We don't have a price list.
We have a process.
A price list would mean we sell hours or templates. We sell finished products, and what a product costs depends on what it has to do — so instead of a number you can't act on, here is exactly how we get to one, and what moves it.
How we get to a number
A call
30 min, free, no strings. You describe what you want to build. We tell you whether it makes sense, whether we're the right people for it, and what we'd be worried about. Sometimes that call ends with us saying you don't need us — that's a good outcome too.
Diagnosing the problem
Before anything gets costed we take the idea apart: who is it for, what has to be true for it to work, which part is genuinely hard. Most of what makes a project expensive is decided here, not in the code.
A prototype in a week
Something that runs, that you can click, built from the riskiest part first. It exists so you can see the thing before committing to all of it — and so our estimate is based on code we've written, not on a guess.
The actual quote
Scope, stages and a number, in writing. Split into milestones, so you are never paying far ahead of what exists.
Build, launch, iterate
The same two engineers who quoted it build it. Nothing gets handed to a junior after signing, because there is nobody to hand it to.
What moves the number
Pushes it up
- Integrations with systems we don't control — someone else's API, your ERP, a bank.
- Hardware. The moment a product touches the physical world, the unknowns multiply.
- Compliance and security: personal data, payments, anything regulated.
- Open product decisions. Every question still unanswered when we start is time spent answering it later, expensively.
Pulls it down
- A problem you can state in one sentence.
- One audience instead of three.
- Agreeing that version one doesn't have everything — the fastest projects are the ones that shipped something small first.
- Existing design, content or infrastructure we can build on.
The floor
We take projects from 25k PLN net. That isn't a target, it's a lower bound — below it there isn't enough room to do the diagnosis properly, and a product built without it costs more in the end than it saved.
Straight answers
- So how much does a mobile app cost?
- Honestly: anywhere from the floor above to several times it, and anyone who answers that question without asking you anything first is quoting a template. The gap between "an app" and "an app" is the same as between a shed and a house.
- Why won't you just publish rates?
- Because an hourly rate tells you what we cost, not what the thing costs — and it quietly rewards us for being slow. We'd rather agree a scope and a number for it.
- What do I actually own after the prototype?
- The code and everything in it. The prototype isn't a demo we keep; it's the first part of your product, and if you walk away afterwards you walk away with it.
- How long does a project take?
- The prototype is a week. After that it depends almost entirely on the four things above — which is why the estimate comes after the prototype rather than before it.
