AppStories, Episode 344 – macOS Sonoma and iOS and iPadOS 17 Public Betas

This week on AppStories, we talk about Safari, videoconferencing, Messages, and gaming on macOS Sonoma, plus stickers and widgets on iOS and iPadOS 17.

Sponsored by:

  • Concepts - Sketch, Note, Draw.
  • Notion – Do your most efficient work with Notion Projects. Try it free today.
  • HelloFresh – Use code appstories50 for 50% off plus free shipping.

On AppStories+, Federico and I share our wishes for the next version of the iPad Pro.

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Four Brand-New Deals for Club MacStories+ and Club Premier Members

One of the perks of a Club MacStories+ or Club Premier membership is discounts on a long list of great apps and services. Today, we’re pleased to add four new Mac apps to the growing catalog of deals available to members:

Lasso – 30% off

Lasso.

Lasso.

Lasso is a Mac window manager that lets you move and resize windows using only your mouse. The app uses a simple grid system and keyboard shortcuts, plus it supports custom layouts, multiple displays, layout exporting and importing, and more.

Mission Control Plus – 20% off

Mission Control Plus.

Mission Control Plus.

Mission Control Plus is a Mac app that puts the ‘control’ back in Mission Control by letting you manage your windows in Mission Control, adding keyboard navigation, shortcuts, and more.

Batteries – 20% off

Batteries.

Batteries.

Batteries for Mac allows you to track all your devices’ batteries from your Mac and will notify you when your iPhone, iPad, AirPods, Beats headphones, and Bluetooth peripherals need recharging.

Sleeve 2 – 25% off

Sleeve 2.

Sleeve 2.

Sleeve 2 is the ultimate music accessory for your Mac. Sleeve sits on the desktop, displaying and controlling the music you’re currently playing using Apple Music, Spotify, and Doppler. The app is highly customizable, supports themes, and integrates with Last.fm.

In addition to the discounts above, Club MacStories+ and Club Premier members enjoy discounts on top apps like CleanShot X, Keyboard Maestro, Lingon X, Clean Email, MarsEdit and other Red Sweater apps, TextSniper, Screens, Audio Hijack and other Rogue Amoeba apps, Ulysses, and Sensei. Whether or not you’re a Club member, you can browse our complete catalog of deals on our Club Discounts page.

But discounts are just part of what sets a Club MacStories+ and Club Premier membership apart from a standard Club MacStories membership.

Club MacStories+ adds to Club MacStories, with bonus content, a powerful web app to read Club articles on the web with advanced search and filtering, advanced RSS features, exclusive discounts, our Discord community, and ad-free, early access to MacStories Unwind, our fun weekly podcast that explores culture, media, and more.

Club Premier is the ultimate plan that includes all of Club MacStories, Club MacStories+, and the extended, ad-free AppStories+ podcast in a single package. It is the best value and the easiest way to access everything we do. It’s the MacStories all-access pass.

To learn more about each tier, visit plus.club.


Apple Announces visionOS App Evaluation Process, Labs, and Developer Kits

As previously announced at WWDC, Apple today rolled out more details on three programs it has created for helping developers build apps for Vision Pro.

Developers will be able to submit their visionOS, iPadOS, and iOS apps for Vision Pro compatibility evaluations. Apple has included a checklist of steps developers should follow before submitting their apps. Once an app is ready, it can be submitted and will be tested on Vision Pro hardware, after which Apple says:

We’ll send you the evaluation results, along with any relevant screen captures or crash logs.

The second option is to apply to attend a lab in Cupertino, London, Munich, Shanghai, Singapore, or Tokyo. The labs are self-directed testing sites with Apple employees on hand to help with setup and troubleshooting.

Finally, developers can apply to borrow Vision Pro developer kit from Apple. The hardware loans also come with the following:

  • Help setting up the device and onboarding.
  • Check-ins with Apple experts for UI design and development guidance, and help refining your app.
  • Two additional code-level support requests, so you can troubleshoot any issues with your code.

All three programs are open now, so if you’re working on an app for Apple Vision Pro, you can start submitting compatibility evaluation requests and apply for a lab or developer kit today.


The Dirty Secret of OS Updates [Sponsor]

Getting OS updates installed on end user devices should be easy. After all, it’s one of the simplest yet most impactful ways that every employee can practice good security. 

On top of that, every MDM solution promises that it will automate the process and install updates with no user interaction needed.

Yet in the real world, it doesn’t play out like that. Users don’t install updates and IT admins won’t force installs via forced restart.

Let’s talk about the second problem first. Sure, you could simply schedule updates for all your users, and have them restart during non-work hours. But this inevitably leads to disruptions and lost work. This, in turn, leads to users (especially executives) who simply demand to be left out of your update policy. The bottom line is: any forced restarts without user approval will lead to data loss events, and that makes them so unpopular that they are functionally unusable.

There is another class of tools that claim to get users to install updates themselves, through “nudges.” These reminders pop up with increasing frequency until users relent or the timer runs out. This is an improvement, since it involves users in the process, but users still tend to delay updating as long as possible (which for some tools can be indefinitely).

At Kolide, OS updates are the single most common issue customers want us to solve. They come to us because we have a unique (and uniquely effective) approach to device compliance.

With Kolide, when a user’s device–be it Mac, Windows, Linux, or mobile–is out of compliance, we reach out to them with instructions on how to fix it.

The user chooses when to restart, but if they don’t fix the problem by a predetermined deadline, they’re unable to authenticate with Okta. (At present, Kolide is exclusive to Okta customers, but we plan to integrate with more SSO providers soon.)

If your fleet is littered with devices that stubbornly refuse to update, then consider these two principles:

  1. You can’t have a successful patch management policy without involving users.
  2. You can’t get users to install patches unless you give them both clear instructions and real consequences.

Installing OS updates is a top priority for both security and IT, and when you make it part of conditional access, you can finally get it done without massive lists of exemptions or massive piles of support tickets.

To learn more about how Kolide enforces device compliance for companies with Okta, click here to watch an on-demand demo.

Our thank to Kolide for sponsoring MacStories this week.


MacStories Unwind: What If a Donut Was a Line?

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This week on MacStories Unwind, I endure smokey summer days with the help of an app, Federico discovers churros, and we check in on our favorite media of the first half of 2023.

Churros

Our Mid-Year Media Picks

Federico’s Picks:

John’s Picks:

MacStories Unwind+

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Game On: Pokémon Sleep, Stardew Valley+, Dead Cells, Netflix Gaming, Unity’s PolySpatial Beta, and Epic Games’ Battle with Apple

The videogame industry is huge, surpassing movies and music by wide margins. Apple has seen a lot of success with mobile games, but it’s history with desktop gaming leaves a lot to be desired. However, one thing is clear. Apple wants to expand its presence in the videogame industry and sees Apple silicon as the key to its success.

While the jury’s still out whether the company’s ambitions will succeed, beginning today, we’ll be publishing periodic roundups highlighting the biggest news in gaming on Apple’s platforms. From the iPhone and iPad to the Mac and Vision Pro, we’ll cover the big name games coming to Apple devices, along with notable industry and developer news.


What the Golf? running on visionOS. Source: [Unity](https://blog.unity.com/engine-platform/unity-support-for-visionos).

What the Golf? running on visionOS. Source: Unity.

This week, Unity announced a beta program for PolySpatial, a tool for visionOS developers that integrates with other Unity tools to help developers bring their Unity-based games to Apple Vision Pro. I wrote about the company’s announcement, which also revealed that Triband’s What the Golf? is being adapted for visionOS, earlier this week where you’ll find links to Unity’s blog post about PolySpatial and its beta program.

This week, I also covered a story by Lewis Gordon on The Ringer that takes an in-depth look at Netflix Games’ history and ambitions. It’s a fascinating look at a the video streaming company’s efforts to place a lot of small bets on mobile platforms like the iPhone and iPad, as well as console and PC gaming, in an effort to stay relevant to its subscribers.

Pokémon Sleep.

Pokémon Sleep.

There was big game news this week too. Pokémon Sleep, a gamified sleep tracking app from The Pokémon Company that’s been in development since at least 2019 debuted on iOS and Android. According to Ash Parish at The Verge:

Sleep works by having you place your phone on your pillow after doing any of the fifty ‘leven million Pokémon-themed activities you can do nowadays. (Back in my day, all we could do was catch ‘em all — all 151 of them — and we liked it!) The app purports to track your sleeping habits via your phone, and when you wake up in the morning, the app will tell you how well you slept and compare your sleeping style to that of other ‘mon.

If you think Pikachu might help you get a good night’s sleep, you can download the game from the App Store here.

Read more


A Quietly Big Year for tvOS

Speaking of catching up on my reading queue: here’s Chris Welch, writing at The Verge last week about tvOS 17:

tvOS 17 isn’t trying to reinvent any of this. There are now six icons in each row, so you can add yet another app to your main “dock” at the top of the screen, but that’s about as exciting as the big interface changes get. Apple no longer seems preoccupied with becoming some all-encompassing aggregation hub for streaming entertainment, and there are good reasons for this. The company’s pipe dream of streaming content from popular third-party subscription services directly from the Apple TV app quickly fell apart. Netflix refuses to play ball with any effort to create a universal watchlist outside of the confines of its own app — whether it’s from Apple, Google, or anyone else — so what’s the point? Things are now more fragmented than I’d like, but it’s the content owners and streaming services putting those walls up for their own self-interest.

So instead, Apple is making improvements and touching up areas of the Apple TV experience that it can fully control. And it’s starting with one of the iPhone’s first major ecosystem tricks.

Chris put together a great list of changes coming to tvOS this year, most of them revolving around the ecosystem advantage Apple has compared to their competitors in this field. Rather than trying to beat Google and Amazon on price, Apple is finally leaning into the unique feature they have: iPhone owners who also have an Apple TV.

My favorite change coming in tvOS 17, however, is something that will allow me to stop using my iPhone when watching TV: VPN apps.

For years I’ve been forced to watch HBO content1 with a fake US account by starting playback on the iPhone and AirPlaying the video stream to my Apple TV. Later this year, I’ll be able to install a VPN app directly on the Apple TV and stream content on it without having to worry about my iPhone and AirPlay. Good riddance.


  1. I refuse to call it “Max” now. Sometimes I wonder how some companies can even come up with some names. ↩︎
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More on iPadOS 17’s Stage Manager

As I always do every summer, I read other journalists’ opinions about the new versions of iOS and iPadOS after I’ve published my preview story. This week, as I’m catching up on my reading queue (yes, I’m still using the Reading List/Notes setup I described here), I was pleased to see I’m not the only one who’s liking the new Stage Manager for iPadOS 17. Similarly, I’m not alone in thinking Apple should continue refining the iPad’s multitasking system and catching up with macOS.

Here’s Jason Snell, writing last week at Six Colors:

Unfortunately, one of my most hoped-for features for Stage Manager didn’t make it into iPadOS 17: you can’t run the iPad on an external display with its internal screen shut off, as you can when a MacBook runs in lid-closed mode. Not only can the second screen be distracting, but there’s stuff Apple insists on displaying on the iPad screen, and sometimes apps get thrown over to the iPad screen when you don’t want them there.

I’ve been working with the fake clamshell mode I detailed on MacStories for the past few weeks. It’s doable, but some of the inherent limitations of this workaround are incredibly annoying. For instance: there’s no way to show Control Center on an external display (seriously). I want to believe Apple is working on a real clamshell mode for iPadOS 18.

David Pierce, writing at The Verge, has also some ideas for features still missing from Stage Manager:

But now Apple needs to make Stage Manager an actual iPad feature. It needs to integrate it with the other iPadOS navigational tools and windowing systems in a way that makes sense. Let me have widgets and apps together in a space! And please, please let me save a collection of apps with a name and then bring it up with a Spotlight search, please. It needs to take advantage of the tablet’s outrageous processing power and actually let you use more than four apps at a time. It needs, in short, to make Stage Manager feel like part of the iPad instead of a wholly separate device that just happens to live inside the same screen.

The more I look at macOS Sonoma, the more I wish I could see widgets from my iPad’s Home Screen underneath Stage Manager’s windows. That’s the kind of feature that would make a lot of sense on a bigger iPad Pro.

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Netflix’s Slow and Steady Infiltration of the Videogame Industry

Last week, The Ringer published an in-depth look at Netflix’s foray into videogame publishing, which, to this point, has primarily consisted of mobile games on iOS, iPadOS, and Android. The story goes back to 2017, when Netflix published a retro-style game tie-in with Stranger Things. Today, Netflix offers not only a sizeable and growing catalog of mobile games but has begun purchasing game studios like Night School, the makers of the critically acclaimed Oxenfree and the recently-released Oxenfree II. As Lewis Gordon, writing for The Ringer, explains:

Since acquiring Night School, Netflix has bought three additional existing studios outright; it has also established two, one in Helsinki and another in California. There are some 67 games in the Netflix library, playable through its iOS and Android apps; 86 more are in development, with 16 of those being made by in-house studios. Consequently, Netflix Games has swollen to 450 employees, headed up by VP of games Mike Verdu (a former Electronic Arts executive), VP of game studios Amir Rahimi (former president of mobile games company Scopely), and VP of external games Leanne Loombe (who joined from League of Legends developer Riot).

That’s a big catalog with an executive team in place that hints at Netflix’s long-term gaming ambitions. Gordon:

For the time being, Netflix is doggedly sticking to its mobile-first message: The company declined requests to interview Verdu and Rahimi, the two executives whose work will arguably bear fruit further down the line. Nor has it allowed access to anyone at its newly established studios in Helsinki or California, the latter of which is working on an all-new “AAA multiplatform game” led by game makers with considerable chops: Joseph Staten, a key creative on the Halo and Destiny franchises, and Chacko Sonny, former Overwatch executive producer.

However, it’s not clear where Netflix is heading. The company seems to be making a lot of smaller bets on multiple game categories, as Gordon explains:

Netflix’s mobile titles are a notably disparate bunch. Among others, they include a Hello Kitty rhythm game, a SpongeBob cooking game, and a handful of titles licensed from mobile juggernaut Gameloft, including arcade racer Asphalt Xtreme. There are mobile ports of prestige indies such as Kentucky Route ZeroImmortality, and Twelve Minutes, as well as a handful of similarly ambitious games that, if you were browsing for a TV show or movie, would be grouped under the “Only on Netflix” header: charming platformer Poinpy, open-world flying game Laya’s Horizon, and Ubisoft’s recent Valiant Hearts sequel. Finally, there are the adaptations of Netflix’s own IP: Too Hot to Handle, based on the salacious reality TV show; the aforementioned Stranger Things game; and Queen’s Gambit Chess, which will arrive on July 25.

Gordon contrasts this approach with Apple’s:

Apple Arcade, another mobile subscription service, initially cultivated a slate of titles that shared an elegant, refined aesthetic and innovative interactivity (from vaporwave rhythm game Sayonara Wild Hearts to mechanical tinkering simulation Assemble With Care) before pivoting to more casual titles in an effort to mitigate so-called “churn” (i.e., the loss of subscribers). Netflix, by contrast, has aimed for a broad audience from the get-go. After all, the company’s remit couldn’t be wider: “We want to entertain the world,” states the marketing spiel on its website, an ethos reflected in its TV shows and movies. For every Roma there is an Extraction; for every Mindhunter, a Love Is Blind. Now, for every Laya’s Horizon there is a match-3 Stranger Things game.

One aspect of Netflix’s approach that is very different from Apple Arcade that I find fascinating is that it’s purchasing videogame studios to complement its in-house studio. When you step back, it’s an approach that’s similar to Apple TV+, which is both funding third-party shows that it publishes on its TV+ service and Apple Originals, which are created in-house. Whether that’s a formula that Apple could replicate for videogames, I don’t know, but I’d sure like to see it try.

Another fascinating aspect of Netflix’s videogame business is its expansion beyond mobile games. The mobile games it publishes are free to play with a Netflix subscription, but others are being published and sold on consoles and PCs, too. A good example is the recent release of Oxenfree II, which can be played on Apple and Android hardware for free by Netflix subscribers, but it’s also being sold on consoles and PCs for $19.99. It’s an interesting approach that adds value to a Netflix subscription but also offers outlets to play for people who don’t subscribe or prefer console and PC gaming experiences.

There’s a lot in Gordon’s story to think about and digest. Today, the number of Netflix customers who are playing its mobile games is tiny compared to the total number of subscribers. At the same time, Netflix is still clearly experimenting and in the very early days of testing the videogame waters. As a result, it’s hard to judge where the experiments might lead, but in a rapidly changing industry, it will be interesting to see if Netflix’s approach is the one that sticks.

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