The hard parts are offline, release and review

Building screens for a phone is not difficult. What makes mobile expensive is everything around it: an unreliable network, a device you cannot log into, an app store that gates every fix behind a review, and users on a version you shipped fourteen months ago.

You might be here because

Situations we are brought in for

  • Field staff lose work when they walk into a basement or a rural site.
  • Shipping a fix takes a week because every release is done by hand.
  • You maintain two native codebases and they have drifted apart in behaviour.
  • Somebody has asked for an app and nobody has checked whether a web app would do.

What you get

Concrete deliverables, not a retainer with a hope attached

Platform recommendation

Cross-platform, native or a well-built web application, argued against your requirements — hardware access, performance profile, team composition and budget — rather than against a house preference. Often the answer is that you do not need an app.

Offline-first data layer

Local persistence, queued mutations and an explicit conflict-resolution policy, so a bad connection degrades the experience instead of destroying an hour of somebody’s work.

Release engineering

Automated builds, signing, staged rollouts, over-the-air updates where the stores permit them, and forced-upgrade handling for the users who never update.

Crash and performance monitoring

Symbolicated crash reporting, startup and interaction timings, and per-version dashboards — because on mobile you cannot reproduce a problem by looking at a server log.

How it works

Four phases, each with an exit you control

  1. 01

    Qualify

    We check whether an app is genuinely required. Push notifications, camera access and a home-screen icon are all available to web applications now; a store listing is a distribution decision, not a technical one.

  2. 02

    Spike

    The riskiest platform-specific capability is built first — background sync, Bluetooth, a payments SDK — because that is where cross-platform choices are proved or disproved.

  3. 03

    Build

    Two-week cycles with builds distributed to testers on real devices from the first cycle, not at the end.

  4. 04

    Ship and keep shipping

    Store submission, phased rollout and a release cadence your team can maintain without us, including the first update after launch, which is always needed.

Tools we reach for

Chosen per problem, not per fashion

This is what we use most for mobile apps. If your team is already productive in something else, we work in that instead — familiarity in your team beats preference in ours.

  • TypeScript
  • React Native
  • Expo
  • Swift
  • Kotlin
  • SQLite
  • PostgreSQL

Where this usually starts

Build Cycle

Common questions

React Native or fully native?

React Native for most applications whose value is in workflow and data rather than in device capability — one codebase, one team, faster iteration. Native when you are doing sustained work with the camera, audio, Bluetooth or graphics, or when the app is the product and every interaction detail matters. We have shipped both and will tell you which your requirements actually imply.

Do we need an app, or would a web app do?

A meaningful number of app projects would be better served by a well-built mobile web application: no store review, instant updates, no install friction, one codebase. You need a native app when you need reliable background execution, deep hardware access, or presence in the store for distribution reasons. That is a short conversation and worth having before the budget is committed.

Can you get us through App Store review?

Yes. Most rejections are predictable — account deletion, sign-in requirements, permission strings, subscription presentation, or an app the reviewer considers a repackaged website. We design against the current guidelines rather than discovering them during submission week.

Next step

Think this is your problem?

Send us the shape of it. We will tell you whether it is a fit, what we would do first, and roughly what that takes.