"How long will it take?" is the second question founders ask, right after cost. Honest answer: it depends on scope, feedback speed, and how many integrations you pile into version one. Here is a phase-by-phase breakdown based on Flutter projects I deliver.

Phase 1: Discovery (3–7 days)

Clarify users, core flows, success metrics, and version-one boundaries. Output: written scope, feature list, rough wireframes or flow diagram. Skipping this phase adds weeks later through rework.

Phase 2: Design (1–3 weeks)

Figma screens for key flows, component library, clickable prototype for founder approval. Simple apps: one week. Complex apps with many states and roles: three weeks. Design approval gates development — do not parallelise blindly or you pay twice.

Phase 3: Development

Notebook with project schedule and sticky notes
Development length scales with integrations — not screen count alone.

Simple (5–8 screens, no backend): 2–3 weeks

Standard (auth, API, 10–15 screens): 4–6 weeks

Complex (payments, chat, admin): 8–12+ weeks

Weekly demos on real devices keep alignment. Budget one sprint for "unknown unknowns" — API quirks, store policy surprises, third-party SDK issues.

Phase 4: QA and polish (1–2 weeks)

Device testing, edge cases, performance passes, accessibility basics, crash fixes. Founders often underestimate this — a feature-complete app is not a shippable app.

Phase 5: Store submission (3–10 days)

Prepare assets, privacy labels, demo accounts for reviewers, build signing, submit. Apple review: often 1–2 days, sometimes longer if rejected once. Google: variable, especially for new developer accounts.

What slows projects down

  • Founder feedback latency — multi-day gaps between demos
  • Scope additions without timeline adjustment
  • Third-party API documentation gaps
  • Incomplete content (copy, images, legal pages)
  • Parallel branding or website work without decision owners

How to hit your target date

Freeze scope, assign one decision-maker, respond within 24 hours on blockers, and cut features before cutting quality. A good developer will tell you when a date is unrealistic — believe them early, not at the deadline.

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