Posts tagged with "apps"

How Stu Maschwitz Vibe Coded His Way Into an App Rejection and What It Means for the Future of Apps

This week on AppStories, Federico and I talked about the personal productivity tools we’ve built for ourselves using Claude. They’re hyper-specific scripts and plugins that aren’t likely to be useful to anyone but us, which is fine because that’s all they’re intended to be.

Stu Maschwitz took a different approach. He’s had a complex shortcut called Drinking Buddy for years that tracks alcohol consumption and calculates your Blood Alcohol Level using an established formula. But because he was butting up against the limits of what Shortcuts can do, he vibe coded an iOS version of Drinking Buddy.

Two things struck me about Maschwitz’s experience. First, the app he used to create Drinking Buddy for iOS was Bitrig, which Federico and I mentioned briefly on AppStories. His experience struck a chord with me:

It’s a bit like building an app by talking to a polite and well-meaning tech support agent on the phone — only their computer is down and they can’t test the app themselves.

But power through it, and you have an app.

That’s exactly how scripting with Claude feels. It compliments you on how smart you are, gets you 90% of the way to the finish line quickly, and then tortures you with the last 10%. That, in a nutshell, is coding with AI, at least for anyone with limited development skills, like myself.

But the second and more interesting lesson from Maschwitz’s post is what it portends for apps in general. App Review rejected Drinking Buddy’s Blood Alcohol Level calculation on the basis of Section 1.4, the Physical Harm rule.

Maschwitz appealed and was rejected, even though other Blood Alcohol Level apps are available on the App Store. However, instead of pushing the rejection with App Review further, Maschwitz turned to Lovable, another AI app creation tool, which generates web apps. With screenshots from his rejected iOS app and a detailed spec in hand, Maschwitz turned Drinking Buddy into a progressive web app.

Maschwitz’s experience is a great example of what we covered on AppStories. App creation tools, whether they generate native apps or web apps, are evolving rapidly. And, while they can be frustrating to use at times, are limited in what they can produce, and don’t solve a myriad of problems like customer support that we detail on AppStories, they’re getting better at code quickly. Whether you’re building for yourself, like we are at MacStories, or to share your ideas with others, like Stu Maschwitz, change is coming to apps. Some AI-generated apps will be offered in galleries inside the tools that created them, others will be designed for the web to avoid App Review, and some will likely live as perpetual TestFlight betas or scripts sitting on just one person’s computer, but regardless of the medium, bringing your ideas to life with code has never been more possible.

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2025 App Store Award Winners Revealed

From a pool of 45 finalists, Apple has named 17 App Store Award winners comprised of apps and games across all of its platforms. This year’s App Store Award honors were presented to:

Apps

iPhone App of the YearTiimo from tiimo. 

iPad App of the YearDetail from Detail Technologies B.V. 

Mac App of the Year: Essayist from Essayist Software Inc. 

Apple Vision Pro App of the YearExplore POV by James Hustler.

Apple Watch App of the YearStrava from Strava, Inc. 

Apple TV App of the YearHBO Max from WarnerMedia Global Digital Services, LLC.

Games

iPhone Game of the YearPokémon TCG Pocket from The Pokemon Company. 

iPad Game of the YearDREDGE from Black Salt Games. 

Mac Game of the YearCyberpunk 2077: Ultimate Edition from CD PROJEKT S.A. 

Apple Vision Pro Game of the YearPorta Nubi by Michael Temper.

Apple Arcade Game of the YearWHAT THE CLASH? from Triband ApS.

Cultural Impact

Art of Fauna by Klemens Strasser

Chants of Sennaar from Playdigious

despelote from Panic, Inc.

Be My Eyes from Be My Eyes

Focus Friend by Hank Green from B-Tech Consulting Group LLC

StoryGraph from The StoryGraph

Tim Cook had this to say about the winners and their apps:

Every year, we’re inspired by the ways developers turn their best ideas into innovative experiences that enrich people’s lives. This year’s winners represent the creativity and excellence that define the App Store, and they demonstrate the meaningful impact that world-class apps and games have on people everywhere.

This year’s list of App Store winners is one of my favorites for a bunch of reasons. There are excellent games ranging from Art of Fauna by indie developer Klemens Strasser to Cyberpunk 2077 by CD PROJEKT S.A., as well as other great titles like despelote, which was published by our friends at Panic, Chants of Sennaar, and DREDGE, whose creators Federico and I interviewed at WWDC this year. There were other excellent apps, too, like Essayist, the academic-focused word processor.

Of course, my favorite app among the bunch is Detail, this year’s iPad App of the Year. Yes, I’m hopelessly biased because my son Finn is part of the team that built the app. But it’s also a great example of an app that lowers the barriers to creativity by leveraging Apple’s hardware in a unique way.

Congratulations to all of this year’s App Store Award winners. Of all the apps on the App Store, it’s quite an honor to be among the 17 apps recognized by Apple’s editorial team.

Finally, the year-end award season isn’t over. We’ll be presenting the 2025 MacStories Selects Awards later this month, so keep an eye out for more award-winning app coverage from us.


Black Friday 2025 App Deals

There’s more than just gadgets on sale this Black Friday. There are also hundreds of excellent app deals from collections and bundles to one-off sales. We’ve gathered some of our favorites for you here, which are generally available through Monday, December 1, but check for details on the websites linked below:

The biggest collection I’ve seen is from Indie App Sales with ouver 475 app deals. Indie App Sales has been curating a list of apps from indie developers for years now, and there are always a bunch of gems on this list. Be sure to check it out for deals on apps like:

There are hundreds more deals in the Indie App Sale, so be sure to visit the site to browse through them all.


There are other great sales happening elsewhere too, including the following:

Happy deal hunting!


Wading Back Into the Liquid Glass Pool: The MacStories OS 26 App Roundup Continued

Last month, we featured 15 great examples of apps that have adopted Apple’s Liquid Glass design language and latest APIs. Today, the MacStories team is sharing nine more of our favorite updates that take advantage of Apple’s latest technologies.

We’ll have additional coverage in the weeks ahead, but for now, let’s dive into even more of the best OS 26 updates we’ve seen this fall.

Denim

John: I remember when Denim was first released. It was a great idea that filled a gap in Apple’s Music app, allowing users to create their own playlist covers. The designs you could make with that first version were nice, though fairly modest. But Denim is one of those indie developer stories that I love. Through relentless iteration, the app has evolved into something very special, being named an Apple Design Award finalist in the Delight and Fun category earlier this year.

With the OS 26 release cycle, Denim is all-in on Liquid Glass. We’ve covered a lot of great Liquid Glass implementations already, but Denim’s is extra special. The design is present in the app’s tab bar, where you’ll see the glass blob effect, but it’s also in the animations, like when you return from the cover picker to your playlists. Similar animations are on display when you tap the ‘+’ button to add a new cover or the ‘…’ button.

Denim’s Gallery interface is an excellent example of Liquid Glass used to display a collection of artwork. The view has a lot in common with apps like Music, but it does a better job of implementing the design without sacrificing legibility, thanks to its buttons’ frosted treatment.

Denim’s Liquid Glass update aside, if you haven’t tried the app in a while, it’s worth taking another look at. I get tired of the auto-generated playlist art in Music, and the alternative covers Apple added a couple of years ago are uninspired. In contrast, Denim offers a wide variety of styles with highly customizable artwork, fonts, and colors. The gallery is incredibly deep, allowing you to make some fantastic covers.

Denim, which is iPhone-only, is available on the App Store for $2.99/month, $9.99/year, or a one-time payment of $29.99.

Drafts

Federico: 2025 has been the year that I’ve fully embraced Drafts as my Markdown text editor/notepad of choice, and that’s all thanks to AI. Let me explain: thanks to the advancements in coding for models like GPT-5 and Sonnet 4.5, I’ve been able to turn Drafts into a highly personalized, extensible plain text editor that – unlike Obsidian – is natively integrated with Apple’s design language and latest platform features. That was never the case with Obsidian, which is an Electron app at its core and can’t match the pace of truly native apps for iOS and iPadOS. With Drafts, I get to have my cake and eat it too; I can “vibe-code” my own actions thanks to Claude, and I don’t have to give up on the nice perks that come with an application that is frequently updated for the latest Apple APIs.

Over the past two months, Drafts has received a series of notable updates for the 26 family of OSes. The app has been updated for Liquid Glass, which I think pairs well with Drafts’ UI, but more importantly, it’s also been optimized for iPadOS 26. That means full integration with the menu bar, multi-windowing, and keyboard shortcuts. Greg Pierce has done a solid job integrating with App Intents: Drafts actions can now be triggered from Control Center on the Mac and Apple Watch, and there’s a new ‘Show Capture’ action in Shortcuts that opens the app’s Capture window with the ability to pre-fill some text in it. Last but not least, Pierce also added support for the on-device Foundation model, which can be invoked from Drafts’ JavaScript-based scripting library to access tools that let you query drafts, create new ones, and more.

In a sea of so-called “opinionated” text editors that often use that adjective as an excuse for their lack of features, Drafts has managed to keep its simplicity while unlocking incredible potential for power users. If you haven’t played around with Drafts in a while, its latest updates for iOS, iPadOS, and macOS 26 are a great opportunity to test the app again.

Drafts is available as a free download for iPhone, iPad, and Apple Watch, with the full feature set available as part of Drafts Pro for $1.99/month or $19.99/year.

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Apple Beefed Up Its Rule Against Copycat Apps

Last week, I wrote about Apple’s new policies surrounding mini apps. However, that wasn’t the only change made to the App Review Guidelines last week. Apple also added a new subsection “c” to its rule against Copycat apps:

4.1(c) You cannot use another developer’s icon, brand, or product name in your app’s icon or name, without approval from the developer.

As I wrote earlier this year, this isn’t a new problem, especially for developers of popular games on other platforms. Copycat versions of Blue Prince, Palworld, Wordle, Cuphead, Balatro (before it was released on the App Store), and Unpacking have all appeared on the App Store in recent years.

The update to App Guideline 4.1 shows that Apple is aware of the problem, which is a step in the right direction. Hopefully, the awareness will lead to better enforcement, too.

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Apple Introduces a Mini App Partner Program Featuring a Reduced Commission

Today on its news site for developers, Apple announced a new Mini Apps Partner Program for the App Store. The announcement is brief but backed by a more detailed explanation about the eligibility requirements. Here’s how it works.

As Apple explains, mini apps are “self-contained experiences that are built using web technologies like HTML5 and JavaScript” that are hosted within a native app. That’s not something new. Companies like WeChat and Line have offered this sort of thing for a long time, and Apple has supported mini apps officially since 2017. What’s different is that now, developers who meet Apple’s eligibility requirements can offer those mini apps at a reduced commission. That means for any mini app not made by the developer of the native app that hosts them, the hosting developer will pay Apple a flat 15% commission.

To be eligible for the program, developers must ensure that the mini apps they host support certain APIs, including the Declared Age Range API and the Advanced Commerce API, the In-App Purchase system, and the Send Consumption Information endpoint that enables the processing of refunds. In other words, native app developers who do the work to ensure that mini apps meet the program requirements will pay Apple a reduced commission on mini app sales in return.

If you’re wondering what constitutes a mini app, Apple has provided some examples. Mini apps are “software packages, scripts, or game content that are added after app installation and executed on the device, provided such code is written in HTML5 or JavaScript, or another language approved by Apple”, such as mini games, streaming games, chatbots, plug-ins, and game emulators. As I mentioned above, it’s also important to keep in mind that mini apps are apps that are not controlled by the developer of the native app that hosts them.

Also, to participate in the Mini App Partner program, developers must apply – that link takes you to a form requesting information about the mini apps a developer wants to offer, so eligibility can be determined.

App Store users stand to benefit from the program, too. APIs like the Declared Age Rating API will help ensure that only age-appropriate mini apps are available to kids. Plus, by supporting the Advanced Commerce API, mini apps will include more metadata, providing users with a richer experience in places like their App Store purchase history.

Mini apps based on web technologies are a growing part of the App Store. The App Review Guidelines have accounted for mini apps since 2017 and the rules around them have continued to adapt to the market ever since. The Mini App Partner Program reflects the further evolution of the category, promoting privacy and transparency for users, while offering the carrot of lower commissions to developers.

What will be interesting to watch is the extent to which developers sign up for this new program. The program isn’t required (although compliance with App Review Guideline 4.7 still applies), so it will come down to whether the reduced commission provides sufficient incentive for developers to further police the mini apps they host.


Apple Recreated the App Store on the Web with No Way to Download or Buy Apps

Today, Apple launched a web version of the App Store, with a twist. I’ll admit that this wasn’t on my “things Apple will do this fall” bingo card. I’ve wondered since the earliest days of the App Store why there wasn’t a web version and concluded long ago that it just wasn’t something Apple wanted to do. But here we are, so let’s take a look.

You’ll find the new web-based App Store at apps.apple.com, where you’ll be greeted by a sort of amalgam of the App Stores on each of Apple’s platforms. Along the left sidebar, you’ll find the same Today, Games, Apps, and Arcade tabs found in the native App Stores. This is where Categories reside, too. One big difference is that in the top-left corner, you’ll see what store you’re viewing, which defaults to the iPhone even if you’re on a different device. Click the drop-down label, and you can switch to another storefront.

Stray is $29.99, but you'll need to open the Mac App Store app to buy it.

Stray is $29.99, but you’ll need to open the Mac App Store app to buy it.

An even bigger difference from the native App Stores is that you can’t buy anything on the web. That’s right: there’s no way to log into your Apple account to download or buy anything. It’s a browse-only experience.

The site looks great and is a fully responsive replica of the native App Store apps in just about every way, but in place of the usual ‘Get’ or ‘Buy’ buttons, there’s a ‘View’ button, which is replaced by a ‘Share’ button when you go to an app’s dedicated page. I really don’t get it. At least on the Mac, there’s a button to open an app in the Mac App Store, but the same isn’t true on the iPhone and iPad.

The website is a great amalgamation of the native App Stores, but it's not really a store if you can't download or buy anything.

The website is a great amalgamation of the native App Stores, but it’s not really a store if you can’t download or buy anything.

Sure, you can always share an app to yourself on a device where you can buy it. But shouldn’t the point of a web store be to allow you to make purchases when you’re not on an Apple device or, for example, to buy a Mac app on your iPhone and have it waiting for you when you return to your Mac? I’ve literally checked the site multiple times because I can’t believe Apple built a storefront but left out the commerce part.

Look, the website is very nice and does a great job replicating the UI of the App Store, just like the web versions of Music, Maps, and iCloud do. I just wish I could buy something.


Claude Adds Screenshot and Voice Shortcuts to Its Mac App

Claude's new in-context screenshot tool.

Claude’s new in-context screenshot tool.

Anthropic introduced a couple of new features in its Claude Mac app today that lower the friction of working with the chatbot.

First, after giving screenshot and accessibility permissions to Claude, you can double tap the Option button to activate the app’s chat field as an overlay at the bottom of your screen. The shortcut simultaneously triggers crosshairs for dragging out a rectangle on your Mac’s screen. Once you do, the app takes a screenshot and the chat field moves to the side of the area you selected with the screenshot attached. Type your query, and it and the screenshot are sent together to Claude, switching you to Claude and kicking off your request automatically.

Instead of double-tapping the Option key, you can also set the keyboard shortcut to Option + Space, or a custom key combination. That’s nice because not all automation systems support two modifier keys as a shortcut. For example, Logitech’s Creative Console cannot record a double tap of the Option button as a shortcut.

Sending your query and screenshot takes you back to the Claude app for your response.

Sending your query and screenshot takes you back to the Claude app for your response.

I send a lot of screenshots to Claude, especially when I’m debugging scripts. This new shortcut will greatly accelerate that process simply by switching me back to Claude for my answer. It’s a small thing, but I expect it will add up over time.

My only complaint is that the experience has been inconsistent across my Macs. On my M1 Max Mac Studio with 64GB of memory, it takes 3-5 seconds for Claude to attach the screenshot to its chat field whereas on the M4 Max MacBook Pro I’ve been testing, the process is almost instant. The MacBook Pro is a much faster Mac than my Mac Studio, but I was surprised at the difference since it occurs at the screenshot phase of the interaction. My guess is that another app or system process is interfering with Claude.

Am I talking to the Claude chatbot or lighting my Dock on fire.

Am I talking to the Claude chatbot or lighting my Dock on fire.

The other new feature of Claude is that you can set the Caps Lock button to trigger voice input. Once you trigger voice input, an orange cloud appears at the bottom of your screen indicating that your microphone is active. The visual is a little over-the-top, but the feature is handy. Tap the Caps Lock button again to finish the recording, which is then transcribed into a Claude chat field at the bottom of your screen. Just hit return to upload your query, and you’re switched back to the Claude app for a response.

One of the greatest strengths of modern AI chatbots is their multi-modality. What Anthropic has done with these new Claude features is made two of those modes – images and audio – a little bit easier, which gets you from input to a response a little faster, which I appreciate. I highly recommend giving both features a try.


Jump Into the Liquid Glass Pool: A MacStories OS 26 App Roundup

Liquid Glass is the sort of change that takes some getting used to from the perspective of both users and developers. The design language shifted a lot over the course of the summer beta season, which made developers’ lives tougher than in some years. This has resulted in a variety of Liquid Glass implementations across our favorite apps, which is a fascinating study in the range of designs Liquid Glass encompasses.

Today, we wanted to share some of our favorite implementations of Liquid Glass and other features debuted this fall by indie developers. We’ll have more coverage in the weeks ahead, but let’s dive into some of the best OS 26 updates we’ve seen so far.

Devon

Art of Fauna

From developer Klemens Strasser, Art of Fauna is a unique jigsaw puzzle game with a focus on accessibility and animal conservation. Each puzzle features a gorgeous wildlife illustration from the 18th or 19th century and can be solved either by aligning pieces of the picture or by rearranging written descriptions of the animal pictured phrase by phrase. Everything about the app, from the font to the colors to the complexity of the puzzle phrases, can be adjusted to fit each user’s needs. With its beautiful artwork, intuitive gameplay, ambient sound design, and adaptability, it’s no wonder the app won an Apple Design Award for Inclusivity this year.

Version 1.8 of Art of Fauna came out alongside iOS 26 with Game Center integration and Liquid Glass design elements in its navigation buttons. But the most interesting new feature is integration with a new app from the team behind Structured called Awake. Put simply, Awake is an alarm clock app that helps you wake up by challenging you to accomplish a task before you can disable your alarm in the morning. With this integration, you can choose to make an Art of Fauna puzzle your morning mission, starting your day with some brain training and a beautiful puzzle. In Awake, you can select the difficulty level of the puzzle you’re presented with each morning, as well as whether you’d like the app to prefer unplayed puzzles over previously played ones.

Art of Fauna is available on iPhone and iPad. It can be downloaded from the App Store and includes ten puzzles for free. There are 100 other puzzles available from five different biomes that can be purchased all at once for $8.99 or in packs of 20 for $2.99 each. 20% of all proceeds from the app are donated to nature preservation causes, and you can learn more about the supported causes in the app’s Giving Back section.

Play

Marcos Tanaka’s watch later utility is a go-to for many – myself included – when it comes to saving, organizing, and watching YouTube videos. With its latest update, version 2.6, Play has added several features enabled by iOS 26.

First up is a Liquid Glass redesign. The sidebar, toolbar, and buttons are all elevated above the content and incorporate the transparent glass material. Buttons and view transitions now feature some fun animations, too, like when the ‘+’ button morphs into the Add Video popover once it’s tapped.

The on-device Apple Intelligence model has enabled Tanaka to add a couple of new AI features as well. Each video’s detail view now includes a ‘Generate’ button that will create and present a text summary of the video’s contents. For those who want to get an idea of what a video is about before watching it, or for those who want a quick refresh on a video they’ve watched before, this feature will come in handy, and it’s a clever application of the on-device model now available to developers. Also, when adding tags to a video, Play can now suggest tags based on a video’s contents, both existing tags and new tags that you can create.

Play is available on iPhone, iPad, Mac, Vision Pro, and Apple TV and can be purchased from the App Store for $2.99. Additional features, like subscribing to channels within the app and searching video transcripts, require a subscription to Play Premium, which costs $2.99/month, $19.99/year, or $99.99 for a lifetime subscription.

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