Mobile Applications
Mobile products designed
around real users.
Cross-platform apps and the backends behind them, built so a small team can keep shipping to both stores without doubling the work.
Why mobile is different
You cannot just
redeploy a fix
Mobile carries constraints the web does not. Releases go through review, old versions stay installed, and the device may be offline, low on battery, or three years old.
Releases are not instant
Store review sits between you and your users, so mistakes cost days. That changes how you test and how you ship.
Old versions live on
People do not update. Your API has to keep serving the app someone installed a year ago.
The network is unreliable
Offline states, retries, and sync are core product decisions rather than edge cases to handle later.
Platform conventions matter
An app that ignores how iOS and Android actually behave feels wrong long before anyone can explain why.
How we work
One codebase, unless there is a reason not to be
Cross-platform by default
Two native codebases means two of every bug. We go native only where the product genuinely requires it.
The backend is part of the app
Most mobile problems are really API problems. We build both sides so the contract between them is deliberate.
Versioned APIs
The server keeps supporting older clients, because you do not control when people update.
Store process handled
Builds, signing, review, and release are set up properly rather than improvised the week you want to launch.
Offline considered early
What the app does with no signal is designed alongside the feature, not patched in after a complaint.
Release without us
Your accounts, your certificates, your pipeline. You should be able to ship an update on your own.
Honest fit
A lot of apps
should be websites
Building an app is the easy part; getting it installed, kept, and updated is not. If the experience works in a browser, that is usually the cheaper and better answer.
An app makes sense when
- You need the camera, location, Bluetooth, or background activity
- Push notifications are core to how the product works
- People use it often enough to justify the space on their phone
- It has to work offline or in poor connectivity
- Being in the store is genuinely how your customers find you
A web app is probably better when
- The app would mostly be your website in a wrapper
- People would use it a few times a year
- You need to iterate quickly and cannot wait on review
- There is no plan for supporting it after launch
- The main goal is presence rather than use
Architecture
What a mobile
build looks like
A typical shape. The app is only half of it — the backend, the release pipeline, and the notification path are the parts that decide whether it stays maintainable.
What we build
Apps and the systems
behind them
FAQ
Questions
we get asked
Native or cross-platform?
Cross-platform for most products, because one codebase is the difference between a small team shipping regularly and not. Native makes sense for heavy graphics, tight hardware integration, or performance-critical work — and we will say which yours is.
Do we need a separate backend?
Almost always something server-side, though not always something new. If you have an existing platform we build against it; if not, the app backend is part of the project.
Who owns the store accounts?
You do. The App Store and Play accounts should be in your company's name from the beginning — it avoids a genuinely painful transfer later.
How do updates work after launch?
Store releases for anything that changes native code, and over-the-air updates for JavaScript-level changes where the platform allows it. We set up the pipeline so your team can run it.
Can you take over an existing app?
Depending on how it was built. We start with an audit of the codebase, dependencies, and release setup — that determines whether continuing is cheaper than rebuilding, and sometimes it is not.
Related
Often part of the same project
Work with us
Have something
you want built?
Small enough to care about the details. Experienced enough to build the difficult parts. Tell us about the problem and we'll come back with a technical direction, scope, and timeline.
You work directly with the people building your product.