Four ways to get a mobile app, compared by category rather than by product, because products change every month and categories do not. Where a category varies a lot, the table says what to check instead of pretending it does not.

No-code builder AI chat builder Hiring a developer opointo
Suits People who never want to see code Trying an idea quickly Unusual apps, teams with budget Developers and technical founders
How you build Drag and drop Describe it in a prompt A brief, then reviews Drag and drop, then your coding agent builds it
What you get An app, often hosted by the builder Often a web app; mobile output varies Whatever you agree A normal Expo project in your repo
Native feel Varies; check the tab bar on both platforms Often one look on both platforms As good as the developer Apple’s controls on iOS, Material 3 Expressive on Android
When you stop paying Check whether the app keeps working Check what you can export You own it Every app you generated keeps working
Needs a Mac Usually not Usually not The developer’s problem Yes for iOS, with Xcode 26
Who writes code Nobody The builder, mostly hidden The developer Your agent, in code you can read and change
Cost A monthly plan A monthly plan The most of the four Free to design; $15 a seat a month, or $12 billed yearly, at the beta price (usually $25 and $20) to generate code

Pick by who will maintain the app

The first version is the cheap part. The question that decides the right tool is who changes the app in month six.

  • Nobody technical, ever: a no-code builder. Accept its limits and check its export before you build on it.
  • You, with a coding agent: opointo, or your agent on its own. The code is yours either way.
  • A team you are paying: a developer, who can also use opointo to skip the UI layer.

Where opointo is weaker

  • It is not for people who never want to see code. Not yet: you need a coding agent and a build on your own machine.
  • iOS needs a Mac. You need a Mac with Xcode 26 to build the iOS app. Android needs only the Android SDK.
  • Phone apps only. No web app and no tablet layouts.
  • It is in beta, built by a small team. Verified on iOS 26 and on Android 16 with Material 3 Expressive. iOS 27 support is in progress.

Where opointo is stronger

  • Native on both platforms: Liquid Glass on iOS, Material 3 Expressive on Android, from one codebase.
  • You own the code, forever. No runtime from us, no licence check, nothing that calls home.
  • The navigation you draw works. Each arrow becomes a tab, a pushed screen or a pop-up, inside an app shell tested on real devices on both platforms.
  • Free to design. You pay only to generate code, with a full refund within 30 days of your first payment.

Open the App Builder and see a starter app on both platforms before you decide.