Services / Mobile apps

One app, on every device your customers use.

Apps for iPhone, Android and desktop from a single build. They keep working offline and are ready for the app stores.

Best for
Ideas that need to work offline, use the camera or send notifications. Without those, a website is usually the better choice.
What it costs
Fixed price against a written scope, agreed before anything starts. Developer and store accounts are set up in, or transferred to, your name.
How it runs
A focused first version is usually two to four months, depending on how much has to work offline. Store review adds days to weeks and is outside anyone's control.
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01 / Summary

The short version

The first question is whether you need an app at all. A great many things that get built as apps should have been websites: cheaper to make, no store review, and nobody has to install anything. I will tell you if that is your situation.

When an app is the right answer (offline use, the camera, push notifications, a place on someone's home screen), I build with Flutter, which produces iOS, Android, Windows and macOS from one codebase. Slote, the note-taking product in my work list, is being built exactly that way, so the estimates you get come from the middle of a real build.

02 / Deliverables

What you get

  • 01One app for iPhone and Android, plus desktop if useful
  • 02Works offline and catches up when back online, so it still works on the MRT
  • 03Smooth sign-in with Google or Apple, without bouncing people out to a browser
  • 04Notifications, plus crash reports so problems get spotted early
  • 05Getting the app into the App Store and Google Play, including handling any rejections
  • 06Source code and store accounts in your name

03 / Process

How it runs

  1. Step 01

    Is an app right?

    A frank conversation about whether an app is the right vehicle. Sometimes the answer is a mobile website and a much smaller invoice.

  2. Step 02

    Scope and prototype

    The core flow first, running on a real device, so you can hold it before the expensive parts get built.

  3. Step 03

    Build

    Regular builds you can install and use. Offline behaviour and sync get tested deliberately, because that is where cross-platform apps usually break.

  4. Step 04

    Ship and hand over

    Store submission, review responses, and transfer of developer accounts and signing credentials to you.

05 / Questions

Common questions

01Should I build an app or a mobile website?

A website, unless you need something a browser cannot do: reliable offline use, background sync, push notifications, deep camera or sensor access, or a home-screen presence that drives repeat use. Apps cost more to build, require store approval, and need users to install them. If your use case does not need those things, I will point you at the cheaper option.

02Do I need separate iOS and Android builds?

No. Flutter compiles one codebase to both, plus Windows and macOS. That is roughly half the build cost of native development and, more importantly, half the ongoing maintenance: every fix goes in once.

03How long does an app take?

A focused first version is usually two to four months, depending on how much has to work offline and whether there is a backend to build alongside it. Store review adds days to weeks and is outside anyone's control, so the wait is built into the plan.

04What about the App Store approval process?

I handle submission and the back-and-forth with reviewers. Rejections are normal, usually about metadata, privacy declarations or account deletion requirements rather than the app itself. Knowing the common ones in advance is most of the battle.

Ready when you are.

A few sentences about what you need is plenty. I'll reply within one business day and we can take it from there.

Portrait of Cheah Bing Wen, software developer based in Singapore.
Bing Wen
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