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App Store Chaos

Kalley Huang, writing for The New York Times about apps written with the help of AI agents that are flooding the App Store:

But as with many things A.I., just because something is easy to build doesn’t mean people will use it. It is not clear if vibecoding is breathing new life into the App Store or just cluttering it.

Last year, the number of new apps released in the App Store grew 30 percent to about 600,000, according to estimates by Sensor Tower, an app analytics firm. In the first half of this year, new apps doubled to about 560,000.

Now, Sensor Tower metrics should always be taken with a grain of salt. They don’t have direct access to Apple’s sales data, so they’re extrapolating from incomplete data that they collect themselves. That said, I think it’s fair to take their numbers as broadly representative of sales trends over time, and the story they tell, as reported by Huang, is interesting.

Based on Sensor Tower’s numbers, the total number of App Store releases peaked in 2016 at 890,000, hit a low of 420,000 in 2022, and this year, is on pace to pass 2016’s peak by a healthy margin. But app releases don’t equate to downloads, let alone sales. According to Huang’s reporting, downloads increased 3% in 2025 and 2% in the first half of 2026, far lower than the growth of new releases.

All of this tracks closely with what we’ve seen at MacStories. One subtle trend I’d add is that whereas for years most developers contacted us before they released an app, a lot of new developers are doing so after their apps are on the App Store. I suspect what I’m seeing is a new generation of developers learning the hard discoverability lessons of the App Store for the first time because when I check out these apps, they rarely have any App Store reviews.

The upshot of all these statistics and trends is App Store chaos of a magnitude that we haven’t seen in a long time. It’s a little like the App Store gold rush of the early days, but without the gold. Discoverability has gone from bad to worse, and the supply of apps is off the charts compared to the demand. With download numbers barely creeping up, the flood of new apps is making selling on the App Store harder for everyone.

Yet, it’s exactly this sort of chaotic disruption that leads to exciting new apps. And, it’s tools like Codex and Claude Code that empower and democratize app development, allowing people who would never have built an app to see their ideas become a reality. Those are things I love to see.

There’s no doubt that the App Store is out of whack thanks to agent-assisted coding, but like any market it will find its equilibrium again. In the meantime, it’s never been a better time to be a fan of apps because while a lot of those record numbers are comprised of mediocre apps, there are hidden gems, and we’re on the hunt for them.

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Running Simulators Inside Claude Code for Mac

Claude Code has a new simulator button.

Claude Code has a new simulator button.

Claude Code’s Mac desktop app has added Apple simulator support, and although it’s billed as “iOS Simulator Support,” it actually works with any iOS, iPadOS, visionOS, or watchOS simulator you have installed.

The process of setting up a simulator is simple. A new button with an iPhone icon appears when you open an existing project. Click it and a new iPhone simulator pane opens to the right by default. However, clicking on the name of the simulator reveals a list of every available simulator. You can also run multiple simulators at once, but that immediately made my aging M1 Max Mac Studio start to chug a little.

With access to your running app, Claude Code is more effective at debugging UI bugs.

With access to your running app, Claude Code is more effective at debugging UI bugs.

Once you have the simulators that you want open, simply ask Claude Code to run and test your app, and it gets to work, building the app, installing it in the simulator, opening it, and poking around. I loaded up a simple word game I’ve been playing with, and after a few minutes, Claude Code found a UI bug while controlling the simulator. I asked it to fix the issue, which it did, then tested and committed. My testing has been limited, but so far it looks like a simple, effective loop.

It’s also worth noting that Claude Code is running the simulator directly inside the Claude app. This is not computer use, meaning windows aren’t going to be opening and getting in your way as you work on something else. All in all, the addition of the simulator, like the inclusion of an in-app sandboxed browser a couple of weeks ago, is a great update to Claude Code.

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Safari’s New MCP Server Is Great for Agents

Saron Yitbarek, writing on the WebKit blog:

In Safari Technology Preview 247, we’re introducing the Safari MCP server — a Model Context Protocol server for web developers that makes your web development and debugging workflow faster and more powerful. We know agents are increasingly integral to the coding process and the Safari MCP server gives your agent the ability to know how your code actually renders in the browser by connecting it to a Safari browser window.

Any MCP-compatible client can connect to the Safari MCP server. By connecting your agent to a Safari browser window, your agent can emulate what your users experience, giving it the information it needs to debug more autonomously, like access to the DOM, network requests, screenshots, and console output.

Importantly:

The Safari MCP server runs entirely on your local machine and makes no network calls of its own. It also does not have access to your personal information in Safari (e.g. AutoFill or other browser activity). When it captures page content, screenshots, or console logs, that data goes directly to the agent you’re running — not to Apple. What happens to that data from there depends on the agent and model you’re using. As with any agent you give access to your browser, only use ones you trust.

For the past few months, I’ve been using Google Chrome on my MacBook Pro and Mac Studio not because I like the browser (in fact, I really dislike Chrome’s text rendering and UI), but simply because it was the best option for agents. In Codex specifically, between Playwright, Chrome Dev Tools, and OpenAI’s own Chrome extension, I could kick off research tasks (such as vacation planning and booking a hotel) that involved a browser directly from my iPhone, letting Codex drive the research on my remote Mac.

Safari in Codex.

Safari in Codex.

Now, thanks to Safari’s new MCP server, I no longer have to use Chrome on desktop and can return to a unified browser setup across all my devices. Even better: it actually looks like Apple shipped the most ergonomic browser MCP for agents to date. The MCP server has dedicated tools for page extraction (including getting webpages as Markdown, based on WebKit’s own conversion pipeline), evaluating JavaScript, DOM interactions (clicking, scrolling, resizing the viewport for mobile screens, etc.), taking screenshots, and more. I set this up immediately in Codex, and I also asked Codex about comparing Safari’s MCP to its own Chrome extension and the older Playwright. The verdict: although Chrome has a richer API with Chrome Dev Tools when it comes to network requests, Codex actually preferred Apple’s leaner, more direct approach for letting an agent drive and debug a browser.

I’m really happy to see folks at Apple embrace agentic tools: between the new MCP capabilities of Xcode and now this, it looks like Apple’s software (on the Mac, of course) is becoming more and more approachable by people who are working in new ways thanks to agents. Whether you’re a web developer or tinkerer, I highly recommend checking out what Apple has released in Safari Technology Preview. More of this, please.

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Snazzy Labs Puts the Mac’s Upcoming Game Porting Toolkit 4 Through Its Paces

Over at Snazzy Labs, Quinn Nelson has a great in-depth look at the changes coming to Apple’s Game Porting Toolkit with macOS 27 this fall. Paired with Metal 4, it’s a real leap over what’s possible today, and Nelson showcases the difference well.

Thanks to the upcoming update, Nelson was able to use CrossOver, a Windows-to-Mac compatibility layer that allows PC games to be played on a Mac, to spotlight some impressive numbers on games ranging from Red Dead Redemption to the recently released 007 First Light.

Not all games Nelson tried showed the same leap in performance, but that’s true on compatibility layers like Proton on the Steam Deck, too. What’s remarkable is that it’s all done in software and as Nelson points out, the advent of coding agents like Codex and Claude may help bring more PC games to Mac using the Game Porting Toolkit by reducing the porting costs.

Nelson also makes a pitch for an Apple gaming device. I agree with him that more than ever, the pieces, right down to a hardware-focused incoming CEO, are all there for such a device, and I remain optimistic. However, I’ve made the case for such a device for years now to no avail. Still, whether or not Apple builds gaming hardware itself, watch the full video above. It’s a fantastic view of how far the Mac has come as a potential gaming platform since the advent of Apple silicon.

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Apple Improves Screen Time for Parents, but There’s Room to Grow

One of Apple’s tentpole features at WWDC was a ground-up makeover to Screen Time that’s designed to give parents more granular and reliable control over their kids’ device use. I got a demo of the changes while I was at Apple Park, and they’re extensive. That’s good because Screen Time has been broken in a variety of ways for a while and isn’t very flexible.

My first impressions of the changes have been positive, but it’s worth noting that I don’t use Screen Time myself and my kids are grown. Screen Time wasn’t even available when it would have been useful to my family.

However, I do remember well the days when my kids were little, and so I sympathize with Patrick Klepek who wants more. Klepek gives Apple credit for improvements in Screen Time’s UI, but wants more:

But to crystalize my requests to Apple for the future:
- A dedicated Screen Time app
- The ability to invoke Siri or other shortcut-like features to lock devices
- Granular control over extending screen time to accommodate specific requests

I’d add another request that one of the journalists made during our demo that made a lot of sense. Like me, he has three kids and wondered if he could set up a baseline set of Screen Time rules and then copy them to his other kids, making age-appropriate tweaks for each kid. Apple said that isn’t currently possible, but it’s the sort of practical, reality-based suggestion that the company should prioritize. Being a parent means a lot of things, but it shouldn’t mean being an IT manager too. For tools like Screen Time to be adopted, they need to be easy, flexible, and powerful. That’s a tough combination, but I hope it’s been made a priority internally at Apple that will result in ongoing improvements to Screen Time during this OS cycle and beyond.

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Three Features Coming to Photos This Fall via Apple Intelligence

Photo editing is getting some of the most interesting Apple Intelligence features this fall. At WWDC, Tyler Stalman interviewed Jon McCormack, Apple’s Vice President of Camera and Photos Software Engineering, and Della Huff, the company’s Senior Manager of Camera and Photos Product Marketing, in a video that covers Spatial Reframing, Extend, and an improved Clean Up tool, along with demos of each:

The interview goes into depth on each feature and how they’re enhanced by the integration with Apple’s improved Private Cloud Compute models, sharing nuggets like the fact that Spatial Reframing of photos is possible even if an image is taken with a single-lens iPhone and the fact that Apple includes metadata in generatively edited photos identifying the use of AI and will add SynthID watermarking, a technology developed by Google, to AI-edited photos later this year.

I’m not a fan of wholesale image generation, which is why I appreciate the thoughtful approach Apple is taking with these photo editing features. The changes are at the margins of the photo and identified as edited using AI.

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WWDC 2026: macOS 27 Icon Refinements

During this year’s WWDC keynote, Apple announced improvements to icons for all of its first-party apps. The company says that by “integrating additional layers of Liquid Glass directly into the icon artwork itself,” icons now “appear sharper and more defined.”

It’s certainly a noticeable improvement, and unsurprisingly, Basic Apple Guy is all over the changes with an excellent side-by-side comparison of all the icon changes in macOS Golden Gate. (Many of these icons carry over to other platforms, of course.)

The clarity and legibility of almost all the icons have improved significantly, with icons like Photos packing a real visual punch. Additionally, viewing the icons at this size, you can see the nice refraction effects of the glass-like elements.

Image: Basic Apple Guy.

Image: Basic Apple Guy.

The one that really stood out for me, though, was the new Finder icon, which not only looks cleaner but also has a subtle change to the nose and the curve of the divide, bringing it much closer to the classic Finder icon from the pre-Liquid Glass days.

The Finder icon evolution, pre-macOS 26.

The Finder icon evolution, pre-macOS 26.

What can I say? I’m a stickler for classic design.


You can follow all of our WWDC coverage through our WWDC 2026 hub or subscribe to the dedicated WWDC 2026 RSS feed.

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The Third Generation of Apple’s Foundation Models and AFM Core Advanced

I just came back to my hotel room after a long day at Apple Park (I documented most of it in my Instagram stories, including a very cool shot), and, like everyone else here in Cupertino, I’m still processing the information overload from the past 12 hours. The MacStories team already covered iOS and iPadOS 27, plus Siri AI and Apple Intelligence, and we have more coming tomorrow.

Before I call it a day though, I wanted to link the first thing I read on my way back: Apple’s latest article on the Machine Learning blog about the new Apple Foundation Models that were announced today – three cloud-based models, and two on-device ones.

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Decoding “Developer” in a Changing App Landscape

Boy, have things changed. A lot. When I started writing at MacStories over a decade ago, there was a long list of beloved native Mac apps. It was a stable group of excellent apps, but there weren’t many new ones coming on the scene. Instead, developers were focused on iOS and iPadOS. Then, as recently as a couple of years ago, it seemed as though cross-platform apps based on web technologies were destined to overtake native Mac apps.

Web apps are still a big part of the Mac scene, but something fundamental has shifted, as Jason Snell noted yesterday on Six Colors:

These days, I’m getting emails pitching me for an endless stream of new Mac apps. It’s quite remarkable because there was a period five or ten years ago when it seemed like all app development on Apple’s platforms was focused on iOS. Even more interesting, these are all indie Mac apps that seem to be built using native Mac frameworks, not the product of big corporations that are just rolling their cross-platform development system out everywhere. These apps seem to have a point of view and are focused on the Mac.

Of course, it’s happening because of AI.

He’s right. We’ve seen the same thing at MacStories. I can barely keep up with my inbox. It’s full of all kinds of app pitches, but the number of brand new Mac apps in particular is off the charts compared to anytime in the past decade.

You might assume that these apps are all low-quality slop. But here’s the thing. They really aren’t. Okay, some are, but we’ve always been pitched on poor-quality apps. What’s telling is that the signal-to-noise ratio hasn’t changed noticeably.

Instead, what I’m seeing is a new cohort of people with innovative ideas bringing them to life with the help of agents. And while it’s still true that some level of technical know-how and product sense is required to build an app, typing the code by hand is no longer a prerequisite, which eliminates a lot of the friction of starting an app. Just look at the examples Jason cites: Federico’s Shortcuts Playground, Lex Friedman’s recent GIF utility called Gnome, and his own Mac utility, Double Ender, for syncing up podcast audio. The three of them collectively have decades of experience with apps and Apple technologies, which is still necessary to make a good app.

That’s because what agents haven’t changed is the rest of the process, which is hard to put a name to, but also leaves space for a lot of human creativity. Having used Claude Code to build a bunch of native and web apps myself, I couldn’t agree more with Jason that:

Whatever you call it, whether it’s being a producer or product manager or something else that isn’t a programmer, creating good software in the AI era still requires the power of a human brain: being creative, solving problems, and making decisions. Some people will be better at it than others. It’s a skill, and a bit of an art. I’m excited that modern coding tools have given people with vision and desire the ability to make software.

These tools allow more people to experience the creative process of building an app, which I love. I’m no more sure of what to call someone who builds apps this way than Jason is, but I do know that the app landscape is fundamentally changing in ways that were hard to imagine even six months ago. Boy, have things changed.

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