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What does it cost to maintain an iOS app?

Launch is the start of an app’s costs, not the end. Apple ships a new iOS every year, raises the minimum SDK every spring and releases new devices. This guide lists what you will pay for after launch, and how to plan for it.

Pull House · 6 min read · Updated

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The short answer

The fixed costs are small and predictable: the Apple Developer Program at 99 USD a year, Apple’s commission on digital sales, and your servers. The real cost of maintenance is engineering time, and most of it is set by Apple’s calendar: a new iOS every autumn, a higher minimum SDK every spring, and new devices. We do not use a percentage-of-build rule of thumb, because the honest number depends on how much your app relies on fast-moving parts.

Apple’s calendar drives most of it

WhenWhat happensWhat it means for you
JuneWWDC: the next iOS is announced and betas beginTest against the betas, plan what to adopt
SeptemberThe new iOS and new iPhones shipFixes for the new OS, and new screen sizes
The following AprilThe minimum SDK for uploads risesA rebuild with the current Xcode, deprecated APIs replaced
Any timeApp Review Guidelines changePolicy updates; see the latest changes

The current cycle, as an example: since 28 April 2026, uploads need the iOS 26 SDK. iOS 27 arrived in autumn 2026, and iPhone Duo on 23 October 2026. From April 2027, Apple requires the iOS 27 SDK with a deployment target of iOS 15 or later, and iPhone Duo screenshots for apps built with the iOS 27.1 SDK or later.

The fixed costs

  • Apple Developer Program: 99 USD per membership year, with local prices in some regions (Apple).
  • Commission: 15% of digital sales for Small Business Program members and for subscriptions after their first year, 30% otherwise.
  • Servers and databases, if the app has a backend. CloudKit can remove this cost for data that only follows one person across their own devices.
  • Third-party services: analytics, crash reporting, sign-in providers and AI APIs, usually billed monthly or per use.
  • A support website. The App Store requires a support URL that leads to real contact information.

What tends to need work each year

  • Deprecated APIs. Apple deprecated the original StoreKit in-app purchase API in iOS 18, and On-Demand Resources in iOS 27 (details). Deprecated code keeps working for a while, then becomes a forced rewrite.
  • Design changes. A new system look, such as Liquid Glass, makes apps that do not adopt it look dated.
  • New devices. iPhone Duo is the clearest case in years: apps that size themselves from the screen need fixing. See getting ready for iPhone Duo.
  • Third-party SDKs. Each one needs updating, and each update can break something.
  • Policy. In 2025 and 2026 alone: disclosure for third-party AI, a social media question in the age rating, and new moderation rules.

Retainer or project by project

Every project we build includes 30 days of support after launch. After that, there are two sensible ways to keep an app current:

  • A retainer for updates, new features and new iOS releases. It suits apps that ship regularly, or that depend on subscriptions and cannot afford to fall behind.
  • Project by project, for example once a year after WWDC. It suits stable apps with few moving parts.

How to keep maintenance cheap

  • Prefer Apple’s frameworks to third-party SDKs. They are updated with the OS, by Apple.
  • Update every year, not every three. Small yearly updates cost less than one large catch-up.
  • Keep the minimum iOS version reasonable. Supporting very old versions costs testing time with every change.
  • Stay on current APIs. For example, use StoreKit 2; Apple’s new subscription features in iOS 27 are built on it.
  • Write tests for the parts that earn money: purchase, restore and sign-in.

Related: How much an iOS app costs · App Review Guidelines changes · What’s new in iOS 27

FAQ

Quick answers

Not covered here? Write to hello@pull.house.

  • The fixed part is small: 99 USD a year for the Apple Developer Program, Apple’s commission and your servers. The variable part is engineering time for yearly iOS releases, SDK requirements and new devices, which depends on how many moving parts the app has.

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