FlutterFlow Pricing in 2026: Plans, and What a Build Really Costs
FlutterFlow itself costs $0 to $150 a month. Having an app built with it costs thousands. Both numbers are here, along with the line where one turns into the other.
FlutterFlow itself costs $0 to $150 a month. Having an app built with it costs thousands. Both numbers are here, along with the line where one turns into the other.
FlutterFlow costs $0 to $150 a month. Having an app built with it costs $5,000 to $40,000 or more. Those two numbers get conflated constantly, and a search for one usually returns the other.
Both are below: what each plan actually unlocks, the one limit that makes the free tier unshippable, and what the engineering costs once the licence stops being the number that matters.
Four plans, from $0 to $150 a month for the first seat. These were checked against FlutterFlow's own pricing page on 17 October 2026. FlutterFlow revises them periodically, so treat the figures as accurate on that date and the shape of the tiers as the part that lasts.
The only jump that changes what you can do is Free to Basic. Everything above it buys team size and workflow: more seats, branching, GitHub, automated tests. A solo founder shipping one app needs Basic and nothing more.
Everything except ship. The free tier will build you a complete, working app. What it withholds is the way out of FlutterFlow.
You can design screens, wire up Firebase or Supabase, and preview the result on a free subdomain. You cannot download the source code or an APK, which means you cannot submit to the App Store or Google Play. Two projects, one editor, ten AI credits a month.
So the honest answer to whether FlutterFlow is free or paid: free to learn on, $39 a month the moment you want the app to exist outside FlutterFlow. That subscription is also the smallest number in this entire article.
Because you are not paying for the tool, you are paying for engineering time. The subscription is a rounding error against a build, and the two are barely related in scale.
A FlutterFlow app can mean a lot of things. A simple authentication and CRUD app with five screens on a Firebase backend is a fundamentally different scope from a real-time marketplace with subscriptions, messaging, a recommendation engine and multilingual support. Both are "FlutterFlow apps". What differs is the time, and time scales with complexity rather than with the tool.
If you are weighing the subscription against hiring someone, that is a real decision and the numbers below are the other half of it.
Not just how many screens, but how complex each one is. A flat list is simple. A multi-filter search with real-time results, a booking calendar with conflict detection, or a social feed with interactions — these take meaningfully more time and add architectural requirements beyond what's visible on screen.
Basic Firebase CRUD is fast to implement. A Supabase schema with proper row-level security, Edge Functions, optimized queries, and a well-designed data model takes significantly more time — and is worth every hour. The backend is the part that determines whether your app scales or collapses at 10,000 users.
Messaging, live activity feeds, collaborative editing — anything requiring real-time listeners adds complexity that compounds throughout the build. Plan for it up front or pay for it mid-project.
RevenueCat integration is one of the more involved FlutterFlow implementations. Two platforms, subscription tiers, restore-purchase logic, webhook handling, receipt validation — done properly, this is a non-trivial chunk of engineering. Done carelessly, it breaks at edge cases you'll find out about in App Store review or in your first week of real users.
FlutterFlow handles roughly 85–90% of most apps. The remaining 10–15% requires custom Dart code. The volume of that code — and its complexity — is a real cost variable. Good agencies identify this during scoping, not halfway through the build.
Often left out of initial estimates. Provisioning, screenshots for every device size, metadata, review compliance — and the near-certain first rejection and its fix. Budget time, not just development time.
At Widgetsflow, our projects start at $5,000/month. Most full-product builds run 2–3 months. That's $10k–$15k for a standard, well-engineered v1. Not cheap — and not expensive for what you're getting.
The biggest invisible cost in mobile development is the rebuild you don't plan for. An agency that starts from screens without modeling the data, or ships without security rules, or underestimates App Store requirements — you'll pay their rate to build it and then pay again to fix it. The best investment is getting the architecture right the first time.
Estimates usually stop at launch day, which is where the recurring costs start. Four to plan for:
Budget for maintenance too. Both stores push breaking platform changes annually, and an app nobody updates eventually stops being installable.
The most reliable way to land inside a budget is to define v1 with discipline. What is the absolute minimum that makes the product usable for the first 100 users? Build that. Everything else goes on a roadmap. We spend real time on scope definition at the start of every project specifically because a clear scope is what makes a fixed price possible — and what prevents the scope creep that inflates every ill-defined project.