iPhone and Android apps for Brampton businesses — designed, built, and shipped to the App Store and Google Play.
Xandar Labs is a Brampton-based studio building mobile apps for local businesses. We take apps from concept to live in both app stores — we've done it for our own product, SeqX, on iOS and Android.
From customer-facing apps to internal tools, we handle design, development, store submission, and ongoing releases. One codebase, both platforms, a native-feeling experience — no third-party app builders.
As a local team, we're available for in-person meetings across Brampton and the GTA. Start with a free consultation and a fixed-price quote.
Native-feeling iOS apps that respect the platform's conventions — and that we take through App Store review ourselves rather than handing you a build and wishing you luck.
Google Play builds tested on the mid-range devices your customers actually carry, not only on the newest flagship in the office.
One codebase shipping to both stores. For most business apps this is the right trade-off — roughly one build instead of two, with a consistent experience on each.
Appointments, orders, and payments in an app your regulars keep on their home screen, with push notifications that bring them back.
Apps for staff who are not at a desk — job details, photo capture, signatures, checklists — that keep working when the signal drops in a basement or a warehouse.
The half of an app nobody sees: accounts, data, notifications, and integrations. We build that too, so there is no gap between the app and the systems behind it.
A free call on what the app must do and who opens it, then one written price for an agreed scope — including store submission, not as an extra later.
Screens and flows you can tap through on a real phone before we build them. Apps live or die on the first thirty seconds, so we get those right first.
Weekly builds installed on your own phone through TestFlight and Play internal testing — you use the app as it is made, rather than watching a demo.
Store listings, screenshots, privacy declarations, review, and release on both stores — then the OS updates and improvements that follow.
App budgets vary more than website budgets because the word covers more ground. A focused app with a handful of screens and a simple backend is a different proposition from a platform with accounts, payments, chat, and live data.
The biggest single factor is not the app at all — it is the backend. Accounts, permissions, a database, notifications, and integrations are frequently half or more of the total work, and they are invisible in the mockups, which is why the first quote people get elsewhere so often turns out to be incomplete.
Building cross-platform keeps the number meaningfully lower than commissioning separate native apps, and for most business apps you lose nothing that matters. There are also fixed costs no developer can remove: Apple's annual developer program fee and Google's one-time registration, plus the real work of preparing store listings and getting through review.
We quote one fixed price covering build, submission, and launch on both stores, after a free scoping call — so nothing about shipping it is a surprise invoice.
Read the full breakdown: mobile app development cost in Canada →
Live products and delivered client work — not mockups. Every one of these is running today.
Our own game, live on both stores. Custom engine written from scratch, an AI opponent, online multiplayer, and a guided tutorial — concept to App Store and Google Play, in-house.
Read the case study →The backend half of the skillset: accounts, invoicing, calendar, and exports, in daily use by Canadian practitioners.
Read the case study →Client delivery end to end — a mobile-first product plus a custom CMS the client runs without a developer.
Read the case study →We will talk you out of an app more often than you would expect from a company that builds them. Apps are more expensive than websites, they need someone to choose to install them, and they carry a maintenance obligation that does not end — every year iOS and Android change something that requires an update whether or not you added a feature.
An app earns its place when people come back repeatedly, when you need something a browser cannot do well — push notifications, camera, offline use, location in the background — or when being on the home screen is itself the point. A restaurant with regulars ordering weekly, a clinic with recurring appointments, a field team working where the signal is bad: those are apps.
If someone will use it once, a fast mobile website does the same job for less money and no install friction. We would rather tell you that on the first call than take the larger project and watch it go unused.
SeqX is our own product — a strategy game with a game engine we wrote from scratch, no third-party game framework, plus an AI opponent, online multiplayer, and a guided tutorial. It is live on the App Store and Google Play. We built it partly because we wanted to, and partly because claiming you can ship to both stores is different from having done it.
The engineering lessons transfer directly to client work. Keeping game state consistent across two devices on unreliable mobile networks is the same problem as keeping an order consistent between a phone and a server. Handling a player who reconnects mid-match is the same problem as a delivery driver coming back into signal. Writing an AI opponent that is beatable but not stupid is, structurally, the same tuning work as any decision logic.
The store lessons matter just as much and are less glamorous: what Apple's reviewers reject and why, how privacy declarations must match what the app truly collects, how long review realistically takes when you are trying to hit a date, and how to ship an update without breaking users on the old version. That is knowledge you only get by going through it, and it is why we quote submission as part of the job rather than as somebody else's problem.
Plenty of apps are finished but not launched, stuck in a review loop the people who built them do not know how to exit. It is a common and entirely avoidable way for a project to die at the last step.
Most rejections come from the same short list: privacy labels that do not match actual data collection, account deletion not offered in-app when accounts exist, payment flows that route around the platform's own billing where it is required, missing demo credentials for a login the reviewer cannot get past, or screenshots that do not show the real app. None of these are hard — they are just things you have to know.
We handle submission for both stores as part of the project: the listings, the screenshots, the privacy declarations, the review correspondence, and the release. Your app ships. That is the deliverable, not a build file in a folder.
Yes — our own game SeqX is live on both, built entirely in-house including a custom game engine, an AI opponent, and online multiplayer. We have been through Apple and Google review as the publisher, not as a subcontractor watching from the side.
A focused app is usually two to three months from kickoff to live; larger products with accounts, payments, and real-time features take longer. Add one to two weeks for store review at the end, sometimes more for a first submission. You get a build on your own phone every week throughout.
Almost always both, built from one codebase — the saving from doing only one platform is smaller than people assume, and half your customers are on the other one. If your audience is genuinely concentrated on a single platform we will say so and scope accordingly.
If the app stores anything that outlives the phone — accounts, orders, bookings, messages, anything synced between users or devices — then yes. It is frequently half the total work and it is the piece most often missing from a cheap quote. We build it as part of the project rather than treating it as an extra.
You do. The app is published under your own Apple and Google developer accounts wherever possible, and the code and data are yours. You should never be in a position where leaving your developer means losing your app.
Apps are not finished at launch. iOS and Android change every year, and store requirements change with them. Most clients keep us on for updates, fixes, and new features; if you would rather take it in-house we hand over the code, the accounts, and the documentation properly.
Yes. We take on apps that are half-built, abandoned by a previous developer, or live but in need of work. We will review what exists and tell you honestly whether it is better to continue it or restart — sometimes it genuinely is better to continue.
Sometimes, and we will say so. If people will use it once, a fast mobile site avoids the install step and costs less. Apps win when people come back often, or when you need notifications, camera, offline use, or background location.
Book a free 30-minute call. We'll scope it and give you a fixed-price quote — no commitment.
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