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    Pricing
    September 30, 2026
    27 min read

    Cost to Hire a Mobile App Developerin 2026

    Federal wage data, published platform fees and agency rates, turned into three costed scenarios with the arithmetic on the page. No rate we could not trace.

    A small mobile development team reviewing an app build together at a shared desk
    $135,980
    Median software developer wage, May 2025
    BLS OEWS, SOC 15-1252
    31.5%
    Benefits share of full-time private compensation
    BLS ECEC, June 2026
    Up to 7.99%
    Upwork Basic client marketplace fee
    Upwork Help Center
    5.5% + $3.50
    Fiverr buyer fee (the $3.50 under $200)
    Fiverr Help Center

    Key Takeaways

    • The median US software developer wage was $135,980 in May 2025 (BLS OEWS, SOC 15-1252). BLS has no separate mobile developer category, so any mobile-specific salary figure comes from somewhere else.
    • Benefits were 31.5 percent of compensation for full-time private industry workers in June 2026 (BLS ECEC). Dividing the median wage by 0.685 gives a loaded employee cost of about $198,500 a year.
    • Marketplace fees are published: Upwork charges Basic clients up to 7.99 percent (3 percent by eligible US bank account) and freelancers 0 to 15 percent; Fiverr charges buyers 5.5 percent plus $3.50 under $200.
    • Toptal publishes no developer rate, so we print none. Contra is commission-free for freelancers and lists a $15 or $29 client payment fee above $500 unless the freelancer pays for Pro.
    • At Frenchy Digital's $150 to $225 an hour, an agency costs the same as a median employee at roughly 1,323 or 882 hours a year. Below that volume, renting beats hiring in cash terms.

    The question behind the question

    Search for what it costs to hire a mobile app developer and open the first three rate guides. You’ll likely get three different hourly figures, sometimes several times apart, and it’s rare for any of those pages to say where its number came from.

    That’s the normal state of this topic. Search for it and you get pages of confident hourly figures, most of them copied from each other, most of them mixing countries, seniority levels and business models into one blended “average.” I understand why. A single number feels useful. It’s also mostly fiction.

    So this guide does something narrower and, I think, more useful. It uses only numbers that someone publishes and stands behind: the federal wage survey, the federal employer cost survey, and the fee pages that Upwork, Fiverr, Contra and Toptal publish about themselves. Then it runs those numbers through three scenarios, with the arithmetic on the page so you can swap in your own.

    One disclosure before we start. I run Frenchy Digital, a senior-led mobile agency, so I have a horse in the agency lane. Our rate is $150 to $225 an hour and it’s in here, costed the same way as the others. Where the math says renting an agency is the worse deal, I’ll say so.

    If you’re in Southern California specifically, we wrote a separate local guide, the cost of hiring a mobile app developer in Los Angeles, which works from our own view of that market. This one is national, and it sticks to public data.

    The short answer. A US software developer earned a median $135,980 in May 2025 (BLS). Loaded with benefits at the June 2026 full-time private industry share, that’s about $198,500 a year to employ. Freelancers cost their quoted rate plus a published platform fee (Upwork up to 7.99 percent for Basic clients, Fiverr 5.5 percent plus $3.50 under $200). A senior-led agency like ours runs $150 to $225 an hour. Which is cheapest depends almost entirely on how many hours of work you have.

    What the federal data says

    The best public number for what developers are paid in the United States comes from the Bureau of Labor Statistics’ Occupational Employment and Wage Statistics survey, OEWS for short. It samples employers, not job postings, and it reports wages by occupation code. The latest release covers May 2025, and it’s listed on the BLS OEWS tables page.

    Here’s the catch that most rate guides skip: there is no federal occupation called “mobile app developer.” iOS and Android engineers sit inside SOC 15-1252, software developers, together with backend engineers, desktop engineers and systems people. So the honest framing is “what software developers earn,” and then you think about where a mobile specialist falls inside that spread.

    I pulled the figures straight from the BLS Public Data API on September 30, 2026, using the national OEWS series for each occupation, and cross-checked the median against the Occupational Outlook Handbook, which also reports $135,980 for May 2025.

    Measure (May 2025, national)Software developers 15-1252QA analysts and testers 15-1253Web developers 15-1254
    Employment1,687,890186,74070,190
    Mean hourly wage$71.20$53.60$47.49
    Median hourly wage$65.38$50.14$44.54
    Mean annual wage$148,100$111,490$98,770
    10th percentile annual$82,460$61,440$48,100
    25th percentile annual$105,210$80,310$64,230
    Median annual wage$135,980$104,300$92,650
    75th percentile annual$171,980not pulled$126,230
    90th percentile annual$214,670not pulled$162,290

    Source: BLS OEWS May 2025 national estimates via the BLS Public Data API, series OEUN0000000000000 followed by the occupation code and data type. “Not pulled” means I did not request that series, not that BLS lacks it.

    Two things jump out. First, the spread inside 15-1252 is wide: the 90th percentile earns about 2.6 times the 10th ($214,670 divided by $82,460 is 2.60). A “mobile developer” could be anywhere in there. Second, the mean sits above the median ($148,100 against $135,980), which tells you the top end pulls the average up. When someone quotes an “average,” ask which one.

    Where does a mobile specialist land? I don’t have public data to say, and I’m not going to guess a percentile for you. What I can say from hiring is that a developer who has shipped and maintained apps in both stores, handled release signing and survived an App Store review cycle, is rarely a 10th percentile hire. Plan on the median at minimum, and budget toward the 75th if you want someone who can own the app alone.

    Why the web developer column is there

    Plenty of founders ask whether a web developer can build their app for less. The wage table shows why the question comes up: the web developer median ($92,650) is about 68 percent of the software developer median ($92,650 divided by $135,980 is 0.681). Cross-platform tools like React Native do let web skills carry over. But the store release process, native modules and device testing are the parts that sink a first app, and they’re the parts web experience doesn’t cover. Cheaper per hour is not cheaper per shipped release.

    One more caveat on the data itself. OEWS reports wages, meaning base pay plus some forms of incentive pay, for employees. It does not include benefits, and it does not include freelancers at all. So it’s the right starting point for the employee scenario and says nothing directly about what a contractor will quote.

    What an employee actually costs

    The wrong model is “the salary is the cost.” It isn’t. An employer also pays for paid leave, insurance, retirement contributions and the legally required items like Social Security, Medicare and unemployment insurance. The right model is a loaded cost, and BLS publishes the ingredient you need.

    The Employer Costs for Employee Compensation release for June 2026, published September 9, 2026, reports that for full-time private industry workers, total compensation averaged $54.00 per hour worked. Wages and salaries were $36.97 of that, or 68.5 percent, and benefits were $17.03, or 31.5 percent. Across all private industry workers, full-time and part-time, the split was 70.0 and 30.0 percent, as The Economics Daily summarized.

    If wages are 68.5 percent of the total, then the total is the wage divided by 0.685. That’s the whole trick. Here it is applied to the software developer percentiles.

    Percentile (15-1252)Annual wage, May 2025Divided by 0.685Implied benefits
    10th$82,460about $120,380about $37,920
    25th$105,210about $153,590about $48,380
    Median$135,980about $198,510about $62,530
    75th$171,980about $251,070about $79,090
    90th$214,670about $313,390about $98,720

    Loaded cost is an estimate: OEWS wages divided by the ECEC full-time private industry wage share. Rounded to the nearest $10.

    To be clear, this is an approximation, and I want to name exactly how it could be off. The 31.5 percent is an average across every full-time private occupation, from warehouse staff to surgeons. Some benefits scale with pay (retirement matches, paid leave) and some don’t (Social Security stops at the wage base, a health plan costs about the same whatever you earn). For a well-paid developer, the true benefits share could plausibly be lower than the average. I couldn’t find a public ECEC cut for software developers alone, so I use the published average and tell you it’s a blunt instrument.

    What the loaded figure leaves out is at least as important as what it includes:

    • Recruiting: job board spend, a recruiter’s fee if you use one, and the hours your team spends interviewing.
    • Time to productivity: the first weeks are spent learning your codebase, your release process and your product.
    • Equipment and software: a current Mac is effectively required for iOS builds, plus paid tools and developer accounts.
    • Management: someone has to review the code, set priorities and do the one-on-ones. If that’s you, it’s your time.
    • Coverage: one mobile developer is a single point of failure for vacations, illness and resignation.

    I’m not putting numbers on those because they vary too much by company to be honest about. I’d rather you estimate them for your own situation than borrow someone’s generic “add 20 percent.”

    The hourly view. OEWS hourly figures are annual wages divided by 2,080 paid hours. The median $65.38 an hour loads to about $95.45 ($65.38 divided by 0.685). But you don’t get 2,080 hours of product work out of a salaried year. Suppose, as a planning assumption rather than a statistic, you get about 1,600 hours of focused project work after leave, holidays, meetings and onboarding. Then the median loaded cost per productive hour is about $124 ($198,510 divided by 1,600 is $124.07). That’s the number to compare against a contractor’s rate.

    That $124 is worth sitting with, bc founders often compare an agency’s hourly rate to a salary divided by 2,080 and conclude the agency charges double. It usually doesn’t charge double. It charges for productive hours, and you only ever pay for those.

    What the marketplaces actually charge

    Freelancers set their own rates, so no public source can tell you what a freelance mobile developer costs. What is public is the platform’s cut, and that cut sits on top of whatever the freelancer quotes, or inside it. Here’s what each platform says about itself, checked on September 30, 2026.

    Upwork: two fees, one on each side

    Upwork’s help center states that clients on the free Basic plan pay a Client Marketplace Fee of up to 7.99 percent on all payments to freelancers: hourly and fixed-price contracts, Project Catalog, bonuses, direct contracts, expenses and miscellaneous charges. Eligible US clients who use a bank account as their billing method pay a reduced 3 percent. The fee is higher on Business Plus, and it isn’t refunded if a payment is reversed.

    On the other side, the Freelancer Service Fee ranges from 0 to 15 percent per contract, is shown before the freelancer submits a proposal, and is fixed once the contract starts. Upwork’s own example: a freelancer who wants $20 an hour net at a 10 percent fee bills $22.22.

    You’ll see secondary sites quoting different Upwork percentages and plan names. I found several conflicting versions this month. I use only what the help center pages say, and I’d suggest you check those two pages again on the day you post a job, because the “up to” wording means your exact rate is shown at checkout.

    Fiverr: a buyer fee on every payment

    Fiverr’s help center says the service fee is 5.5 percent of the purchase amount, plus $3.50 on orders under $200, and that every payment carries its own fee, including extras and tips. The small-order amount has been reported differently across third-party sites this year, which is exactly why I read it from Fiverr’s page rather than a summary.

    The math: a $1,500 order carries $82.50 in fees (5.5 percent), for $1,582.50 total. A $150 order carries $8.25 plus $3.50, so $11.75, which is an effective 7.8 percent. Small orders cost proportionally more. For app work, that mostly matters if you’re buying many small fixes rather than one build.

    Contra: commission-free for freelancers, with a client fee catch

    Contra’s pricing page says it’s always commission-free for independents. For a freelancer on the free plan, it lists a client payment fee of $15 or $29 per payment above $500. A freelancer on Contra Pro ($29 a month, or $199 a year) waives fees for anyone paying them. Third-party payment processing fees are excluded.

    In practice, that makes Contra’s platform cost small and flat compared with a percentage. On a $6,000 monthly invoice, $29 is under half a percent ($29 divided by $6,000 is 0.48 percent). The freelancer’s rate is still the number that matters.

    Toptal: no published rate, so none printed here

    Toptal’s pricing page states a $0 recruiting fee, no hidden fees, and that clients work with its talent hourly, part-time or full-time for a fixed weekly price. It does not publish that price. You can find Toptal hourly figures on other sites, but none that I could trace to Toptal itself, so I’m not printing one. The same page says Toptal connects the “top 3%” of freelance talent; I couldn’t find a published methodology or denominator behind that figure, so read it as marketing rather than a measurement.

    Here’s what those fees mean on the same piece of work. Take a hypothetical $100 an hour freelancer (a round number for the arithmetic, not a market rate) and a 600-hour first release.

    Platform setupFreelancer billingClient paysFreelancer keeps
    Upwork, Basic plan, card, 10% freelancer fee$60,000$64,794 (plus 7.99%)$54,000
    Upwork, eligible US bank account, 10% freelancer fee$60,000$61,800 (plus 3%)$54,000
    Upwork, Basic plan, 15% freelancer fee$60,000$64,794$51,000
    Contra, freelancer on free plan, 6 monthly invoices$60,000about $60,174 (6 x $29)$60,000 less processing
    Contra, freelancer on Pro$60,000$60,000$60,000 less $199 to $348 plan cost

    Illustrative scenario. Upwork’s client fee is “up to” 7.99 percent; your checkout shows the exact rate. Contra’s $15 or $29 fee is assumed at $29 here.

    Look at the worst Upwork row. The client pays $64,794 and the freelancer keeps $51,000. The gap is $13,794, which is about 21 percent of what the client spent ($13,794 divided by $64,794 is 0.213). That’s the platform wedge. A good freelancer knows their fee and prices it in, so in practice you pay some of the freelancer’s fee too, through their rate.

    Is the wedge worth it? Sometimes, yes. You’re buying escrow, dispute resolution and a payment trail. If you’ve never hired a developer before, those are real protections. If you’ve already found someone you trust, moving to a direct contract is legitimate, but read the platform’s terms first, because marketplaces restrict taking relationships off-platform.

    What an agency costs

    Agency pricing is the least transparent of the three models, because most agencies don’t publish rates. I can only speak for ours. Frenchy Digital bills senior-led work at $150 to $225 an hour. We also run retainers from $2,500 to $9,500 a month for ongoing work, send a fixed-price phased proposal within 5 business days of a discovery call, include a 30-day post-launch warranty, and transfer full source code and IP ownership to the client.

    I’m not going to tell you what other agencies charge. I don’t have a public source for it, and the ranges you see in rate roundups are exactly the untraceable figures this article is refusing. If you want a comparison, ask three agencies for written rates and a phased proposal, which is the only data that’s about your project.

    What does the rate buy that the other two models don’t? Mostly, it buys not having to assemble a team. A first mobile release usually touches product design, the app itself, a backend, store submission and testing on real devices. A single employee or freelancer covers some of that. An agency covers all of it, and you stop paying when the work stops.

    Most of what we build is React Native with Expo, which gives one codebase for iOS and Android. On two products, Fighter Cut and its coach-side companion, The Corner, we used Capacitor instead. The Fighter Cut case study describes a local-first iOS app on React 19 and Capacitor 8 with a Supabase backend, a fully headless iOS build pipeline through xcodebuild and the App Store Connect API, and, as of that write-up, internal TestFlight live with an external beta group submitted for review. I mention it because it’s the kind of scope that’s hard to staff with one hire: offline data, a shared backend, billing, and release automation all in one product.

    The downside, said plainly. An agency is the most expensive of the three per productive hour for anyone with a full year of steady work. It’s also further from your day-to-day, so it needs clear priorities from you to be efficient. If you have a long, stable roadmap and can manage engineers, hiring will usually cost less. The next two sections put numbers on where that line falls.

    Three scenarios, one build

    Consider a first release that takes about 600 hours of engineering and design. That’s a planning figure for a modest app (accounts, a handful of core screens, a backend, payments or notifications, both stores), not a benchmark. Your number will differ, and the useful part is the method, so here are the three models side by side.

    Scenario A: a full-time employee at the median

    A salaried developer isn’t hired for 600 hours. They’re hired for a year. At the median, the loaded annual cost is about $198,510 ($135,980 divided by 0.685).

    If the first release takes 600 of their roughly 1,600 productive hours, the release “costs” about $74,440 of their year (600 x $124.07). That looks cheap. But you’re committed to the remaining 1,000 hours whether or not you have work for them, which is about $124,070 more. If your roadmap fills that time, great. If it doesn’t, you’re paying for the whole year to get the first 600 hours.

    And recruiting, onboarding and a Mac aren’t in either number.

    Scenario B: a freelancer through a marketplace

    Suppose you hire a freelancer at $100 an hour on Upwork’s Basic plan, paying by card. 600 hours is $60,000 of billing, plus up to 7.99 percent in client fees, so up to $64,794. Pay by an eligible US bank account instead and it’s $61,800.

    Now the parts that don’t show on the invoice. One freelancer usually doesn’t design, build the backend and handle store submission equally well, so you may hire two or three. Each is a separate contract, a separate fee and a separate handoff. You’re also the project manager. None of that is a reason not to do it; it’s just the real shape of the cheaper number.

    Scenario C: an agency at $150 to $225 an hour

    600 hours at $150 is $90,000. At $225 it’s $135,000. Our proposals are fixed-price by phase, so in practice you’d see a scoped number rather than an open meter, but the hourly math is the honest way to compare.

    That’s the highest cash figure of the three for this one release. What’s in it that isn’t in the others: design, backend and store release in one contract, no recruiting, no commitment past the work, a 30-day warranty and full IP transfer.

    Scenario600-hour releaseCommitmentExcludes
    A. Employee at medianabout $74,440 of a $198,510 yearFull year of salary and benefitsRecruiting, onboarding, equipment, management
    B. Freelancer at $100/hr on Upwork$61,800 to $64,794Per contractOther specialists, your PM time
    C. Frenchy Digital agency$90,000 to $135,000Per phaseThird-party services and store fees

    Worked scenario, not a quote. Freelancer rate is hypothetical. Employee figures use BLS OEWS May 2025 and ECEC June 2026 as described above.

    So which wins? For one release with no follow-on work, the freelancer is cheapest on paper, the agency most expensive, and the employee is either the best or the worst deal depending on whether you have the other 1,000 hours of work. That’s the real decision, and it’s about volume, not rate.

    The same logic shows up in bigger companies choosing between building, buying and low-code platforms; we worked through that version in our guide to build versus buy versus low-code for enterprise apps.

    The break-even point

    Economists have a name for the choice underneath all this: make or buy. You either produce something in-house, with fixed costs you carry whether you use them or not, or you buy it from the market at a higher unit price with no fixed cost. The deciding variable is volume. Below some quantity, buying wins. Above it, making wins.

    We can compute that quantity for developers. Divide the loaded annual cost of an employee by the agency rate, and you get the number of agency hours that cost the same as one year of employment.

    Employee (loaded)Agency at $150/hrAgency at $225/hr
    25th percentile, about $153,590about 1,024 hoursabout 683 hours
    Median, about $198,510about 1,323 hoursabout 882 hours
    75th percentile, about $251,070about 1,674 hoursabout 1,116 hours

    Read the middle row. If you need fewer than roughly 900 to 1,300 hours of mobile work this year, an agency at our rates costs less cash than a median employee. If you need more, the employee wins, and the more you need, the more they win.

    Put another way: at 600 hours, the agency is about 0.45 to 0.68 of the cost of hiring for the year ($90,000 or $135,000 divided by $198,510). At 1,600 hours, it’s 1.21 to 1.81 times the cost ($240,000 or $360,000 divided by $198,510). Same rate, opposite answer. The multiplier flips somewhere in between, and where exactly depends on your rate and your hire.

    This is why I tell some founders not to hire us. If you’re past product-market fit with a two-year roadmap, the right move is usually to hire, and maybe use an agency for a burst or a specialist piece. If you’re pre-launch and not sure the product survives contact with users, paying a year of salary to find out is the expensive option.

    There’s a third path I see work well: an agency builds the first release and hands over the code, and you hire once you know what the ongoing work looks like. It only works if the code and IP are fully yours at handover, which is why that transfer is in every one of our contracts. We compare the three hiring routes on non-cost factors in consultant versus agency versus freelancer.

    Two things that move the math

    The break-even table assumes one developer, one codebase and a release that ends. Real projects rarely stay that tidy, and two choices in particular change the hour count more than any rate negotiation will.

    One codebase or two

    If you build natively, in Swift for iOS and Kotlin for Android, you’re usually staffing two skill sets. As employees, that’s two loaded salaries: at the median, about $397,020 a year (2 x $198,510). A cross-platform framework like React Native lets one team ship both stores from a shared codebase, which is the main reason we default to it.

    I won’t give you a percentage saving for cross-platform. The “30 to 40 percent cheaper” figure circulates widely, and I couldn’t find a study behind it. What I can say is structural: one codebase means one set of features to build, test and fix, plus some platform-specific work at the edges. Some apps (heavy 3D, unusual hardware access, deep OS integrations) earn the native route anyway. Most business apps don’t.

    What happens after launch

    The release is not the end of the bill. Operating systems update every year, store policies change, dependencies age, and users find the bugs your testers didn’t. Someone has to own that.

    This is where the models diverge again. An employee absorbs maintenance into their year, which is efficient if they’re still there. A freelancer may or may not be available when an OS update breaks your login screen. An agency retainer prices it as a monthly line: ours run $2,500 to $9,500 a month, which is $30,000 to $114,000 a year (12 x $2,500 and 12 x $9,500). Compare that to the loaded median of about $198,510 and you can see why many small teams keep a retainer rather than a full hire for maintenance: even the top of that range is about 0.57 of an employee ($114,000 divided by $198,510).

    The downside: a retainer buys a set amount of attention. If your app needs a full-time engineer’s worth of changes every month, the retainer is the wrong tool, and the break-even math above applies again.

    So before you compare rates, answer two questions: how many codebases, and who owns the app in year two. Those answers change the hour count, and the hour count decides the model.

    One more thing that doesn’t show in any table: seniority changes the hour count too. A developer at the 75th percentile costs about 1.26 times the median ($251,070 divided by $198,510). If that person finishes the same release in noticeably fewer hours, or avoids a rewrite, the higher salary can be the cheaper hire. I don’t have public data on productivity by pay band, so I can’t give you a ratio. But it’s the reason I’d never pick a developer on rate alone, in any of the three models.

    Numbers we refused

    Part of the job here was deciding what not to print. These are the figures that come up constantly on this topic and that I couldn’t trace to anything I’d stand behind.

    • An “average mobile app developer hourly rate” for the US. Dozens of pages publish one. None that I checked named a sample, a date and a method. The closest public equivalent is the BLS hourly wage for employees, which is not a contractor rate.
    • A mobile-specific national salary. BLS doesn’t publish one. Job-board figures exist, but they measure advertised salaries on that board, and they rarely say so on the pages that repeat them.
    • Toptal hourly rates. Toptal doesn’t publish them, so any figure attributed to Toptal is someone else’s estimate.
    • The “top 3%” claim, in Toptal’s marketing and in similar screening claims elsewhere. No published denominator or method that I could find.
    • Blanket percentages like “offshore saves 60 percent” or “freelancers take 30 percent longer.” I found these repeated without any study behind them.
    • Old Upwork fee figures. Upwork’s fees have changed several times, and summaries lag. Only the help center counts.

    I’d rather give you a method and three verifiable inputs than a tidy number that falls apart when you ask where it came from. When a vendor, including us, gives you a rate, the question “what’s that based on?” should have an answer.

    A quick test for any rate guide. Does the number name its source, its date and the population it describes (country, employees or contractors, seniority)? If any of the three is missing, you’re reading an opinion. Opinions are fine. Just don’t budget on them.

    Costs nobody quotes

    Whoever you hire, some costs come with the app rather than the developer, and a surprising number of quotes leave them out.

    CostAmountSource
    Apple Developer Program99 USD per membership yearApple, What’s included
    App Store commission on digital goods30 percent, or 15 percent in the Small Business Program and some other programsApple, What’s included
    Google Play Console registrationUS$25, one timeGoogle Play Console Help
    Backend, hosting, analytics, email, mapsBilled by each vendorVaries

    The Apple Developer Program page states the 99 USD annual membership and the commission rates, and Google’s Play Console help states the one-time US$25 registration fee. These accounts should be in your company’s name, not your developer’s. If the app is published under a freelancer’s personal account, a clean handover later becomes a negotiation.

    The commission is the one that changes business models. If you sell digital subscriptions inside an iOS app, Apple’s cut applies to that revenue, and it should be in your pricing before a single line of code is written. We covered how that plays out for a consumer product in how to build a social media app, which walks through the rest of that build.

    Then there’s the one that isn’t a fee at all: classification. If you hire a “contractor” and then direct their hours, their tools and their priorities indefinitely, the IRS may see an employee. Its guidance on contractors versus employees looks at behavioral control, financial control and the type of relationship, and Form SS-8 exists to get an official determination. I’m not a lawyer or a tax advisor, so treat this as the reason to ask one, not as advice.

    Red flags when you’re pricing a developer

    These apply whether you’re hiring, contracting or talking to an agency like ours.

    • A single number with no breakdown. A quote for an app should show phases, and what’s in and out of each.
    • No mention of who owns the code and the store accounts. Ownership should be written down before work starts.
    • A rate justified by an industry average. Ask where the average comes from. If the answer is a blog post, it’s not evidence.
    • An hourly rate far below the BLS 10th percentile wage for a supposedly senior US developer. $82,460 a year is about $39.64 an hour before benefits ($82,460 divided by 2,080). A US senior charging much less than that deserves a second look.
    • Payment asked for off-platform on a marketplace, early, before any work. That removes the escrow you were paying the platform fee for.
    • No plan for store submission. First-time review rejections are common enough that a timeline without a buffer for them is optimistic.
    • No testing on physical devices. Simulators miss a lot, especially on older Android hardware.
    • A promised completion date with no discovery phase. Nobody can price an app they haven’t scoped.

    The fastest filter I know is to ask for one past app the person or team shipped and still maintains, with the store link. Maintained matters more than shipped. Anyone can get one release out; the bill arrives on the second and third.

    Limitations

    I’d rather you know the soft spots in this analysis than find them later.

    • BLS OEWS covers employees, not freelancers or agencies, and has no mobile-specific category. Mobile developers are inside software developers (15-1252).
    • The May 2025 wage data was about 16 months old on the publication date of this article. Wages may have moved since.
    • The loaded cost uses the ECEC all-occupation full-time private industry benefits share (31.5 percent, June 2026). The true share for developers may differ, likely lower at higher pay.
    • The 1,600 productive hours figure is a planning assumption, not a statistic. Change it and the per-hour employee cost moves in proportion.
    • The $100 an hour freelancer and the 600-hour release are hypothetical inputs chosen for easy arithmetic.
    • Upwork’s client fee is published as “up to” 7.99 percent, so your exact rate may be lower. Contra’s client fee is published as $15 or $29 without, on the page I read, a rule for which applies.
    • National figures hide large regional differences. BLS publishes state and metro OEWS tables if you want your local number.
    • Frenchy Digital’s rate is our own. I have no public data on other agencies’ rates and don’t estimate them.
    • Fees and rates were checked on September 30, 2026. Re-check the linked pages before you budget.

    What to do this week

    You don’t need a perfect estimate to make this decision. You need a rough hour count and the three inputs above. Here’s how I’d spend the next few days.

    • Write down your first release in plain language, then ask two developers or teams for an hour estimate. You’re after the order of magnitude: hundreds of hours or thousands.
    • Divide your number into the break-even table. Under about 900 hours this year, rent; over about 1,300, start planning a hire; in between, compare actual offers.
    • Open your state’s OEWS table on the BLS site, find 15-1252, and redo the loaded cost with your local median and your own benefits cost if you know it.
    • If you’ll use a marketplace, re-read the fee page on the day you post, and decide in advance whether you’ll pay by bank account.
    • Create the Apple and Google developer accounts in your company’s name now, before anyone writes code.

    If you’d like us in the comparison, book a discovery call or call +1 (424) 272-5601, and we’ll send a fixed-price phased proposal within 5 business days that you can hold up against the numbers here. And if the math says hire, I’ll tell you that too.

    Time to count hours.

    Pricing a Mobile App Build?

    Book a discovery call. We scope the first release and send a fixed-price phased proposal within 5 business days, so you can compare it against the numbers in this guide.

    1517 S Bentley Ave Apt 204, Los Angeles CA 90025

    Frequently Asked Questions

    Sources & References

    Chris Machetto - CEO & Founder, Frenchy Digital of Frenchy Digital

    Chris Machetto

    CEO & Founder of Frenchy Digital. Building apps and digital products since 2016 for startups and enterprises across LA, San Francisco, Paris, Geneva, and more globally.