How a small iOS studio shipped three apps in three months
Viola, GERG and Dreamify went live within three months of each other. The approach: one ritual per app, a shared technical backbone, and releases small enough to learn from.
How a small team ships three apps in three months and keeps shipping weekly: iOS first, one person per app, bilingual launches, review-driven roadmaps and the tooling we reuse across products.
Viola, GERG and Dreamify went live within three months of each other. The approach: one ritual per app, a shared technical backbone, and releases small enough to learn from.
We do not run roadmap meetings. We read reviews, support messages and usage data every week and let patterns decide the next release. How that works in practice, what counts as a pattern, and what we ignore.
What we would do if we were starting an iOS app from zero today: pick a daily moment, make the first output personal, ship in weeks, and buy attention only after the store page earns it.
GERG was a client project in a studio that makes consumer apps. It changed how we think about the counter, the second user, the boring features and the difference between a download and a regular.
Three apps, all iOS. Not out of loyalty: because a small team, a subscription business and a design-led product all point the same way. The reasoning, honestly, and the conditions under which Android comes.
Not every good idea should become an app. The five questions we put every concept through, why most fail at the second one, and what a passing answer looks like.
Most App Store rejections come down to a handful of guidelines: crashes, incomplete metadata, missing purchase restore, unclear subscription terms, data use, minimum functionality, spam and moderation. What each one means and how to pass.
Every app we ship has one person who knows it end to end: design, code, store page, reviews. Why that beats specialised teams at our size, what it demands of the person, and where it stops scaling.
Frequent releases are how a small studio learns fast, and how it ships bugs to everyone at once. The habits that let us release often: small diffs, feature flags, staged rollouts, and a rule about Fridays.
Our apps ship in two languages from the first build. It is not free: every string, every screenshot, every store page, twice. What it costs in practice, what it teaches about the product, and why the second market is the one that keeps you honest.
Every story, scene, picture and narration costs money to generate, and a subscriber pays a fixed price. How we keep generation costs predictable: caching, right-sized models, limits that feel natural, and watching cost per active user weekly.