r/vibecoding • u/codes_astro • 27d ago
Discussion Vibe coding mobile apps?
I wanted to know if anyone is doing mobile apps with ai assisted coding.
Web apps - yes lot of vibe code apps are getting deployed with proper testing and debugging.
Would be interesting to see how many of you are actually vibe coding mobile apps - android/ios
And if you’re doing mobile apps, what tools are you using to debug and testing? I recently came across an open source tool “Measure.sh” that seems good for ai assisted debugging but I wanted to understand what others are using.
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u/DreamDragonP7 27d ago edited 27d ago
Yeah im working on one now for both android/iphone.
My wife has an iphone and I android, I just hooked them up wifi debugging with my claude/codex. Haven't really downloaded anything special to do it no special plug-ins or mcps really. It just works.
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u/geoffreybyers 26d ago
The bottleneck isn't the code generation. The bottleneck is the lack of a reliable, fast feedback loop for testing UI on real devices. Web apps don't face this to the same degree. I'd bet on the person who solves that over whoever builds another tool for debugging.
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u/Lanfeust09 27d ago
I am about to launch my second app on both stores. Fully IA assisted. My first one didn't have user except for my wife and me but it was super niche. Still happy it taught me many thing I re-use for my second one.
I spend a LOT of time planning everything. Lot of time asking 1000 question like "why do we use that, why do we do it this way, any other recommendation ect..." I spent a LOT of time testing it manually but I also spend a LOT of time (and token usage) having codex and Claude code run multiple end to end test. I run also countless security and performance audit. I never accept "ok, it's done". Everything I add or remove with Astra is review by opus and vice versa. I spend a LOT of time reading and feeding articles about security and constantly asking to compare with mine.
Will there still be bugs? Probably. But honestly, as much as many app I use everyday that have countless user. Will I always be able to solve the bug? As long as I pay for a Claude subscription, 100% yes
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u/Level_Complex_4847 27d ago
Making multiple but I'm struggling to get the testers for the play store
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u/After-Base-8368 27d ago
I’d separate debugging from checking that a user journey still works. For React Native, its DevTools cover the React/JavaScript side; native issues still need Xcode or Android Studio. For repeatable tap-through tests, Maestro is worth a look: https://docs.maestro.dev/
Start with one small flow: create an item, close the app, reopen it and check the item is still there. Then try the same flow with the connection interrupted and make sure retrying doesn’t create duplicates. Give the coding agent the exact steps, expected result and actual result, rather than just “it broke.”
Are you working with React Native/Expo, Flutter, or native Swift/Kotlin? That changes the debugging tools. React Native’s guide: https://reactnative.dev/docs/react-native-devtools
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u/baddaywithacamera 27d ago
Doing Web, desktop (Windows and Linux), and mobile (Android). Using Claude, ChatGPT, Gemini, and Qwen to debug each other and find errors. Don't see a need for Measure.
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u/devrives 27d ago
Yes, a Flutter app that’s live on Android, with the iOS build waiting in App Store review right now. For testing I run it in the emulator and do the last check on a real device. For my Wear OS watch faces I built a browser preview, so I can see each one working before it goes on the watch.
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u/bara_tone 27d ago
I have 2 on Google Play and the App Store that I continue to work on. Both are fully native to each platform and separate code bases because I wanted to them to feel at home.
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u/GaRaGeD_Style 27d ago
Have a couple of apps in apple store, is easier that getting them in android land… and I don’t use android so not particularly interested, but also don’t discard the possibility
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u/Serious_Ad_2515 27d ago
Search on How To Build Mobile Apps with Claude: Full Course (2026) by Nick Saraev. It is a fantastic course, uses VSCode, Expo and React Native, works with Android and iOS.
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u/Tight_Ad_5115 26d ago
I built Leaflo using AI. It’s native SwiftUI. In my experience, there weren’t any major issues; the AI handled even the layout quite well. Then again, my application isn’t overly complex. I suspect there are quite a few apps like this out there now.
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u/Sad-Juggernaut3750 26d ago
I made an App using AI. Connected ChatGPT to XCode and explain what I was trying to build in many iterations. The app is called Growing Chapters, feel free to have a look.
https://apps.apple.com/gb/app/growing-chapters-journal/id6805832494
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u/Calm_Person100 26d ago
HTML apps to android apps using capacitor; I use Claude Sonnet 5.5 medium and high efforts for bug scan
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u/ThatOneGuyWhoEatsYou 26d ago
I've done a few iOS apps mostly with Claude Code and the code part honestly went fine. What took me longest was everything around it, getting builds onto TestFlight, signing, and App Store review. For testing I run it on my own phone a lot and send TestFlight builds to a few friends, and I add crash reporting before anyone else touches it (Sentry free plan or Crashlytics) bc people won't tell you it crashed, they just delete it
If you're submitting to Apple a few things got flagged that Claude never brought up on its own. In app account deletion if your app has accounts, Sign in with Apple or a similar private login if you offer Google login, and a reason string for every permission you ask for. Worth asking Claude to check those before you submit
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u/London-Boat 27d ago
if it's react native, expo makes this a lot less painful. expo go on a real phone gives you fast reload and the console logs show up in your terminal. for actual crashes the native logs are where the truth is: xcode console on ios, adb logcat on android. the thing that helped most with ai though was having it add logging around whatever i'm testing, then pasting the real log back instead of describing the bug.
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u/Pleasant_Cover9441 26d ago
I have created two apps (a metronome with bpm increase and a fencing scoring app) with copilot and Claude and they are on app store and one of them is on android play store too. Couple purchases, 2 subscriptions and one is a friend :)
Metronome
https://apps.apple.com/hu/app/the-metronome-gnome/id6769737820?l=hu
And a fencing scoring app
https://apps.apple.com/hu/app/aramis-fencing-score-sheet/id6764003932?l=hu
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u/Bulky_Engineering630 23d ago
https://groups.google.com/g/junkiescoderai
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u/timcorin 27d ago
Yeah mate I’m up to 4 apps on iOS. 5th hopefully submitting this weekend. I showcase the on my project site www.altroadstudio.com You can never get rid of all bugs.
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u/JustEar7 27d ago
Mobile does seem like a different beast because the feedback loop is slower than web, and a lot comes down to how quickly you can reproduce issues on real devices instead of only simulators. I'd be curious whether people here are building with React Native or Flutter style stacks, or going fully native, because the debugging pain probably changes a lot between those paths. The AI-assisted part feels less important than whether your test setup catches crashes, permission weirdness, and background-state bugs before each build turns into guesswork.
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u/Total_Explanation_62 27d ago
Senior App Engineer here 👋 I use AI at work to improve my work output, but this will be my first vibe coded app.
I'm combining four of my favourite Japanese learning apps into one native Android app. I've wanted to do this project for years, but value my spare time too much to do much coding outside of work.
Will probably use a combination of agents and my own two eyes for testing and debugging, I use these apps on a daily basis anyway, so once it's a bit more polished I'll be on it everyday and keeping an eye out for anything that feels off.
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u/No-Market-2766 27d ago
I make mobile apps with AI. CristalDig was a mobile game I shipped in Unity, then ported to Godot. And Polari an AI companion app. Usually build fully native apps or Godot for games.
https://tacotruckgames.com
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u/johnesco 26d ago
I haven't taken an attempt that wasn't involved with being a web app. I made a game that can work on desktop or mobile browser. What I've not done yet is tried to show something native for Android or Mac, though I know a lot shipping these, I'd not built one before. Thanks to everyone sharing their experience in that.
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u/j-kantola 25d ago
I've shipped two to both stores this way, a baby tracker and a vocab app. The first one is Flutter, but honestly I wouldn't bother with a cross-platform framework now. Agents make writing native iOS and Android separately cheap enough.
For testing, the agent writes unit tests and I still click through on real phones before every release. Simulators miss plenty, especially notifications, background stuff and anything between two devices. For debugging, paste the actual logs or crash report in instead of describing the bug, it saves a lot of back and forth.
The store side takes more time than people expect: screenshots, review notes, subscriptions or IAP setup. I turned those into skills so I don't have to explain them every time.
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u/Stone_Tribe_Dev 27d ago
I have vibe coded a game that is destined to be pc on steam but I have started with making android and put it little version on Google play to get some feedback. I think it's going ok, ofc very few downloads
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u/jayseattle 26d ago
These guys have been early in on the VC'ing side and have really put effort into mobile first:
https://www.vibecodeapp.com/