r/iosdev

My little calculator app turns 15!
▲ 58 r/iosdev+2 crossposts

My little calculator app turns 15!

15 years ago, I released a little calculator app called Calculus doodlus. The first version went live on September 23, 2011.

I'm still working on it. 😄

Version 3.0 was recently released, and it brings two features I've wanted to add for a long time: Edit and Link.

A - Answer

Calculus doodlus is a calculator designed around the way you actually work with calculations.

Instead of replacing your previous calculation every time you press =, your calculations stay on the page. You can scroll back, see what you did, and reuse previous values.

And after all these years, it still has the handwritten look that people have loved about the app.

B - Better

Edit: Long-press any calculation to go back and change it. The calculation is recalculated while keeping the rest of the page intact.

Link: Tap a calculation or result to reuse its value in another calculation. If the original value changes later, linked calculations update automatically.

There are also pages for organizing calculations, √, support for very large numbers, sharing a calculation page as an image, and Lock Screen / Control Center features.

But the basic idea hasn't changed in 15 years: a friendly calculator that keeps your calculations around instead of making them disappear.

C - Cost

Calculus doodlus is free to download and supported by advertising.

If you'd rather use it without ads, there's an optional subscription for €3.99/year, with Family Sharing included.

No account required.

I'd love to hear what you think, especially if you've tried other calculators with a persistent calculation history. What would make you switch to something like this?

https://apps.apple.com/app/calculus-doodlus/id465916328

u/_stephan — 7 days ago
▲ 11 r/iosdev+1 crossposts

Thank You Apple reviewers!

I can’t believe it. I submitted my app on Tuesday morning 01:00 am, expecting a long waiting time and maybe a few cycles. But a few minutes ago I look at my phone to see this.

That’s a timeframe from submitting the App into approved of 1 day and 18 hours.

Thank you to the apple review team, you all rock 🤘

u/Mintlane_ — 6 days ago
▲ 1 r/iosdev+1 crossposts

Anyone know how long Apple takes to review Asset Library submissions?

I recently uploaded two assets to the new Asset Library in App Store Connect:

  • Search Results asset
  • Product Page Header asset

Both have been stuck in "Waiting for Review" since October 7.

The problem is that I'm now trying to submit a new iOS app version, but App Store Connect shows:

>You've reached the maximum number of submissions allowed in review for this platform. To submit another, wait until one of your existing submissions has been reviewed or remove one from review.

I can't find any option to cancel, remove from review, or withdraw these Asset Library submissions. They seem to be blocking my actual app update.

A few questions:

  1. How long does Apple typically take to review Asset Library submissions? Is it the same review process/timeline as a regular app update?
  2. Is there a way to cancel or withdraw assets that are already in "Waiting for Review"?
  3. Has anyone experienced Asset Library submissions preventing a new app version from being submitted?
  4. Is there any workaround, or do I just have to wait for Apple to review the assets?

I've attached screenshot submission limit error.

Would appreciate any insights from developers who've used the new Asset Library feature.I recently uploaded two assets to the new Asset Library in Search Results asset

Is there a way to cancel or withdraw assets that are already in "Waiting for Review"?

Has anyone experienced Asset Library submissions preventing a new app version from being submitted?

Is there any workaround, or do I just have to wait for Apple to review the assets?I've attached screenshots showing the asset statuses and submission limit error.Would appreciate any insights from developers who've used the new Asset Library feature.

u/Positive-Valuable485 — 7 days ago
▲ 0 r/iosdev+1 crossposts

Has anyone been honestly rude with apple dev reviewers?

I feel really stupid after the exact same answer I got from Apple reviewers on my last submission. Nothing new, as if I didn't change my app and didn't write 2000 character explanation and I didn't record a video of all the new implementations... I wish they said something if I missed a piece. I am really close to tell them off, but then I really need my app approved.

Has anyone else had the same experience?

reddit.com
u/Hopeful_Gur_4098 — 7 days ago
▲ 1 r/iosdev+1 crossposts

My first iOS app made $0. It proved I could ship, so I rebuilt it into something I'd use every day. Honest feedback welcome!

I'm a developer by trade, but until last winter I had never built anything for iOS. I gave myself a simple test: could I actually get an app onto the App Store???

v1: could I ship one

Enter, Limber.

I started in December 2025 with the smallest idea I could think of, a stretch timer. Alternatives existed, but of course I had to build my own being a dev. Three routines (wake up, stand up, wind down), a countdown, a streak, and a one-time unlock fee. It went live in March 2026.

The experiment worked. Apple approved it, real people could download it, and I learned the whole pipeline end to end.

Nobody bought the unlock. It didn't even hit 100 downloads. v1 made $0. Womp womp.

That was fine. But it also made the next question obvious. It wasn't an app I wanted to open every day, and if I didn't, why would anyone else?

v2: would I use it every day

In June I started over with that question instead.

The biggest change wasn't code. v1 made you decide what to do every time you opened it, and that small decision is exactly the kind of friction that kills a daily habit. So v2 never asks. It knows where you are and gives you today's stretch, a few minutes long, and each day builds on the last.

Under the hood it's a full rebuild: new design, accounts, and a real backend so your progress isn't stuck on one phone. I wouldn't say actual blood, sweat, and tears went into it - but as an equivalent let's use hours worked and lines of code written were the same story.

When you see offerings on the market and think about what you're actually trying to offer the users, let it drive your decisions. Under the hood, I wasn't just building a stretch timer. And to be honest, it was a bit useless on it's own in it's initial form.

I quickly realized during my rebuild that I was trying to build a healthy habit for myself without friction - no, not a habit tracking app, but something tangible which could lead to real benefits with some encouragement along the way. If I could do this for myself, I'd be thrilled to be able to give the same experience to others.

Where I need help

I've stared at this app for four months and I can't see it with fresh eyes anymore. That's where my fellow builders and app enthusiasts come in.

It's free to download, and the initial user experience (first two stretching paths) are free with no obligation. After exhausting all free content, premium access is required to continue.

If you try it, I'd love honest answers to any of these:

  1. After your first session, did you want to come back the next day? If not, what was missing?
  2. Was anything in setup confusing or too long?
  3. Did the free part give you enough to judge it before the paywall showed up?

Anything that broke or felt off is fair game too.

App Store: https://apps.apple.com/app/id6760346948

I'll be in the comments. Thank you everyone!

P.S. Apologies in advance if this is the wrong topic or thread for this question. If so, please point me in the right direction!

u/guybuildingapps — 6 days ago
▲ 5 r/iosdev+1 crossposts

Apple changed the AppStore Again!

Today the requirements to add/change screenshots have changed. No notice, no guidance!

On the main distribution page, your old images and preview vids are all locked! You have to go the See All page to make mods.

reddit.com
u/WerSunu — 9 days ago
▲ 0 r/iosdev+1 crossposts

Is My App’s Onboarding Too Simple? Looking for Honest Feedback

I’m thinking about changing the onboarding process for my app and I’d love some opinions.

Right now, I’ve intentionally made it really simple:
Sign up with email, Apple, or Google

Choose your name
Add a photo
Add a bio
You’re in
That’s basically it.

Part of me thinks this is exactly what onboarding should be get out of the user’s way and let them experience the app.

But I also wonder if I’ve gone too far in the other direction. Does an onboarding process this simple make the app feel cheap, unfinished, or less trustworthy?

reddit.com
u/Available-Promise-99 — 6 days ago
▲ 2 r/iosdev

How to make extra long toolbars

not sure if you guys can see with just image, but the scroll content is able to show underneath the section with the segmented pickers, and this section’s background blends totally smoothly with the toolbar.
from my own attempts, I am not able to make a extra long toolbar, and if i added a row just underneath the toolbar, the effect of scrolling the content under the row does not produce the effect..
I'm just wondering how Apple made this. did they just built the toolbar custom without even using swiftui toolbar?
yes i am aware this is an older version of iOS, but I still want to know. thank you.

u/Horror_Still_3305 — 7 days ago
▲ 6 r/iosdev+1 crossposts

Reviving a pulled app

Quick questions for those who might have done it (or tried and failed): I developed and published a game in 2009, fully Objective-C then. It was quite successful and fun to play, but I had to pull it from the AppStore a few years ago when I hadn’t had the time to do a migration to Swift, followed by a lot of deprecations when Apple basically abandoned the Gamecenter that I never could really clean up. The whole app still shows up in my dev. account.
I am now thinking of recreating that idea, more modern of course. I was wondering whether I could simply replace the app, just even keeping the Icon (which I think is still great as it is) and revive that exact pulled app that way with a renovated version?

reddit.com
u/habitoti — 9 days ago
▲ 9 r/iosdev+4 crossposts

[iOS][Free] A personal Time/Goal tracking tool with sci-fi elements. It really works!

Hey all,

Here to showcase my app, after a recent update.

It's a Multitimer for productivity, where you choose the few important activities you do in a day - i.e. focus sessions that help you reach your goals (up time), and break/chill sessions that help you refresh (down time). This helps reduce mental load of "what should I do today". You know your goal, you have your "approved activities" mapped out. Starting becomes way easier.

Tracking this 1 key stat, ratio of Up vs. Down time, I find is the best simple measure of your progress, across any target you want to hit. No endless checklists, just time, and how you spend it. This also shows you how to improve. You may start at 60:40 ratio, and in time get to 70:30, or whatever works for you.

We all have the same 24 hours, and this is a serious tool to help you get the most out of it.

And for the Sci-Fi fans out there, time is a "particle" in this universe, it flies out when you "bank time", and you can now see where it really goes...

Check out Flowton on the App Store. Or if you're on Android, sign up at www.flowton.com

Happy to hear feedback or suggestions of what you'd like added!

- That's it. Thanks for reading. Developer out.

u/NinjaFlow — 13 days ago