Topic Mobile and app development

How Long Does It Take to Build an App? Real Timelines

The short answer

Plan for two to twelve months from first conversation to the app stores, depending on the app: about two to three months for a simple app, three to four for an MVP, four to seven for a mid-sized app with several user roles, and seven to twelve or more for a complex platform. Ranges are illustrative.

Written by

Siddharth Kajaria, Founder and CEO

Published

Reading time

11 min read

Four pots in a row grow from a sprout to a leafy plant, a flowering shrub and a young tree, with a watering can beside.
In this post11 min read
  1. How long does each kind of app take?
  2. What happens in each phase?
  3. Where does the time really go?
  4. What do Apple and Google add to the timeline?
  5. What does an honest week-by-week plan look like?
  6. How long does an MVP take?
  7. What actually speeds it up?
  8. How do you set a launch date you can keep?

Key takeaways

Ask three teams how long a new app will take and the answers sound alike: three months, six months, “it depends”. The useful answer is a range for your kind of app, plus an honest look at where the weeks go. Much of that time isn’t spent writing code: it goes on decisions, content, outside accounts and store review. The ranges by app type come first, then each phase, the hidden calendar most plans leave out, and a week-by-week plan you can hold a team to.

How long does each kind of app take?

Each kind of app has its own range, from about two months for a simple app to a year or more for a complex platform, and the jump between them comes from user roles, integrations and rules, not from the number of screens. The table below gives illustrative ranges from first workshop to the app stores, with what each kind usually includes.

Illustrative ranges, not quotes

How long four kinds of app take, from first workshop to the app stores (illustrative ranges)
Compared onSimple appOne user type, a few screensMVPOne core flow, plus adminMid-sized appSeveral roles, integrationsComplex platformMany roles, rules, scale
Typical time to launchAbout 2–3 monthsAbout 3–4 monthsAbout 4–7 monthsAbout 7–12 months or more
What it looks likeAn event app, a catalogue, a booking form for one businessA first version that proves one idea: book, order or track one thingA customer app, a staff app and an admin panel working togetherA marketplace, a lending app or a health record system
BackendSmall, or an existing oneNew, with an admin panel and analyticsNew, with roles, permissions and reportsSeveral services, audit trails and high availability
IntegrationsNone, or one simple oneOne or two: sign-in, payments or mapsSeveral: payments, messaging, maps, a company systemMany, including ones with their own approval process
Where the time goesDesign and store set-upAgreeing what the first version leaves outMaking the roles and integrations work togetherSecurity, compliance reviews, data migration and load testing
Plan for the next range ifYou need payments or a second type of userThe first version has to do everything the full product willAn outside system has to be ready on day oneAdd time if a regulator or a partner has to approve the app before launch

Two things move an app from one column to the next faster than anything else: a second or third type of user (a customer app plus a staff app plus an admin panel is three products, not one), and an outside system that has to work on day one, such as a payment gateway, a hospital’s records or a company’s ERP. If your app has either, plan for the next column along.

Working to a date?

What happens in each phase?

An app moves through five phases: discovery, design, build, testing and launch, and on a well-run project they overlap rather than queue behind each other.

  • Discovery turns the idea into a written scope: who the users are, what the first version must do, what it connects to and what waits for later. On a small app it takes days; on a platform it takes weeks. Skipping it doesn’t save the time, it moves it into the build, where each unanswered question costs more.
  • Design turns the scope into screens you can click through. The core flow is designed first, so building can start on it while the less critical screens are still being drawn.
  • Build is the backend, the admin panel and the app itself, delivered in short releases you can try. It is the longest phase, and the one most quotes describe in detail.
  • Testing runs through the build, but needs its own block at the end: testing on real phones, including a low-cost Android phone, a beta with real users and fixing what they find.
  • Launch is the store listings, the submissions, the review and the release. It is short, but it has fixed waits that no team can compress, which the next section covers.

Where does the time really go?

Much of the time goes to waiting for decisions, content and access, not to coding. If a four-month project has a round of feedback every week, and each round comes back two working days late, that alone can add more than a month, and no estimate will have included it. These are the items that stretch real calendars, and what to do about each one.

Where an app timeline stretches outside the code, and what to plan instead
What takes timeWhy it stretches the calendarWhat to plan instead
Feedback and approvalsEach design round and test build waits for someone to look at it. If several people must agree, it waits for the slowest.One person who decides, a fixed day each week for feedback, and an agreed answer time.
ContentProduct photos, descriptions, prices, terms, translations and help text are often written last, so finished screens sit empty.A content list in week one, with an owner and a date for each item.
Access to outside systemsPayment gateways, messaging providers and company systems need accounts, keys, test environments and sometimes their own approval.Every integration listed in discovery, with the accounts opened before the build reaches it.
Store accountsAn Apple company account needs a D-U-N-S Number first, and a new personal Google Play account must run a closed test before it can publish.Both developer accounts opened in your company’s name in the first week.
Changes mid-buildA new feature, or a change to one already built, moves everything after it in the plan.A written change log, with each change’s effect on the date agreed before work starts.
Testing and fixesReal users find problems a test plan didn’t. Fixing them takes time that plans often leave out.Two to three weeks of beta and fixes before the launch date, protected in the plan.

None of this is a reason to blame the client or the team. It is a reason to put the client’s tasks in the plan with dates, the same way the team’s tasks are, and to review both every week.

What do Apple and Google add to the timeline?

App review itself is usually quick, while the store accounts and Google Play’s testing rule for new personal accounts can take weeks, so start them in the first week of the project. Here is what Apple and Google say, checked 20 October 2026:

  • Apple’s review. Apple says App Review typically reviews “at least 50% of submissions in less than 24 hours and 90% in less than 48 hours”, and that an incomplete submission can be delayed or rejected (Apple App Review). A rejection means fixing the issue and submitting again, so plan a few days of slack.
  • Apple’s company account. Companies enrolling in the Apple Developer Program need a D-U-N-S Number; government bodies are exempt. Apple asks you to allow up to 5 business days to get one from Dun & Bradstreet, and up to 2 more business days for Apple to receive it, before you can enrol (Apple D-U-N-S). Apple also checks that the person enrolling can sign for the company, that the website works and that the email address uses the company’s domain (Apple enrolment).
  • Google Play’s testing rule. Personal developer accounts created after 13 November 2023 must run a closed test with at least 12 testers, opted in continuously for at least 14 days, before they can apply for production access. Google says the review of that application “usually takes seven days or less, but can occasionally take longer” (Google Play Console Help).
  • Google Play’s review. Google says updates are processed “as soon as possible”, and that apps from some developer accounts can get extended reviews of up to 7 days, or longer in exceptional cases (Google Play Console Help).

Publish under your company’s own developer accounts, set up by you, so the app and its listing stay yours whoever builds it. Our guide to who owns an app’s source code covers the accounts to hold.

What does an honest week-by-week plan look like?

An honest plan shows what you will see at the end of each phase, what you have to supply and when, and where the fixed waits sit. The one below is illustrative: an MVP-sized app with one main user flow, an admin panel and analytics, built cross-platform for both stores.

  1. Weeks 1–⁠2: Discovery

    Workshops, the feature cut and a written scope. Open both developer accounts and start any outside approvals.

  2. Weeks 2–⁠4: Design

    The core flow as a clickable prototype first, then the rest of the screens. You review on a fixed day each week.

  3. Weeks 4–⁠11: Build

    Backend, admin panel and app in weekly or fortnightly releases you can try on your phone. Your content goes in as it arrives.

  4. Weeks 11–⁠13: Beta and fixes

    A closed test with real users on real phones, including a low-cost Android one. Fix what they find.

  5. Weeks 13–⁠14: Launch

    Store listings, submissions and review, with a few days of slack for a rejection. Release, then watch the first users.

Ask any team you talk to for its version of this plan. What you are looking for:

  • Something you can try every week or two, from the first build onwards, not one big reveal near the end.
  • Your tasks with dates on them: the content, the decisions, the logins to outside systems, the beta testers.
  • The store accounts and testing rules in week one, not in the last fortnight.
  • A test block with real users before launch, with time left to fix what they find.

How long does an MVP take?

Plan for about three to four months from first workshop to launch for an MVP: two to three weeks to agree the scope, then eight to fourteen weeks to design, build, test and launch the first version. That is the shape of our own MVP Launch package, which runs 8–14 weeks, often after a 2–3 week Discovery Sprint.

The range depends far more on what goes into the first version than on how fast anyone codes. An MVP that proves one thing, with one core flow and an admin panel, fits the range. An MVP that tries to launch the full product, with every role and every integration, is a mid-sized app with a smaller name, and it takes as long as one. The quickest way to shorten an MVP is to move features to version two, which our MVP development page walks through.

What actually speeds it up?

Fewer decisions left open speeds an app up more than more developers do: a settled scope, quick feedback and a small first version. Adding people to a late project rarely helps, because new people need time to learn the code and the plan. These are the changes that do help.

6 things that help

  1. 01

    A smaller first version

    Launch the one flow that proves the idea, and list everything else for version two. Every feature you move saves design, build and test time.

  2. 02

    One person who decides

    A single decision-maker with time each week. A committee turns every review into a week of waiting.

  3. 03

    One codebase for both stores

    A cross-platform framework such as Flutter or React Native builds the iPhone and Android apps together, instead of writing every feature twice.

  4. 04

    Content and access ready early

    Copy, images and logins to outside systems supplied before the build reaches them, so finished screens never wait.

  5. 05

    Manual first, automated later

    Some admin tasks can be done by hand for the first months, such as approving sign-ups or sending reports. Automate them once you know they matter.

  6. 06

    Ready-made services

    Sign-in, payments, maps and messaging from established providers, rather than building your own.

How a team works matters as much as its size. At Tailwebs, 50+ people work with 200+ AI agents in our delivery process, which lets us deliver up to 50% faster and put more checks on every release. The agents speed up the work; the scope still decides the date.

How do you set a launch date you can keep?

Work back from the date to a scope that fits it, rather than forward from a feature list to whatever date it produces. Decide what the launch has to achieve: an investor demo, a pilot with one customer, a public launch. Then cut the first version to what that needs, start the store accounts in week one, and keep two to three weeks of slack before the date for testing and review.

If the date can’t move, the scope has to be the thing that moves, so agree now which features are first to go if the plan slips. How the contract handles that matters too; our guide to fixed price or time and materials shows what happens to the timeline under each. To see how we plan, release and review a build week by week, read how a project runs, or tell us about your app on our mobile app development page.

02 FAQ

Questions, answered

Can an app be built in a month?
A very small one can: a handful of screens, one platform, no payments and an existing backend. Most business apps can't, because design, testing and store review alone take several weeks. If a date a month away is fixed, build the one flow that date needs, launch it to a small group, and add the rest after.
Does building for iPhone and Android double the time?
Not with a cross-platform framework such as Flutter or React Native: one codebase serves both stores, so most of the work is done once. Expect some extra time for testing on both platforms, two store submissions and the features that behave differently on each. Building two native apps is closer to double, because every feature is written twice.
Why do quotes give such different timelines for the same app?
Usually because they assume different things: one includes design, testing and an admin panel, another leaves them out; one plans weekly releases, another one big delivery. Ask each team for its plan by phase, with what it assumes you will supply and when. The gaps between the plans show what each quote left out.
Who causes delays: the client or the developer?
Both can, which is why a good plan names the client's tasks as clearly as the team's. Late feedback, missing content and slow access to outside systems stall a build as surely as a hard bug does. Agree up front how quickly each side answers, and review the plan every week so a slip is caught when it is days, not months.