
- Native vs cross-platform — building separately for iOS and Android (native) costs roughly 40–80% more than one cross-platform codebase. With Capacitor we ship one React + TypeScript codebase to both stores, so you pay closer to the cost of a single app, not two.
- Design — a templated look is cheap; a distinctive, branded, animated interface costs more because it's drawn, not assembled. Most products sit in between.
- Integrations — payments (Stripe), auth, maps, push notifications, analytics, third-party APIs. Each one is a connection to test and maintain. Two or three is normal; ten is a different project.
- App Store submission — getting onto the App Store and Google Play is mostly process: store accounts, signing, review, privacy declarations. It's modest in hours but a real step, and Apple's organization enrollment is a prerequisite many first-timers don't budget for.
- Maintenance — apps aren't finished at launch. iOS and Android ship breaking OS updates yearly, dependencies need patching, and users find bugs. Plan for it from day one (see below).
Native vs cross-platform — the cost lever most people miss
The biggest avoidable cost in app development is building the same app twice. Fully native means a separate iOS codebase (Swift) and Android codebase (Kotlin) — two teams, two builds, two sets of bugs. Swedish guides put native at roughly 40–80% more than cross-platform for the same scope.
Cross-platform writes the app once and ships it to both stores. We build with Capacitor wrapping a React 19 + TypeScript app, which means one codebase, one set of features, both App Store and Google Play — and the same web stack can power a marketing site or web dashboard from the same code. For the large majority of products, native's marginal benefits don't justify paying for two of everything. We'll tell you honestly on the rare occasions a true native build is the right call.
A worked example: a real MVP
Say you want to validate a consumer app idea: users sign up, see a personalised feed, save items, and you can push them a notification. Roughly:
- 8–10 screens with a clean, branded design — not a template, not a custom illustration suite.
- Accounts and login, a backend storing user data, a simple admin view for you.
- One payment or subscription flow if you're charging, plus push notifications.
- Shipped to both the App Store and Google Play from one Capacitor codebase.
That lands in roughly the 150 000–350 000 kr band in 2026, over about 6–10 weeks. It's a real, shippable product you can put in front of users — deliberately scoped so you spend on learning whether the idea works, not on features you're guessing at. Add roles, heavier integrations, or a bespoke design language and you move up toward the standard-app band.
Ongoing costs after launch
Launch is the start of the cost, not the end of it. Budget separately for the running costs below — they're small next to the build, but real and recurring.
| Item | Cost (2026) | Notes |
|---|---|---|
| Apple Developer Program | ~99 USD / year (~1 099 kr) | Required to publish to the App Store; same fee for an organization. Klura is enrolling as an organization. |
| Google Play developer account | ~25 USD one-time (~250 kr) | One-off registration, then no annual fee. |
| Hosting & infrastructure | From ~0–a few hundred kr / month at small scale | Edge + serverless (Cloudflare Workers, Neon) scales with usage; tiny apps are nearly free to run. |
| Maintenance & updates | ~15–20% of build cost / year | OS updates, dependency patches, bug fixes, small improvements. First year can run higher. |
The maintenance line is the one founders most often forget. A 300 000 kr app realistically costs on the order of 45 000–60 000 kr a year to keep healthy. Skipping it doesn't save money — it just defers the bill to the day an OS update breaks the app.
How Klura prices — and why it's different
We're a senior, independent studio, not an agency. That changes the maths in your favour in a specific way: there's no account manager, no sales layer, no junior-billed-as-senior, and no overhead markup baked into the rate. You talk to the person who actually designs and writes the code.
Practically, that means a quote scoped to what your product needs rather than padded to feed a team, and decisions made by someone who has to live with them. Klura is a registered Swedish AB (org.nr 559530-1465) with a named, accountable owner — you know exactly who is on the hook. This very site runs on the same stack we'd build your app on: TanStack Start on Cloudflare Workers. It's a working proof artifact, not a slide.
We don't publish a fixed price list, because an honest number depends on your scope and a made-up one helps nobody. What we will do is give you a straight, indicative range on a first call and a fixed proposal once the scope is clear.
FAQ
What does a simple app cost?
A simple MVP — roughly 5–10 screens, login, one core feature and a light backend — typically costs around 75 000–300 000 kr in the Swedish market in 2026. At Klura we usually scope a first MVP into the 150 000–350 000 kr band so it's a genuinely shippable product, not a throwaway prototype. The exact figure depends on design and integrations.
Native or cross-platform — which should I choose?
For most products, cross-platform. Building fully native for iOS and Android separately costs roughly 40–80% more for the same app. Klura builds cross-platform with Capacitor and React, shipping one codebase to both the App Store and Google Play. We recommend true native only on the rare occasions a product genuinely needs it, and we'll say so plainly.
What does ongoing maintenance cost?
Plan for roughly 15–20% of the build cost per year. For a 300 000 kr app that's about 45 000–60 000 kr annually, covering iOS/Android OS updates, dependency and security patches, and bug fixes. The first year can run higher. It's not optional spending — skipping it just means the app breaks on the next OS release.
What extra costs come after launch besides development?
Mainly the store accounts and running costs: the Apple Developer Program is about 99 USD per year (the same for an organization, which is how Klura is enrolling), Google Play is a one-time ~25 USD, and hosting on an edge/serverless stack like Cloudflare Workers and Neon is often only a few hundred kronor a month at small scale. Maintenance is the larger ongoing line.
Why are the price ranges so wide?
Because "an app" ranges from a focused MVP to a multi-role platform with payments and live data. The number is driven by screens, backend, integrations and design — not by an hourly rate alone. The ranges here are indicative and dated to 2026. To turn a wide band into a real quote, Klura needs a short conversation about your actual scope.
Want a straight, no-padding estimate for your app? Tell us roughly what you have in mind and we'll give you an honest range. Email hej@klura.app.