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What it costs to keep an app in the stores

The recurring costs of owning a mobile app: developer accounts, forced platform updates, review cycles, and why apps rot faster than websites.

4 min read
What it costs to keep an app in the stores. An article by Athabasca Solutions.

App budgets are usually written for the build and nothing else. Then year two arrives, the app stops installing on new phones, and the number nobody planned for turns up all at once.

Apps rot faster than websites, and for a structural reason: the platforms move underneath them on a schedule, and there is no opting out.

Why an app decays and a website does not

A website talks to browsers, and browsers work extremely hard never to break existing pages. A site built in 2015 still loads.

An app talks to an operating system that gets a major release every year, and to two store operators who periodically raise the minimum SDK version they will accept. Miss those and your app is still installed on existing phones but cannot be updated, and eventually cannot be submitted at all. At that point even a one-word text change requires a modernisation project first.

That is the trap. The cost of doing nothing is not zero; it accumulates silently and lands as a large bill the first time you need any change at all.

The recurring line items

Developer accounts. Apple charges annually; Google charges once. Small, predictable, and the one everybody remembers.

Annual OS compatibility work. New iOS and Android releases each year. Some years this is a quick check. Some years a permission model changes and real work is needed. Assume it is never zero.

Minimum SDK deadlines. Both stores periodically require apps to target a recent platform version. This is the item that turns a neglected app into a project.

Dependency updates. Everything the app is built on moves too, and mobile dependency updates break more often than server-side ones.

Store administration. Screenshots for current device sizes, privacy declarations, data-safety forms. These change, and an out-of-date declaration can hold up a release.

Review time on every change. Not money, but schedule. A fix that takes an hour still takes a day or two to reach users, and you cannot roll back an app the way you roll back a website. Plan for that in anything time-sensitive.

The costs specific to two platforms

Even from a single shared codebase, some things are unavoidably doubled: two store listings, two release processes, two sets of device testing, two review queues, and the handful of features that behave differently on each.

This is the honest argument for cross-platform. It does not halve the work, it removes the duplicated part, which is most but not all of it. The choice is covered in native or cross-platform.

Where the surprises come from

Being forced to update when you had no changes to make. The most annoying category: work with no visible benefit, done to stay submittable.

A dependency that gets abandoned. A library you rely on stops being maintained, and replacing it is a small project.

A store policy change. Privacy rules, account-deletion requirements, payment-handling rules. These arrive with deadlines attached.

Devices you did not test on. Android in particular. A bug that only appears on one manufacturer’s phones is a normal Tuesday.

What this means for the decision

Two things follow, and both are worth deciding before you build.

First, the build cost is a poor guide to the total. An app is a commitment to ongoing attention in a way a marketing site simply is not. If nobody will own it after launch, it will be broken within two years, guaranteed.

Second, this is another reason to be strict about whether you need one at all. The cases where an app genuinely beats a website are narrow and worth checking honestly, which is what does your business actually need an app is for.

How to keep it manageable

  • Fewer dependencies. Every library is a future update.
  • One codebase across both platforms, unless something forces otherwise.
  • A release you can perform in an hour, scripted, so a small fix is a small job rather than an event.
  • Scheduled annual work, budgeted, rather than emergencies. This is the same argument as any maintenance plan, and it is more true for apps, not less.
  • A written record of the accounts. Store accounts must be in the business’s name. An app trapped in a former developer’s Apple account is a genuinely painful thing to recover.

If you have an app that has drifted, or you are budgeting for one properly, tell us what it does and when it was last released. The date of the last release usually tells us most of what we need.

Related: does your business need an app, native or cross-platform, and our mobile app work.

Further reading

Sections covered in What it costs to keep an app in the stores: Why an app decays and a website does not, The recurring line items, The costs specific to two platforms, Where the surprises come from, What this means for the decision, How to keep it manageable
The shape of the argument, in order.

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