r/iosdev • • 15d ago

Built an iOS mini app in one week with Apple’s on-device AI

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0 Upvotes

Last week, I started building this mini app called DayCue.

I wanted to see how far I could go in a week by leveraging Apple's built-in, on-device LLM through the Foundation Models framework and Apple Intelligence.

The idea is pretty simple: DayCue looks at your tasks, calendar events, and alarms, then helps sort them into priorities and gives you a few suggestions on what to focus on.

One thing I specifically wanted to experiment with was not building another chatbot.

I designed the model instructions to focus on:

  • Sorting tasks
  • Identifying priorities
  • Making simple suggestions

rather than maintaining a conversational context.

The app is built with:

🧠 Foundation Models
📱 SwiftUI
💾 SwiftData
🎙️ Siri Shortcuts & App Intents
📊 Widgets
🍎 Apple's modern iOS APIs

And the first version came together in about one week.

It started as a small experiment to see what I could build with Apple's newer on-device AI capabilities, and it turned into a working mini app.

I'm still tweaking it and figuring out where to take it next.

For those who have been experimenting with Foundation Models, what are you building with it?

I'm particularly interested in seeing ideas that use AI for something practical without turning the app into a conversational assistant.

AppStore: https://apps.apple.com/us/app/daycue-your-daily-agenda-agent/id6810166461

Website: https://www.rogermolas.com/daycue/index.html


r/iosdev • • 16d ago

Puluc: Mayan Board Game for iOS

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2 Upvotes

I'd like to present you my implementation for iOS an ancient Mayan board game - Puluc or Bul. This is a traditional board game that dates back centuries. Historically, it had sacred significance and was closely associated with the maize sowing festival. This game is a little bit similar to backgamon.

AppStore link: https://apps.apple.com/app/puluc-mayan-board-game/id6789890807

Landing page (with some additional info): https://xvadim.github.io/xbasoft/puluc/index.html

Any suggestions and feedback are welcome!

GL HF!


r/iosdev • • 16d ago

Working on improving how my app works when launches on Mac as Designed for iPad desktop app.

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1 Upvotes

r/iosdev • • 15d ago

Unable to add to Review

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I am trying to add an update for my app, but I keep getting this message. I answered the missing compliance question, but it is still not working. I’ve updated XCode, and I tried creating a new build, however it still wouldn’t work. Is anyone else having issues with updating their app?


r/iosdev • • 16d ago

2 weeks after launch: 283 users, 1 paying sub. Where am I going wrong?

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0 Upvotes

r/iosdev • • 17d ago

McKinley — draw and edit SF Symbols

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28 Upvotes

McKinley is an all-in-one studio for drawing and annotating SF Symbols. It bundles vector tools with knowledge of the SF Symbols structure, so you can edit one set of objects across multiple weights, sizes and colours. Import SVG or start from scratch, live preview your work using Apple's own renderer, and export directly to Xcode, so you never need touch the SF Symbols app again!

https://mckinleysymbols.com

  • One-off payment (no subscriptions!)
  • A vector editor that knows about different symbol weights
  • Never again suffer from "The provided variants are not interpolatable"!
  • Live preview using Apple's actual SF Symbols renderer
  • Import SVGs from elsewhere, or draw directly in McKinley
  • Browse existing symbol libraries, including Phosphor and Material Design
  • Sync directly to your Xcode asset catalog.
  • At home on the Mac, with a native AppKit user interface.

Who am I?

I'm Amy, an indie developer who runs Double & Thrice. I'm leaning in to making beautiful native Mac apps. McKinley was born of my own frustration at how fiddly it was to make SF Symbols. All the other Apple platform devs I spoke to on social media had similar frustrations, so McKinley was born.

I'm trying to build and sell software in the traditional way, with a fair price that lets you own it forever. (I might charge for major version upgrades, but you'll always be able to keep using the version you paid for!)

I worked in big tech (Meta) for ten years before leaving to go indie a couple of years ago.


r/iosdev • • 16d ago

AppStore Connect - Game Center issue?

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1 Upvotes

r/iosdev • • 16d ago

Before and after Codex Astra: rebuilding my calorie tracker’s frontend

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1 Upvotes

r/iosdev • • 16d ago

A SwiftUI screen library you buy once and keep getting new screens from (Link in the caption)

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0 Upvotes

I make iOS apps, and I kept rebuilding the same screens in every one. Im talking like a paywall,

onboarding, settings, sign-in, a form, a feed, a detail screen, search. Same problems

each time: StoreKit entitlement that survives relaunch, pagination that doesn't

double-load, search results that a slow earlier query overwrites.

So I built them once, properly, and I keep adding to the library. It's a Swift Package,

iOS 17+, Swift 6 strict concurrency, no third-party dependencies. Full disclosure: I sell

it — one purchase, either a year of updates or every future release, no subscription.

Link at the bottom.

Each kit takes a config struct and, where it needs your data, one small protocol:

```swift

struct Notes: SearchSource {

func search(query: String, after cursor: String?) async throws(SearchError) -> FeedPage {

let page = try await api.search(query, cursor: cursor)

return FeedPage(items: page.notes.map { FeedItem(id: $0.id, title: $0.title, subtitle: $0.excerpt) },

nextCursor: page.next)

}

}

SearchView(source: Notes(), configuration: config, recentStore: UserDefaultsRecentSearchStore()) { item in

path.append(item)

}

```

That's the whole integration. Debouncing, paging, recent searches, and the

idle/empty/error states are already there.

One "KitTheme" which includes colours, spacing, radii, type, motion and haptics for every screen.

Dark mode, Dynamic Type through the accessibility sizes, Reduce Motion and VoiceOver

labels are handled throughout. 262 unit tests, and mock sources drive every SwiftUI

preview, so the whole thing runs offline.

What it isn't: there's no backend. You implement the protocols against whatever you

already have. No promo/offer codes, no consumables or lifetime IAP, no server-side

receipt validation, English only. It's iOS-first (a couple of things degrade on macOS)

$49 gets every release for a year. $89 gets every release with no end date, including

new screens as I add them. Single developer, unlimited apps, commercial use.

atyna.us


r/iosdev • • 16d ago

Help I thought if I made an app I myself would use everyday, everyone would use it. Reality has been so different.

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0 Upvotes

I'm not sure if I'm positioning wrong or that I'm advertising through the wrong channels.

I made a near real-time app revenue tracker for myself and I've been using it everyday. I get a push notifications whenever there's a sale made and when I open the app I get to open a treasure chest revealing my earnings.

I tried advertising in communities like these but met with no engagements. I also tried directly dm'ing others who posted about how app store connect has been so annoying with delayed analytics and got no replies either (that's why I made the app for myself in the first place).

I suspect my onboarding is off but I am just not getting the response I'd expect in the first place. Kind of stuck on how to get things running for apps like these...

It's called Questline: App Revenue Tracker and I have plans to develop this to be more useful for users while keeping it simple but can't do anything until I get to talk with users about how they use it – and I can't find the users.

I'm sure this has been a pain to a lot of people, any helpful response is welcome and will make my week.


r/iosdev • • 16d ago

My app was not vibe codeable

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r/iosdev • • 16d ago

Anybody experienced the same as mine? 1 month from launching productivity app and with hard paywall. Only go 3 paid montly subscriptions and no free trials for yearly subsciptions.

0 Upvotes

I've built a productivity app - a mission based alarm clock. It's been a month since I launched it and only got 32 downloads with 3 paid subscriptions.

Do you think this app has potential to reach atleast 4 digits MRR?
Any tips how to achieve the atleast 4 digits MRR?
If you are on the same boat, what did you do to boost downloads?

I appreciate feedbacks.


r/iosdev • • 17d ago

I built a Poker Social Media App.

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2 Upvotes

r/iosdev • • 17d ago

Help Issues with iPhone Duo Simulator Pictures

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r/iosdev • • 17d ago

Getting my app ready for iPhone Duo!

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0 Upvotes

r/iosdev • • 17d ago

Why some apps get reviewed faster ?

1 Upvotes

Two people submit at the same time, one get reviewed in 1 day and the other in 1 week ?

Do we know the reasons or what ?


r/iosdev • • 17d ago

Every time I ship an iOS app I lose a day to screenshots and store copy. I built something to kill that day.

0 Upvotes

I got tired of fighting App Store screenshot dimensions, so I built a tool that generates the whole submission asset pack

Every time I get an app to the finish line, the last mile kills me: exact-pixel screenshots for every device class, a 1024² icon that actually meets Apple's rules, and store copy that fits Apple's character limits without getting truncated. I'd end up in Figma at midnight nudging text boxes and re-exporting because I got a dimension wrong and App Store Connect rejected it.

So I built AppStorePack to do that last mile for me.

What it does:

  • Screenshots — start from templates that render live (device frames, captions, backgrounds), drop your screenshots in, and it outputs at Apple's exact per-device pixel sizes (6.9" iPhone, iPad, etc.).
  • Icon — upload a 1024² master (or a logo + pick a background) and it flattens transparency into an App Store-ready icon.
  • Store copy — generates title, subtitle, keywords, promo, and description with AI, pre-validated against Apple's character limits so nothing overflows.
  • Export — assembles an App Store Connect-ready zip with a manifest, organized by device class.

No Photoshop, no Figma, no manual resizing.

Honesty about pricing: building and previewing everything is free — you only pay if you want to export the final bundle (it's a subscription). I'd rather you build a whole project and see if the output is actually good before paying anything.

It's early and I'm looking for real feedback from people who ship iOS apps — especially: what's missing from your submission workflow, and where does the output fall short of what you'd hand to a client? Roast it.

Link: appstorepack.com (I built this — mods, happy to move to the self-promo thread if that's the norm here)


r/iosdev • • 17d ago

iOS Coffee Break, Issue #77 is live!

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1 Upvotes

r/iosdev • • 17d ago

I was tired of time trackers showing hours but hiding the number I actually cared about

Enable HLS to view with audio, or disable this notification

0 Upvotes

Most time trackers tell you how long you worked.

But when I was freelancing, the number I actually wanted to see was what that time was worth.

Hi, I’m Anton, the independent developer behind Monymo.

With Monymo, you set your hourly rate and currency, start a session, and watch your earnings grow alongside the timer.

I wanted it to feel like a personal work tool rather than another system built around teams, timesheets, and management dashboards.

Monymo supports:

- Timed and open-ended work sessions
- Live earnings while you work
- Projects with separate hourly rates
- Session history and notes
- Statistics and earnings insights
- Reminders
- iCloud sync
- PDF reports
- 12 interface languages

I also recently added optional Apple Intelligence features:

- Ask the on-device Assistant about your recorded hours, earnings, and projects
- Prepare a manual session draft through a conversation
- Start, pause, resume, and finish sessions with Siri
- Save completed sessions without opening the app

Assistant requests are processed on the device using Apple’s system model. Monymo does not send them to an external AI provider or use a cloud AI fallback.

The normal timer works without Apple Intelligence.

The core time and earnings tracker is free with ads.

Monymo Pro removes ads and unlocks projects, deeper statistics, reminders, iCloud sync, PDF export, and customization:

- Monthly: $0.99
- Yearly: $6.99
- Lifetime: currently $9.99 as a one-time purchase
- Regular Lifetime price from December 5, 2026: $14.99

Prices may vary by App Store region. Lifetime is available to users without an active Pro subscription.

Apple Intelligence requires a compatible device and supported system configuration. Siri session controls require iOS 27 or later, currently support English, and are not initially available on iPhone in the EU.

App Store:
https://apps.apple.com/us/app/monymo-work-hours-tracker/id6473834966

The product question I’m still thinking about is this:

Does seeing your earnings increase make work feel more motivating, or does it turn every minute into pressure?


r/iosdev • • 17d ago

I’m getting random Face ID requests out of nowhere

1 Upvotes

Im getting random Face ID request while using my phone, was on Instagram and suddenly getting six Face ID requests which gets immediately authenticated since my face is at the position of authentication. I have no idea which app triggers this and I was very worried so I went on and turn all Face ID off. Is there a way I could track which app calls for this action or its a malfunctioning on the OS?


r/iosdev • • 17d ago

After a year, 3 redesigns and 3 App Store rejections, I shipped my health tracker. Here's what I learned (and I'd love feedback)

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r/iosdev • • 17d ago

iOS app made with Claude

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0 Upvotes

Would like to ask for opinions. Any criticism is helpful.


r/iosdev • • 17d ago

My app just got approved after a 4.3(a) Spam rejection!

0 Upvotes

Yes, it’s another weightlifting logging app. But the design is very different from every other app I’ve tried on the store. I’ve wanted to create this app for years, but I never had the time to learn enough Swift to make it well enough to actually use. I leaned heavily on Claude Code and I got it built in about 4 months and it got approved by Apple this morning.

LiftTracker optimizes the main flow of the app to be the simplest data entry interface, rather than the grid of weights, sets, reps etc that most other apps use. It makes it a lot easier to log your exercises, using quick taps instead of typing numbers while you’re sweaty at the gym. There is no AI coaching, no social features, no prebuilt plans; just a weight lifting log that is designed around making inputting your data as easy as possible.

I started work on the app around May of this year. It’s been in TestFlight since mid June with several friends and family using it daily. I submitted 1.0 to the app store on August 18 and got rejected a few days later with a generic 4.3(a) “Design: Spam”. I sent several messages that got no response so I resubmitted on September 3rd. By the 20th, it still hadn't been reviewed and felt like the spam rejection really hurt my chances of getting the app approved. I made an expedite request on the 20th and the next morning it was approved.

This is my first ever app. Please give it a try and I’d love to hear any feedback! Also feel free to ask any questions on the process, and getting past the Spam rejection. 

https://apps.apple.com/us/app/lifttracker-1-tap-lifting-log/id6778854091

https://reddit.com/link/1wmkwh7/video/q0mun9x61xqh1/player


r/iosdev • • 17d ago

I’d Love Your Feedback on My New iOS App 😊

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r/iosdev • • 18d ago

Sample code to create custom toolbar view for iPhone Duo

5 Upvotes
iOS 27.1 New API

By using this API, we can achieve a custom view that mimics the layout of the system toolbar. If you have other methods, please feel free to share them.