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Pricing breakdown

How much does fitness app development cost?

A fitness app is cheap to ship and brutal to keep people in. Cost by app type, what the anti-churn features and device integrations really add, and the subscription math that decides whether to build at all.

11 min readUpdated July 2026

A fitness app is one of the cheaper consumer products to build and one of the hardest to keep people in. Published day-30 retention for the category is brutally low, so the features that exist purely to fight churn, streaks, structured programs, coach check-ins, social accountability, are the real product. Device and wearable integration is the other line most quotes underestimate. Budget for keeping a subscriber, not just shipping the app.

Key facts

Typical cost
Most fitness apps cost $20k to $150k in 2026, with full platforms past $250k.
Retention
About 3 percent of health and fitness installs are still active on day 30.
Wearables
Each extra wearable platform adds roughly $5k to $15k beyond the first integration.
Filmed video
Filmed workout video runs about $1,000 to $3,000 per finished minute.
Store cut
15 percent of every subscription goes to the app store under $1M a year, 30 percent above it.
Annual plans
68 percent of health and fitness subscriptions are sold as annual plans, an unusually high share.

Sources: AppsFlyer and Business of Apps retention benchmarks, RevenueCat's State of Subscription Apps 2026, Adapty's health and fitness subscription benchmarks, Sensor Tower's health and fitness data, 2026 cost breakdowns from Topflight Apps, Groovy Web and Appinventiv, Momentum's wearables build-versus-buy analysis, Beverly Boy Productions, and the FDA's general wellness guidance. Get a free 48-hour build plan. Last updated .

What a fitness app costs in 2026, by type

Most fitness apps cost $20,000 to $150,000 to build, and a full platform with AI coaching, live classes, and nutrition can reach $250,000 to $450,000. But a workout logger and a live-class platform are both fitness apps and they're an order of magnitude apart. Pick the sub-type first, then price it.

Fitness is one of the friendlier categories to build in: no license to acquire, no marketplace liquidity problem, and a genuinely simple core data model. Published 2026 breakdowns reflect that. A basic activity tracker starts around $20,000 to $40,000, a workout and training app runs $40,000 to $80,000, and a full platform with video and personalisation lands at $130,000 to $200,000 or more2. Firms pricing US and nearshore teams quote higher, with a cross-platform MVP at $70,000 to $110,000 over twelve to sixteen weeks and a full-scale build at $250,000 to $450,0001.

Here's the same question answered by what kind of fitness app you're building:

Fitness app cost by sub-type (2026, directional)
Fitness app typeMVPFull buildWhat sets the price
Workout logger and tracker$20k to $40k$40k to $70kSimple data model; cost hides in sync, charts, and health platform reads
Guided program app$40k to $80k$80k to $150kProgramming logic and progression rules, plus the exercise library behind them
On-demand class library$50k to $100k$130k to $250kVideo pipeline and a permanent content budget. See our streaming app cost guide for delivery economics
Live and streamed classes$70k to $140k$150k to $400kLatency, concurrency spikes, and scheduling on top of everything video needs
Wearable companion app$50k to $100k$100k to $300kEvery device is its own SDK, approval process, data format, and rate limit
Gym or studio member app$40k to $80k$80k to $180kClass booking, memberships, payments, and a staff-side view. Costed in our booking app cost guide

And here's what each of those six is, and where its money goes:

  1. Workout logger and tracker

    $20k to $40k for an MVP, $40k to $70k full. Users log sets, runs, or steps and watch progress. No content to produce, so the money goes into health platform sync, offline handling, and charts. It's also the hardest type to monetise, because free alternatives are everywhere.

  2. Guided program app

    $40k to $80k for an MVP, $80k to $150k full. A structured plan with a start date, an end date, and progression: couch to 5k, a twelve-week strength block. The best retention shape in fitness, because a program has an ending to reach, and the cost is engine logic rather than filmed video.

  3. On-demand class library

    $50k to $100k for an MVP, $130k to $250k full. A catalogue of pre-recorded classes. You inherit transcoding, storage, adaptive bitrate delivery, and a bill that scales with watch time. The bigger line is production: the catalogue never stops needing new classes.

  4. Live and streamed classes

    $70k to $140k for an MVP, $150k to $400k full. Classes streamed as they happen, usually with a leaderboard or chat. Everything on-demand needs, plus low latency and the fact that all your traffic arrives in the same fifteen minutes. The most expensive fitness engineering there is.

  5. Wearable companion app

    $50k to $100k for an MVP, $100k to $300k full. The value comes from data on someone's wrist or finger. Budget per device, never as one feature: Apple Watch, Garmin, Fitbit, Whoop, and Oura each carry their own integration, and reconciling their disagreeing numbers is its own project.

  6. Gym or studio member app

    $40k to $80k for an MVP, $80k to $180k full. Schedules, class booking, memberships, and check-in for a physical gym. Retention is easier because the business already owns the relationship, but booking, payments, and a staff-side view make it effectively two products.

A caveat worth stating plainly: every one of those bands comes from a development firm pricing its own work, not a neutral audit. Treat them as directional, not as a menu. Your real number comes from a written scope, and our app development cost calculator will sketch one in a couple of minutes.

Here's the vocabulary the rest of this guide uses, in plain English:

Churn
The rate at which subscribers stop paying. In fitness it's the number that decides everything, because the category loses most of its installs within a month and most of its paying users within a year. Every feature that fights churn is a cost line you're choosing to fund, and it's usually the right place to spend.
Health platform sync
Reading and writing workout, heart-rate, and activity data through Apple HealthKit on iOS and Android Health Connect on Google's side. Both are on-device stores accessed through native SDKs, not cloud APIs, so a cross-platform app still needs native work on each side to talk to them properly.
Wearable SDK
The vendor-specific integration that pulls data from a device like a Garmin watch, a Fitbit, a Whoop band, or an Oura ring. Each one has its own SDK, its own approval process, its own data shapes, and its own rate limits, so wearables are counted per device, never as one feature.
Programmatic workout
A workout generated by rules or a model from your exercise library, sets, reps, progression, and rest, rather than filmed as a video. It's a fraction of the cost of a class library because you're building logic once instead of producing content forever, and it personalises far more easily.
Trial and paywall
The free trial and the screen that asks for money, plus the exact line between what's free and what isn't. On a subscription app this is product design, not marketing decoration, and where the line sits changes what you build, what you can charge, and how much of the app has to work for non-payers.
CAC and LTV
Customer acquisition cost is what you pay to get one paying subscriber. Lifetime value is what that subscriber pays you before they quit. If CAC is bigger than LTV, no build quality saves the business, which is why this math belongs in the scoping conversation and not after launch.

The real budget question is what it costs to keep a subscriber

Fitness has the worst retention on the app store. Business of Apps puts day-30 retention for health and fitness around 3 percent, and compiled AppsFlyer figures land at 2.78 percent, so roughly 97 of every 100 installs are gone inside a month. That's the category's defining truth, and it means the features that exist purely to fight churn aren't nice-to-haves. They're the product, and a real cost line.

~3%

day-30 retention for health and fitness apps, the weakest of any major category.

Business of Apps, health and fitness benchmarks

2.78%

day-30 retention for health and fitness in compiled AppsFlyer data.

Sendbird, retention benchmarks by industry

68%

of health and fitness subscriptions are sold as annual plans.

RevenueCat, State of Subscription Apps 2026

Read those three numbers together and the category's whole strategy falls out. If almost everyone quits within a month, month-to-month billing is a losing structure, so fitness apps sell the year up front harder than anyone else6. Adapty's data shows the same shift, with annual plans climbing to 61 percent of health and fitness subscription revenue in 2025 from 51 percent in 20237. Selling the year is how the category converts a retention problem into a cash-flow one.

The build implication is direct. The screens that demo well, the workout list, the timer, the progress chart, are cheap and won't keep anyone. The features that keep people are structural, and they need scoping, budget, and design time:

  1. Streaks and habit loops

    Daily streaks, weekly targets, and badges that make stopping feel like losing something. Cheap to build and disproportionately effective. The engineering is modest; deciding what to count is the part worth paying a designer for.

  2. Programs with a start and an end

    An open-ended library gives a user nothing to finish. A twelve-week program gives them a finish line and a reason to open the app on a bad day. The highest-return retention feature in fitness, and it's logic rather than video, so it's affordable.

  3. Push and lifecycle messaging

    Scheduled reminders, win-back messages, milestone nudges, and the segmentation that decides who gets what. Budget it as infrastructure, not a checkbox: done badly it drives uninstalls, so the messaging logic deserves as much scoping attention as any screen.

  4. Social accountability

    Friends, groups, challenges, and leaderboards. People quit alone far more readily than they quit in front of someone. It adds real cost, because it means profiles, a feed, moderation, and abuse handling. Treat it as a deliberate investment.

  5. Coach and human check-ins

    Messaging with a real coach, form review, or a weekly plan adjustment by a person. The most effective retention mechanism in the category, and the only one whose per-user cost doesn't fall as you scale. It changes your pricing model as much as your build.

  6. Onboarding that delivers a first win

    One completed workout before you ask for a profile, a paywall, or a permissions dialog. The first session decides most of the day-30 number, so onboarding deserves real design time rather than the fifteen minutes it usually gets at the end of a build.

There's a seasonal wrinkle on top: fitness demand is front-loaded into the new year, so the category has a launch calendar and a paid-acquisition calendar most products don't. Sensor Tower recorded global health and fitness downloads at a record 3.6 billion in 2024, up 6 percent year over year, with in-app purchase revenue climbing 13 percent to $4.5 billion as AI personalisation spread1011. Plenty of demand; almost none of it sticky by default.

Device and wearable integration: the line everyone underestimates

Apple HealthKit and Android Health Connect are the baseline, and they're the easy part. Every named wearable after that is its own integration, with its own SDK, approval process, data shapes, and rate limits, at roughly $5,000 to $15,000 each beyond the first. Then there's the part nobody quotes: every OS release and firmware push is a chance for something to break.

Start with the platform layer. HealthKit on iOS and Health Connect on Android are on-device health data stores reached through native SDKs, not cloud APIs, and that has a budget consequence: even a cross-platform app needs real native work on each side, and syncing that data to your own servers is additional engineering rather than a setting you switch on9. Baseline health platform sync runs one to two weeks per side, and a single wearable platform integration $10,000 to $18,00012.

What each layer of device integration adds
Integration layerTypical effort or costThe catch
HealthKit and Health Connect1 to 2 weeks eachNative work on both sides; syncing to your own servers is extra
First wearable platform$10k to $18kSets up the data model everything else has to fit into
Each additional wearable$5k to $15kGarmin needs partner approval; Fitbit rate-limits requests per user per hour
Premium device SDKs2 to 4 weeks eachWhoop, Oura, and similar carry heavier SDKs and stricter review
Bluetooth equipment pairingAbout double a standard SDKStraps, bikes, and treadmills mean testing on real hardware
Data normalisationWeeks, not daysDevices disagree on sleep and double-count steps; reconciling them is its own project
$63k to $138k

first-year cost of building comprehensive wearables integration in house.

Momentum, wearables build vs buy analysis

20 to 40%

of that integration cost again, every year, just to keep it working.

Momentum, wearables build vs buy analysis

10k to 20k users

the point where building integrations in house beats renting an aggregator.

Momentum, wearables build vs buy analysis

That last figure is the one to act on. Momentum puts aggregator services at three to five times cheaper than in-house integration until you pass roughly ten to twenty thousand active users, with managed options running a few hundred dollars a month up to about $10,800 a year at a thousand users8. For a new fitness app that maths isn't close. Rent the integration layer, ship, and revisit when your user count makes owning it pay. We scope wearable-heavy MVPs on managed integrations by default.

The maintenance burden is what surprises people twelve months in. A normal mobile app breaks when iOS or Android ships an update. A fitness app breaks when iOS ships an update, when Android ships an update, when a health platform changes a data type, when a watch vendor pushes firmware, or when a wearable API deprecates an endpoint. Five independent sources of breakage instead of two, which is why fitness sits at the top of the usual 15 to 20 percent of build cost per year maintenance band rather than the bottom.

Filmed, live, or generated: the content decision that moves the budget most

After the app type, the biggest fork in a fitness budget is where workouts come from. Filmed video is expensive and permanent. Live classes add latency and concurrency on top. Programmatic workouts, generated from an exercise library, cost a fraction of either, because you build logic once instead of producing content forever.

Filmed content prices like production, not software. Workout video runs roughly $1,000 to $3,000 per finished minute, and a fitness-specialist videographer charges $1,000 to $3,000 for a half-day shoot covering thirty to fifty exercises14. That's affordable once. The problem is that a class library is a subscription promise: people pay monthly expecting new classes, so the production line never stops. For most new fitness apps, content ends up rivalling or exceeding the software budget.

Delivery is the second bill. A video catalogue means transcoding, storage, adaptive bitrate streaming, and a delivery charge that scales with watch time rather than subscriber count. Published guidance puts delivery for a five-hundred-video fitness library at $500 to $3,000 a month2. The per-gigabyte economics are broken down properly in our streaming app cost guide, which you should read before committing to a class library. The production side has a close cousin too: our elearning app cost guide covers the same build-a-library-and-keep-feeding-it problem from the course side.

Programmatic workouts are the cheap alternative and, for most products, the better one. Instead of filming a session, the app assembles one from an exercise library using rules or a model: sets, reps, load, rest, and progression, adapted to what the user did last week. You pay for the engine once, and licensed exercise clips sell in bundles that work out to cents each. Because the output is data rather than a video file, personalisation gets easier instead of harder, which is exactly what the retention problem demands.

The practical rule: generate first, film later. Launch with a program engine and a licensed exercise library, then spend production money only on formats you can prove people finish. Live classes are the last thing to add, not the first.

Subscription economics are a build input, not an afterthought

Where you draw the free-versus-paid line, how the trial works, and what the app store takes all change what gets built. Underneath them sits the question that decides whether the build is viable at all: does a paying subscriber cost less to acquire than they'll ever pay you? Get that wrong and no amount of engineering saves it.

Start with the store cut, because it comes off the top of everything. Apple's App Store Small Business Program drops commission to 15 percent for developers under $1 million in annual proceeds, but you have to enroll, since Apple doesn't opt you in. Google Play applies 15 percent to the first $1 million each developer earns per year with no enrollment, and 30 percent above that12. A $10 subscription is really $8.50, and that changes your break-even and your price points.

Then the trial and the paywall, which are product decisions with engineering consequences. Adapty's health and fitness data puts install-to-trial at 9.5 percent globally and 14.5 percent in North America, weekly trial-to-paid at 42.2 percent, and first renewal at 67.7 percent, falling to 45.1 and 37.1 percent by the second and third7. Trials measurably improve first-renewal rates, which makes them a build requirement rather than a growth tactic: more of your app has to work well for people who aren't paying yet.

9.5%

install-to-trial rate for health and fitness apps globally, 14.5 percent in North America.

Adapty, health and fitness subscription benchmarks

67.7%

first renewal rate for health and fitness subscriptions, falling to 37.1 percent by the third.

Adapty, health and fitness subscription benchmarks

15 to 30%

app store commission on every subscription, depending on annual proceeds.

RevenueCat, the 15% App Store fee explained

Now the part that decides whether to build at all. Paid acquisition in consumer subscription categories is unforgiving: in our teardown of apps like Tinder we cover Business of Apps data showing a dating install costs around $4 while a paying user costs twenty to fifty times that, because only a few percent of installs ever subscribe. Fitness has the same shape and worse retention. If a subscriber costs $80 to acquire and churns after four months at $10 a month, minus the store cut, the app loses money on every customer no matter how well it's built. Do that arithmetic before you sign a build contract.

This is also why the free-versus-paid line belongs in the scope document. Logging free and programs paid is a different build from a hard paywall after a seven-day trial. Each implies different screens, different permissions, and a different amount of app that has to work for people who aren't paying.

Running costs, and the point where fitness turns into healthcare

Build cost is the first year of a multi-year number. Budget maintenance at 15 to 20 percent of build cost per year, hosting from a few hundred dollars a month, and video delivery on top if you're streaming. And watch one regulatory line: the moment your app stops being about wellness and starts touching clinical claims or patient data, the budget changes shape.

Running costs come in three layers. Maintenance runs 15 to 20 percent of build cost per year, and fitness sits at the top of that band because of device integration. Hosting for a small app starts around $200 to $1,000 a month, a figure we walk through in our Instagram-style app teardown, and climbs with usage. Video delivery is the third layer if you have a class library. Third-party costs stack on top: published breakdowns cite food database licensing from $999 a year to $1,200 a month for nutrition features1.

Two structural levers push all of that down. Building cross-platform instead of two native apps saves 30 to 45 percent, covered in our mobile app development cost guide. And the backend, which is 40 to 50 percent of a typical build across our app cost teardowns, is where scrutiny belongs, rather than on screen count.

How to scope a fitness app, pay for it, and own it

The right first version of a fitness app is narrower than almost anyone wants: one audience, one goal, one program format, one health platform integration, and a paywall. Ship it, find out whether people come back in week three, and let the answer decide what you fund next. Then make sure the terms leave you owning everything.

  • Cut to one audience and one outcome. Beginners building a strength habit is a product. Everyone who wants to be fitter is a category. The narrower the first version, the better the programming, and programming is what retention is made of. Our guide to scoping an MVP covers how to make those cuts without gutting the idea.
  • Buy the integration layer before you build it. Rent wearable aggregation, rent your exercise media library, rent your video delivery. None of them is where your product is different. Spend the saved budget on the program engine and the retention loop.
  • Insist on a fixed quote against a written scope. Billing by the hour puts every risk on you. A fixed quote moves it to the builder, who then has every reason to scope carefully and ship efficiently. We turn a few sentences into a written scope and a fixed quote within 48 business hours.
  • Start small and bill by milestone. A small start fee, from $499, gets a build moving, and the rest is billed as each working chunk ships and runs. New scope gets re-quoted in writing before it enters the build, so the original number never quietly inflates.
  • Own the code and both store accounts. You should own the code, the repositories, the infrastructure, and the IP outright, in your name, with no license and no lock-in. On a subscription app the App Store and Google Play developer accounts must be in your name too, because that's where your subscribers and your revenue live.

What to do with this

Three ways forward depending on where you are: pin down a number for your specific fitness app, compare the category against the wider app market, or hand us the idea and let us scope it.

To see how fitness compares with everything else, the hub guide on how much it costs to build an app sets the category in context, and our app development cost statistics page collects the underlying data. Beyond mobile, our guide to how much custom software costs breaks down bands, rates, and pricing models in full.

If you already know what you want built, our mobile app development services page explains how we run a build, and our custom software development page covers the backend and admin tooling behind a fitness product. Our custom software build methodology explains why a fixed quote holds even when scope is misjudged.

And if you'd rather just get a real number, our free 48-hour build plan turns a few sentences into a written scope, a milestone breakdown, and a fixed quote, with no sales call and no obligation. When you're ready, start a build and we'll take it from there.

Frequently asked questions

How much does fitness app development cost?

Most fitness apps cost $20,000 to $150,000 in 2026, and the range inside that is set by what kind of fitness app you're building. A workout logger with tracking and charts sits at the low end, around $20,000 to $40,000 for an MVP. A guided program app with progression logic runs roughly $40,000 to $80,000. An on-demand class library or a serious wearable-companion app pushes into six figures, and a full platform with AI coaching, live classes, and nutrition can reach $250,000 to $450,000. Those bands come from development firms pricing their own work, so treat them as directional rather than a menu. The honest headline is that the build is the smaller problem: keeping a subscriber costs more than shipping the app.

Why do fitness apps cost more to keep than to build?

Because the category has the worst retention on the app store. Business of Apps puts day-30 retention for health and fitness around 3 percent, and compiled AppsFlyer figures land at 2.78 percent, meaning roughly 97 of every 100 installs are gone within a month. That's not a marketing problem you fix later. It's a product problem you fund at build time, through streaks, structured programs with a start and an end, coach check-ins, social accountability, and a push notification system that earns its place instead of nagging. Those features have no demo appeal and they're most of what separates a fitness app that survives from one that doesn't. Budget a real line for retention engineering, not just feature count.

How much does wearable and smartwatch integration add?

More than almost anyone budgets for. Apple HealthKit and Android Health Connect are the baseline, at one to two weeks of work each. Every named device after that is its own project: Groovy Web's 2026 breakdown puts a single wearable platform at $10,000 to $18,000 and each additional one at $5,000 to $15,000, while Topflight Apps counts two to four weeks per premium SDK for Fitbit or Whoop. Momentum's build-versus-buy analysis puts comprehensive in-house wearables integration at $63,000 to $138,000 in year one, with maintenance at 20 to 40 percent of that annually. Garmin needs partner approval, Fitbit rate-limits requests, and reconciling sleep and step data across devices eats weeks on its own.

Do I need to film workout videos, and what does that cost?

Not necessarily, and this is the biggest single fork in a fitness budget. Filmed video is expensive and permanent: production runs roughly $1,000 to $3,000 per finished minute, and a fitness videographer charges $1,000 to $3,000 for a half-day shoot covering 30 to 50 exercises. Multiply that across a catalogue you have to keep refreshing and content becomes a bigger line than software. The alternative is programmatic workouts, where the app generates sessions from an exercise library with sets, reps, and progression. You build the logic once, licensed exercise clips cost cents each, and personalisation gets easier rather than harder. Generate first, film later, once you know what people actually do.

Does a fitness app need to be HIPAA compliant?

Usually not, but the line is thinner than founders expect. A general wellness app that tracks workouts, steps, and weight and makes no claim to diagnose, treat, or prevent disease sits outside FDA device regulation under the general wellness policy, and HIPAA generally applies to covered entities and their business associates rather than to a direct-to-consumer tracker. You cross into regulated territory when you start making clinical claims, handle data on behalf of a clinician or an insurer, or sell into an employer health plan. That switch is expensive: HIPAA readiness alone is commonly quoted at $12,000 to $50,000 on top of the build. If your roadmap points at clinical partnerships, scope it early rather than retrofitting it.

What does the app store take from a fitness subscription?

Fifteen percent under a million dollars a year, thirty percent above it, off the top of every subscription before you see a cent. Apple's App Store Small Business Program drops commission to 15 percent for developers under $1 million in annual proceeds, but you have to enroll, because Apple doesn't opt you in. Google Play applies 15 percent to the first $1 million each developer earns per year automatically, and 30 percent above that. It matters at scoping time because it changes your pricing and your break-even: a $10 monthly subscription is really $8.50, so you need more subscribers to cover the build than a spreadsheet built on list price suggests.

How much does it cost to maintain a fitness app after launch?

Budget 15 to 20 percent of build cost per year for maintenance, and expect a fitness app to sit at the top of that band rather than the bottom. The reason is device integration. A normal app breaks when iOS or Android ships an update. A fitness app breaks when iOS ships an update, when Android ships an update, when HealthKit or Health Connect changes a data type, when a watch vendor pushes firmware, or when a wearable API deprecates an endpoint. That's five independent sources of breakage instead of two. On top of maintenance you'll carry hosting, which typically starts around $200 to $1,000 a month for a small app, plus video delivery if you're streaming classes.

Can I launch a fitness app as an MVP?

Yes, and in this category you almost have to. The most useful fitness MVP is the narrowest one: one audience, one goal, one program format, one health platform integration, and a paywall. Ship that, watch whether people come back in week three, and only then spend on wearables, video, or AI coaching. Retention is unknowable in advance and expensive to guess at. Building a full platform before you know whether your programming keeps anyone engaged is how fitness startups spend six figures learning something a $30,000 build would have told them in eight weeks.

Sources

  1. Fitness App Development Cost and Key Features. Topflight Apps, September 2025.
  2. Fitness App Development Cost 2026: $30K to $150K Breakdown. Groovy Web, 2026.
  3. Fitness App Development Cost, Pricing and ROI Guide 2026. Appinventiv, 2026.
  4. Health and Fitness App Benchmarks. Business of Apps, 2026.
  5. Mobile App User Retention Benchmarks Broken Down by Industry (citing AppsFlyer). Sendbird, 2026.
  6. State of Subscription Apps 2026. RevenueCat, 2026.
  7. In-App Subscription Benchmarks for Health and Fitness Apps. Adapty, 2026.
  8. The Real Cost of Wearables Integration: Build vs Buy Analysis. Momentum, 2025.
  9. Wearables Integration in Healthcare 2026: Google Fit Out, Health Connect In. Sidebench, 2026.
  10. State of Mobile Health and Fitness Apps. Sensor Tower, 2025.
  11. Health and Fitness Apps See Surging Revenue Fueled by AI. Sensor Tower, 2026.
  12. The 15% App Store Fee: A Guide for Developers (2026). RevenueCat, 2026.
  13. FDA's 2026 Guidance on General Wellness Devices: Policy for Low-Risk Devices. Troutman Pepper Locke, 2026.
  14. How Much Does It Cost to Make a Workout Video?. Beverly Boy Productions, 2026.

About this guide

Author
AI Dev staff, Editorial team
Published
July 28, 2026
Sources cited
14 primary sources. See full list.
Methodology
Fitness app cost bands are compiled from 2026 development-firm pricing breakdowns (Topflight Apps, Groovy Web, Appinventiv), which reflect each vendor's own pricing rather than a neutral audit and are presented as directional market ranges. Retention figures are attributed to Business of Apps and to compiled AppsFlyer data, and are reported as a range because published benchmarks disagree by methodology. Subscription benchmarks come from RevenueCat's State of Subscription Apps 2026 and Adapty's health and fitness data. Wearable integration costs come from Momentum's build-versus-buy analysis and Sidebench's Health Connect guidance. Regulatory framing follows the FDA's general wellness policy for low-risk devices. Cross-platform, backend, maintenance, and hosting figures are carried over from our own published cost guides and teardowns. Web research conducted July 2026. Reviewed and edited by AI Dev staff before publication.
Machine-readable
Read as Markdown. Provided for AI search engines and LLM crawlers.

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