Have you tried turning off new arch for now?
It's great for us because we have native code modules, and seamless Turbo Modules are nice (you _can_ use them with the old arch, but it requires some jumping through hoops).
As for reanimated, I would just stay away from it entirely. Way too many layering violations for my taste.
https://apps.apple.com/nl/app/xyz-photo/id6602894199
Yours looks sleeker though. One thing I learned quickly after having friends use it..other people want different things and catering to more than just myself takes soooo much time.
So I stick to building what I want and releasing it for free.
Other frustrations: Apple makes it difficult to maintain support for older devices. They insist you keep updating your tools, but the updated tools tend to drop support for older SDKs and devices. You have to kind of go out of your way to keep your app targeting them. You can see how this plays out by getting a second hand iPhone 7 today and go to the AppStore looking for apps. It will be very difficult to find an app that will run on it. This phone is not that old, but the ecosystem abandons you pretty quickly.
They also deprecate things like crazy, so every time you update your tools, you get more warnings about APIs Apple would rather you stop using. It's tough to just write an app once in 2016 and keep it limping along forever. They clearly favor developers who are 1. doing it for a living, 2. targeting latest and greatest devices, 3. updating their app and their tools frequently, and 4. don't mind doing surgery every year to move away from deprecated stuff.
Building for older models is possible using a collection of virtual machines, or even a multi-boot old laptop.
b) All of your users are still going come through the Apple one.
Well, you're mixing 2 things here: Apple's tooling support for older versions of iOS, and what developers choose to do.
Today, you can create a new app in Xcode, choose "iOS 15" as the minimum deployment version for your project, and you'll have an app that runs on devices going back to the iPhone 6S/first generation iPhone SE.
Even supporting back to iOS versions prior to that is fairly straightforward (you'll just have to edit a plist by hand rather than use the UI picker if creating a new project) - I have some older iOS 9 projects that still compile without any issues (just tested for the sake of this comment).
But to your issue of most apps not working on an iPhone 7 - that's because many developers will choose to only support iOS 16/17 or later (and the iPhone 7, a 9 year old device, stops at iOS 15). That's their choice though, not a failing of Apple's tooling.
> iPhone 7
I still have one as a TV device for me and my son to watch paw patrol. I can only speak for the set of apps I use on it, but as of a few hours ago they all still work (streaming, email, browser. no banking or other apps in that class). I am looking to replace it as it's no longer getting updates as of this march.
>This phone is not that old
Kind of very confused by this. It's 9 years old, it just stopped getting security updates three months ago. Is there anything even close to that outside of the iphone world? I do own android devices, I don't have anything android and nine years old that can turn on much less run an application.
For some reason, nobody expects this of phones and tablets. The manufacturer cuts you off from updates and now somehow you’re obsolete! The 3rd party developer ecosystem pulls their old-device-supporting apps, and suddenly the device is useless. I don’t know why we accept this!
What is so special about phones where we allow them to be considered obsolete so quickly?
Of course there is, just take a look at any computer/laptop.
The fact that this $100 yearly fee has never been adjusted for inflation, in a time when developers are easily shelling out $200 a month to use LLMs, makes this gripe all the more petty. Especially when software developers are still among some of the highest paid jobs on the market.
Now, their friends all have iphones, and if a kid could hack out an app for their friend group and share it around, it would give them great motivation to learn and hack in that ecosystem.
It's kids, idealistic OSS hackers, and people in the global south who see the $100/year and give up.
It's also just plain dumb rent-seeking that no other OS does. I can make an APK for a friend for free, I can make an exe for a friend, an elf for a friend, etc.
Yet, even if I live in the EU and thus can distribute apps to my friends to sideload directly, even then I'm required to pay $100/year or my app stops working.
- gradle folder easily reach 7 or 8 gigs per project (more external dependencies = bigger) - Android/iOS emulator also need something like 7 GB (per device). Imagine if you have 3 emulators: Pixel 3 running Android 13, Pixel 4 running Android 14, etc etc
Also agree code deprecation is something often happen. Most of my experience is Android, and yes I've seen emails from Google saying something like "if you don't need this feature, don't call API X and use Y instead. Failure to comply to this within 1 month will result your app is taken down." Oh well..
Tool upgrades are enforced and so are regular hardware upgrades, whether you like it or not. That's hardware that is still working, which Appled decides you will no longer be able to use some software on, just because.
And after Apple sells you a computer and developer subscription, it makes you work for them on their share of any app sale.
I like some aspects of Apple's hardware, and I liked their older OS and software (when it became preemtive, but UX was more simple and systematic than now), but overall, I prefer open ecosystems.
earthnail•6h ago
Making reasonable money on iOS is hard, like, really hard, and just having a good product is definitely not enough.
Sorry to sound so pessimistic; I just want to emphasise that monetisation and marketing is at least as important on iOS as product development.
Spivak•6h ago
Certainly not bad for three days work.
amelius•6h ago
vunderba•5h ago
jll29•4h ago
So at a $2.99 "fair" price point as mentioned in the post, how many copies does he have to sell to break even (assuming 4 days of development priced at $2,500/day contractor rate)?
The answer is => 14,574 downloads would give him $0.78 profit, before taxes. (In that time, he would have earned more than $13,000 for Apple.)sokoloff•4h ago
It also seems like a super-weird analysis angle to both pay yourself a (very generous) full day rate AND then expect upside on top of that and conclude that making just the $10K for 4 days’ work is somehow a loss for the solo entrepreneur.
4hg4ufxhy•3h ago
sokoloff•3h ago
Maybe in some analyses, but that’s not where I’d estimate it. If they’re turning down other $300/hr work, sure, but that’s not how I read the account.
ricardobeat•4h ago
That aside, 1) the author is not an experienced iOS dev 2) hourly rates != cost, and 3) you can certainly get the same app built for under $1000 by a freelancer.
You also seem to have accidentally used a $0.99 price instead of $2.99.
Real break-even would be closer to 1k-2k sales.
Spivak•3h ago
neepi•6h ago
I either have to put enough time into the idea to do it full time or do a shitty job. I can’t win either way without incurring massive risks so I will continue to part time two jobs and invest the earnings from those wisely instead.
dylan604•4h ago
adastra22•3h ago
dylan604•3h ago
adastra22•3h ago
heliographe•5h ago
I’ve been making iOS software independently for almost 2 years now (https://heliographe.studio) and am about ramen profitable.
A few notes in case OP (or anyone interested in making some money in the App Store) is reading:
- you have to make the app free to download, and quickly demonstrate value then show a paywall if you want any purchases. Paid upfront just does not work unless you’re an already recognized product.
I had some apps that were paid upfront, and would mostly get $0 days. Switching to free to download immediately brought me to a slow but steady trickle of daily downloads, and from there you just have to work on your conversion rate.
- but that's still going to be pretty low, if you want any meaningful user acquisition, you're going to have to go look for the kind of people who might be interested in your product. The broader your potential audience is, the harder that's going to be (but that's why TikTok ads can work so well). In my case, choosing to focus on a somewhat niche area (tools for photography) is helpful; there's a strong photography community going on Threads and regularly posting on there yields good results (for now...)
- $2.99 is dramatically underselling yourself, especially if you offer a quality product that you put time to craft to your standards and has no tracking, no subscription, no ads, etc. You should play with pricing to see what the sweet spot in terms of conversion is, but in my experience it's always worth it to start at least at $4.99/$7.99 for these sort of utility apps. Of course, the design of your funnel/paywall will make a huge difference (ie you'll likely sell more of an app marked as $4.99 at 50% off, than just $4.99)
- learn about what makes for good App Store screenshots, descriptions, how keywords work, etc. Ariel from App Figures has some good videos on YouTube about what they see and what seems to work based on their data.
The days where you could make a little app, chuck it on the App Store for $.99, and have it just blow up are well over. If you want to make any money on the App Store (even if to just pay back for your Apple Developer membership), you have to put as much effort, if not more, in the marketing and promotion of your product than you put in the design & development of it. It's a grind for sure — and don't count on Apple to help you in any way (by and large they seemed more interested to promote games and dating apps with $49.99/mo subscriptions than small indies doing interesting things).
Good luck! Eager to try your app :)
vachina•4h ago
It’s not immediately clear to the layman, what value your app provides. Even to me, it got me asking what your app provides over Adobe Lightroom.
bredren•5h ago
And if they don’t keep updating it, it will stop working and the buy it for life idea commits the dev to maintenance that isn’t paid for either upfront or through subscription.
There are folks who make and give away a lot but some learn their lesson quickly and find ways to get people to put a reasonable amount of recurring payment into the app to make it even remotely sustainable beyond a hobby.
FWIW, AI may make this cost so much lower that this kind of thing can make sense now. Something to consider, I suppose.
x0x0•4h ago
eg Apple publishes a new ios rev; debugging on it requires upgrading xcode; and that requires updating your OS.. Good thing you don't mind wasting a full day or more reinstalling every other devtool you may happen to use. Or xcode just doesn't connect to your ios device because reasons. (The reason is apple writes shoddy slapdash software because monopoly.)
So now you're spending another $1500+ on a studio so you can do all this in VMs and see how bad the damage will be to avoid blowing up your main devbox. etc etc.
F7F7F7•4h ago
What you're describing is not unique to Apple. It's a regular occurrence for anyone who's not writing for a enterprise SAAS company with a largely legacy codebase and a dozen DevOps guys mostly obscuring that stuff from you.
tonyhart7•3h ago
ios app on apple store??? not so much
ClumsyPilot•3h ago
I can open a webpage written in Angular 1, or written in year 1990. I can run a program written for windows 95 on my new PC with windows 11. It’s normal to keep compatibility for compiled/finished ebd user software.
monkeyelite•8m ago
gumby271•4h ago
ensignavenger•5h ago
9d•4h ago
MBCook•4h ago
Despite the fact that Apple tells you when your subscription will renew it doesn’t seem to help enough people. So they buy a scientific calculator app because they don’t realize that it’s built into the one on the phone and then end up paying five dollars a week for it. And even if they find out after the first renewal that means the app developer got five dollars (minus fees).
There’s tons of subscriptions out there that are just completely out of whack with their prices. And Apple just doesn’t seem to care.
dylan604•4h ago