r/mobiledev • • 1h ago

Any tips on naming games/apps?

1 Upvotes

Hello, I'm making a game for Android (and later iOS). I'm starting to really feel the saturation of the market I chose (word games) - all the names I come up with for my game seem to be taken either by another word game or an app. I probably need to come up with something more unique but I'm shooting in the dark.

I was wondering if anyone has any tips for coming up with names? Has anyone had the same issue? Would appreciate any advice - I'm new to mobile development in general tbh I'm more familiar with PC.


r/mobiledev • • 1h ago

Vitrine Studio - Store Screenshots with MCP and CI/CD (open source)

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1 Upvotes

r/mobiledev • • 2h ago

Web app vs Native app. Which one?

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1 Upvotes

r/mobiledev • • 16h ago

A terminal dashboard for simulators, device logs and the apps installed on them

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2 Upvotes

r/mobiledev • • 1d ago

Fable 5.2 First Observations

12 Upvotes

Since I have access to Fable 5.2 till 11/16/2026, I just spent a few days using my cheap subscription to the max. I won't comment on the price, but generally, I see no reason to use it over Opus 5.5 beyond very rare investigations. I am NOT building a 3d game. Observations:

a) Give me ideas to make more money from my app: It gave me only 1-2 out of 10+ that I came up in a 15 min of a self-brainstorm. Missed the largest ones. FAIL.

b) Make targeted code changes in existing code base: the quality of the fixes is EXACTLY the same as Opus 5.5. Both the good and the bad: the ability to fix is present. The inability to do it with a single prompt is also present. The same reluctance to do large pieces of work in one shot. Same.

c) Design - again, the same. It produced the same design that Opus 5.5 does with the same common sense flows. Same.

d) ML work: Feels better. Fable was able to find a new training set and it gave less of the obvious non-sense of Opus. It still feels a bit crippled, but maybe it is my perception.

Overall, using Fable 5.2 consistently doesn't give me any advantage. What is your experience?


r/mobiledev • • 1d ago

5 Virtual Phone Farm Lab US Based

6 Upvotes

Been messing around with reDroid for a while and finally got 5 Android devices running at the same time on an Ubuntu server box. Nothing crazy hardware wise, just wanted a little test farm I could control from one place.

Each phone is its own reDroid container with persistent storage and I’m controlling everything with Python, Appium, and UiAutomator2. I threw together a Flask dashboard so I can pick which phones I want to run. Could be one, two, all five, whatever. Each device gets its own Appium/UiAutomator2 port so they don’t fight each other.

Right now I’ve got it doing stuff like scrolling feeds, searches, different scroll speeds, refresh timers, matching text/page names, logging results, and some Ollama stuff I’ve been testing locally.

I also added a whitelist where I can put in certain page names and have it watch for them while it scrolls. Had a dumb issue where it would Like something, see the same post again on the next pass, then click it again and remove the Like. Fixed that by keeping track of what it already touched during the run.

Refresh was annoying too. Pull-to-refresh wasn’t working very well, so now I just do a quick swipe down to get the bottom nav back, hit the Home tab, and keep scrolling.

Biggest issue right now is video. Facebook is working, but TikTok and Instagram both load with no video. The Android UI itself works fine, but I still don’t have proper GPU/render acceleration exposed to reDroid, so I’m pretty sure that’s part of what I’m fighting.
Honestly getting one instance running wasn’t bad. Getting 5 of them to run at the same time without Appium, ADB, or the scripts stepping on each other was the part that took most of the messing around. Since this is running on a Cisco rack server with dual CPUs and loads of RAM, I’m wondering if I’m starting to hit CPU limits from the ARM-to-x86 translation since the server itself is x86_64 and reDroid is using Houdini for ARM apps.

Anybody else running reDroid like this? Curious what people are doing for GPU acceleration and multiple Appium sessions.


r/mobiledev • • 1d ago

I was tired of the dark theme

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2 Upvotes

So i changed the ui to light. Do you like it better to?


r/mobiledev • • 1d ago

Creating first reactnative expo app - have some question related to MAU, please help

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1 Upvotes

r/mobiledev • • 1d ago

Weekly releases might be hurting your Android app's performance

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1 Upvotes

I recently found out that if you ship Android app updates every week. Your app's performance could suffer if you're not using good Baseline Profiles. In this article I get into why this happens.


r/mobiledev • • 1d ago

How are you personalising in-app UI today - CEP, remote config or something else?

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1 Upvotes

r/mobiledev • • 2d ago

product analytics tools with auto capture vs a manual event schema where do you land?

10 Upvotes

i keep going back and forth on this a hand maintained event schema is cleaner when people actually maintain it but it's easy to miss something in a release and discover the gap weeks later when someone asks a question you cant answer auto capture looks convenient until youre cleaning noisy data for people using product analytics tools with auto capture in production how much do you rely on it day to day and which events do you still insist on defining manually ?


r/mobiledev • • 2d ago

Mobile apps

5 Upvotes

Has anyone created a mobile app before?


r/mobiledev • • 2d ago

What should you look for when searching for a mobile app development company?

3 Upvotes

If you are planning to build a mobile application, choosing the right development company is an important decision. Don't select a company just because it offers a low price or has a good-looking website. Here are some important things to check before hiring one.

  1. Company Experience: Check how long the company has been developing mobile applications and what types of projects it has completed.

  2. Portfolio: Look at its previous work. Check whether its apps are available on Google Play Store or Apple App Store.

  3. Client Reviews: Read reviews on Google, Clutch, and other trusted platforms. Try to understand what previous clients say about their experience.

  4. Technical Skills: Make sure the company has experience with Android, iOS, Flutter, React Native, or the technology your project requires.

  5. Development Cost: Compare quotes from different companies. Understand what is included in the price and whether there are any extra charges.

  6. Communication: Choose a company that understands your requirements, answers your questions, and provides regular project updates.

  7. App Security: Ask how they protect user data, secure APIs, and handle privacy.

  8. Source Code Ownership: Make sure you will receive the complete source code and ownership rights after project completion.

  9. Testing Process: Ask how they test applications before launch to find bugs and performance issues.

  10. Post-Launch Support: Check whether they provide maintenance, updates, and technical support after the app is launched.

suggestion

Before making your final decision, contact at least 3–4 development companies and ask for detailed proposals. Compare their experience, technical knowledge, pricing, communication, and support.

One more important thing: Don't choose a company based only on price. A good development partner should understand your business idea, explain the development process clearly, protect your project, and provide support even after the app is launched.

Better approach: Ask each company to explain how they would build your app, what challenges they expect, and how they would solve them. Their answers can tell you much more than their portfolio or sales presentation.


r/mobiledev • • 2d ago

I am learning and building using flutter currently what points should I learn and focus on in order to do things faster

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1 Upvotes

r/mobiledev • • 2d ago

I built an open-source guardrail & FaceID/TouchID gating library for AI agents in React Native (react-native-agent-guard v0.3.2)

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1 Upvotes

r/mobiledev • • 3d ago

App building

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1 Upvotes

r/mobiledev • • 3d ago

any mobile conversion funnel analysis tool that shows what happens at one specific step ?

7 Upvotes

i work on a subscription app and about 40% of users abandon the free to paid flow at plan selection we've stared at the funnel for weeks without getting any closer to why maybe people miss the annual option on smaller screens maybe they're just not ready to pay is there a mobile conversion funnel analysis tool that lets you actually dig into what's happening at a single step instead of just showing the percentage ?


r/mobiledev • • 4d ago

Wanna Be Friends

16 Upvotes

Is anyone here currently building a mobile app? I'd love to connect with other people who are working on apps, share ideas, talk about projects, and maybe become friends along the way.

Doesn't matter if you're experienced or just getting started. Always down to meet like-minded people!


r/mobiledev • • 4d ago

how are research teams doing mobile app ux research at scale without recruiting every sprint ?

9 Upvotes

every sprint we need feedback on something in our mobile app and every sprint a big chunk of time goes into recruiting participants and writing up synthesis we're wondering if recordings from live use could answer the smaller usability questions between studies. for teams doing mobile app ux research at scale how do you decide what existing behavioral data can tell you and what still needs a conversation with a participant ?


r/mobiledev • • 3d ago

How to make mobile app backend

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1 Upvotes

r/mobiledev • • 4d ago

Xcode 27 dropped Intel, so I built a way to compile iOS apps from Windows

6 Upvotes

I hope I'm not alone in dreading the time of year when Apple mandates a new minimum Xcode version, especially now that Xcode 27 no longer supports Intel. I've been keeping my trusty Mac Mini alive with OpenCore Legacy Patcher for years, and I'm struggling to stomach the investment of a new Mac, even though I know the change is inevitable.

That got me thinking: surely I'm not the only cross-platform dev with this problem. Buying new hardware every few years is tough as it is, let alone for devs who primarily use Windows and wouldn't use a Mac as a daily driver anyway. What if we could all just use our Windows setups for our iOS builds?

So I started building exactly that. A Windows IDE companion that builds iOS apps and deploys them straight to devices connected over USB. There are still Macs involved, obviously... but as a shared resource, not a direct investment. It's running on temporary infrastructure right now, and the plan is to move it to something permanent once it's ready for production.

What's missing is a ton of testing. Right now the only examples I'm throwing at it are my own projects. I'm sharing this on Reddit to invite other devs to share feedback and take part in testing, so it has a chance of becoming a tool more people can benefit from.

The app is called Apprtur and there's a Discord if you want to get involved: https://discord.gg/9StQcRBQb


r/mobiledev • • 4d ago

What’s the weirdest bug you’ve ever shipped to production in a mobile app?

6 Upvotes

I’ll start by saying every dev has one of these stories. What’s the strangest bug that made it past testing and into the wild and how did you find out about it? Bonus points if a user reported it in a hilarious way.


r/mobiledev • • 4d ago

Advice for Choosing Programming language for App development Freelance Project

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1 Upvotes

r/mobiledev • • 4d ago

How do you prepare for the move from open testing to production on Google Play?

4 Upvotes

Hi everyone,

My app is about to go from open testing to production on Google Play, and I’d like to hear how others handle this step. I’m less interested in the official docs and more in what has actually worked for you.

1. Open testing and switching to production

  • How long did your app stay in open testing?

  • What made you decide you were ready for production? A fixed timeframe, or certain metrics (crash rate, ANRs, number of testers, feedback)?

  • Did you do a staged rollout (e.g. 10% → 50% → 100%) or release to everyone at once?

2. Finding testers

  • Where did you find testers for open testing? (Reddit, Discord, tester-exchange groups, your own community, friends, ads, ...)

  • How did you get testers to actually use the app and give feedback instead of just installing it?

3. Your checklist in Play Console
What do you check before you hit “Promote to production”? For example:

  • Store listing (screenshots, description, feature graphic, localizations)

  • Data safety form, privacy policy, content rating, target audience

  • Pre-launch report and Android vitals (crashes/ANRs)

  • Target API level, app signing, version code

  • Countries/regions and pricing

  • In-app purchases/subscriptions tested with real accounts

  • Anything you forgot the first time and had to fix later?

If you have your checklist written down somewhere, I’d really appreciate it if you shared it. Lessons learned and mistakes to avoid are welcome too.

Thanks!