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Former Apple engineer and autocorrect creator builds his first app, a word game called Up Spell

Former Apple software engineer and designer Ken Kocienda, whose work included the original iPhone and the development of touchscreen autocorrect, has created his first iOS app, Up Spell. The fast-paced, fun word game challenges users to spell all the words you can in two minutes and uses a lexicon of words Kocienda built to allow for the inclusion of proper names. A portion of app revenues are also being donated to a local food bank, so you can help give back while relieving stress through gaming.

Kocienda says he had never before made a standalone iOS app.

When he worked at Apple, all the code he wrote was integrated into a bigger iOS release. So when Kocienda got the idea to develop a game, he looked to obvious sources of inspiration: his past experiences with typing, keyboards and autocorrect.

The game’s lexicon was built first with the New General Service List to serve as its foundation. This was followed by weeks of writing small programs to generate lists of candidate words — like, by adding an “S” to existing words to pluralize them, for example. And hours more were spent scanning lists to choose the words to include.

Kocienda says he also wanted the game to be fun, and personally found it frustrating that other word games wouldn’t allow proper names.

“Many games accept words like PHARAOH and PYRAMID, but not NILE or EGYPT. This doesn’t make sense to me. These are all words!,” he says.

So he built his own list that includes thousands of proper names, then added to it more slang and contractions to expand it even further. That means you can spell a word like S’MORES, which involves an apostrophe, for example.

Image Credits: Up Spell

While support for a variety of words, including proper names, is the key way the gameplay differentiates from rivals, the app’s business model is also one that’s becoming less common these days: it’s a one-time paid download.

The app is a $1.99 download that lets you pay once to play forever. Today, many games in this same space use a freemium model where the app download itself is free, but you’re then nagged with in-app hooks to buy coins or tokens to advance gameplay or unlock certain features.

Kocienda’s decision to forgo this model was intentional, he explains.

“I made Up Spell a two-minute game without much in the way of gameplay gimmicks,” says Kocienda. “You just spell words. 2020 has been a rough year for everyone, and sometimes taking out two minutes to think about nothing but spelling a few words is just the kind of right kind of stress reliever,” he adds. “I hope Up Spell brings people a little unexpected happiness to their 2020.”

Also of note, 25 cents per download is being donated to the San Francisco-Marin Food Bank, which works to get food to vulnerable people in Kocienda’s area.

If all goes well, Up Spell may be followed by other games with a similar model, like a sounds or color-matching games, for instance.

The new game is a one-time paid download on the App Store.

 

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Daily Crunch: Amazon unveils its own game-streaming platform

Amazon announces a new game service and plenty of hardware upgrades, tech companies team up against app stores and United Airlines tests a program for rapid COVID-19 testing. This is your Daily Crunch for September 24, 2020.

The big story: Amazon unveils its own game-streaming platform

Amazon’s competitor to Google Stadia and Microsoft xCloud is called Luna, and it’s available starting today at an early access price of $5.99 per month. Subscribers will be able to play games across PC, Mac and iOS, with more than 50 games in the library.

The company made the announcement at a virtual press event, where it also revealed a redesigned Echo line (with spherical speakers and swiveling screens), the latest Ring security camera and a new, lower-cost Fire TV Stick Lite.

You can also check out our full roundup of Amazon’s announcements.

The tech giants

App makers band together to fight for App Store changes with new ‘Coalition for App Fairness’ — Thirteen app publishers, including Epic Games, Deezer, Basecamp, Tile, Spotify and others, launched a coalition formalizing their efforts to force app store providers to change their policies or face regulation.

LinkedIn launches Stories, plus Zoom, BlueJeans and Teams video integrations as part of wider redesignLinkedIn has built its business around recruitment, so this redesign pushes engagement in other ways as it waits for the job economy to pick up.

Facebook gives more details about its efforts against hate speech before Myanmar’s general election — This includes adding Burmese language warning screens to flag information rated false by third-party fact-checkers.

Startups, funding and venture capital

Why isn’t Robinhood a verb yet? — The latest episode of Equity discusses a giant funding round for Robinhood.

Twitter-backed Indian social network ShareChat raises $40 million — Following TikTok’s ban in India, scores of startups have launched short-video apps, but ShareChat has clearly established dominance.

Spotify CEO Daniel Ek pledges $1Bn of his wealth to back deeptech startups from Europe — Ek pointed to machine learning, biotechnology, materials sciences and energy as the sectors he’d like to invest in.

Advice and analysis from Extra Crunch

3 founders on why they pursued alternative startup ownership structures — At Disrupt, we heard about alternative approaches to ensuring that VCs and early founders aren’t the only ones who benefit from startup success.

Coinbase UX teardown: 5 fails and how to fix them — Many of these lessons, including the need to avoid the “Get Started” trap, can be applied to other digital products.

As tech stocks dip, is insurtech startup Root targeting an IPO? — Alex Wilhelm writes that Root’s debut could clarify Lemonade’s IPO and valuation.

(Reminder: Extra Crunch is our subscription membership program, which aims to democratize information about startups. You can sign up here.)

Everything else

United Airlines is making COVID-19 tests available to passengers, powered in part by Color — United is embarking on a new pilot project to see if easy access to COVID-19 testing immediately prior to a flight can help ease freedom of mobility.

Announcing the final agenda for TC Sessions: Mobility 2020 — TechCrunch reporters and editors will interview some of the top leaders in transportation.

The Daily Crunch is TechCrunch’s roundup of our biggest and most important stories. If you’d like to get this delivered to your inbox every day at around 3pm Pacific, you can subscribe here.

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Are high churn rates depressing earnings for app developers?

Jacob Eiting
Contributor

Jacob Eiting is CEO of RevenueCat, a platform for managing cross-platform in-app purchases, products and subscribers and analyzing in-app-purchase data.

Ever since Apple opened up subscription monetization to more apps in 2016 — and enticed developers with an 85/15 split on revenue from customers that remain subscribed for more than a year — subscription monetization and retention has felt like the Holy Grail for app developers. So much so that Google quickly followed suit in what appeared to be an example of healthy competition for developers in the mobile OS duopoly.

But how does that split actually work out for most apps? Turns out, the 85/15 split — which Apple is keen to mention anytime developers complain about the App Store rev share — doesn’t have a meaningful impact for most developers. Because churn.

No matter how great an app is, subscribers are going to churn. Sometimes it’s because of a credit card expiring or some other billing issue. And sometimes it’s more of a pause, and the user comes back after a few months. But the majority of churn comes from subscribers who, for whatever reason, decide that the app just isn’t worth paying for anymore. If a subscriber churns before the one-year mark, the developer never sees that 85% split. And even if the user resubscribes, Apple and Google reset the clock if a subscription has lapsed for more than 60 days. Rather convenient… for Apple and Google.

Top mobile apps like Netflix and Spotify report churn rates in the low single digits, but they are the outliers. According to our data, the median churn rate for subscription apps is around 13% for monthly subscriptions and around 50% for annual. Monthly subscription churn is generally a bit higher in the first few months, then it tapers off. But an average churn of 13% leaves just 20% of subscribers crossing that magical 85/15 threshold.

In practice, what this means is that, for all the hype around the 85/15 split, very few developers are going to see a meaningful increase in revenue:

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Unity’s IPO numbers look pretty … unreal?

Unity, the company founded in a Copenhagen apartment in 2004, is poised for an initial public offering with numbers that look pretty strong.

Even as its main competitor, Epic Games, is in the throes of a very public fight with Apple over the fees the computer giant charges developers who sell applications (including games) on its platform (which has seen Epic’s games get the boot from the App Store), Unity has plowed ahead, narrowing its losses and maintaining its hold on over half of the game development market.

For the first six months of 2020, the company lost $54.2 million on $351.3 million in revenue. The company narrowed its losses compared to 2019, when the company lost $163.2 million on $541.8 million in revenue, and 2018 when the company lost $131.6 million on $380.8 million in revenue. As of June 30, 2020 the company had total assets of $1.29 billion and $453.2 million in cash.

Increasing revenue and narrowing losses are things that investors like to see in companies that they’re potentially going to invest in, as they point to a path to profitability. Another sign of the company’s success is the number of customers that contribute more than $100,000 in annual revenue. In the first six month of the year, Unity had 716 such customers, pointing to the health of its platform.

The company will trade on the NYSE under the single-letter ticker “U”. The NYSE only has a few single letters left to offer, although Pandora gave up the letter P when it was bought by Liberty Media back in 2018.

Unlike Epic Games, Unity has long worked with the major platforms and gaming companies to get their engine in front of as many developers and gamers as possible. In fact, the company estimates that 53% of the top 1,000 mobile games on the Apple App Store and Google Play Store and over 50% of mobile, personal computer and console games were made with Unity.

Some of the top titles that the platform claims include Nintendo’s Mario Kart: Tour, Super Mario Run and Animal Crossing: Pocket Camp; Niantic’s Pokémon GO and Activision’s recent Call of Duty: Mobile are also Unity games.

The knock against Unity is that it’s not as powerful as Epic’s Unreal rendering engine, but that hasn’t stopped the company from making forays into industries beyond gaming — something that it will need to continue doing if it’s to be successful.

Unity already has a toehold in Hollywood, where it was used to recreate the jungle environment used in Disney’s “Lion King” remake (meanwhile, much of “The Mandalorian” was created using Epic’s Unreal engine).

Of course, Unity’s numbers also reveal that the size of its business is currently a bit smaller than its biggest rival. In 2019, Epic said it had earnings of $730 million on revenue of $4.2 billion, according to VentureBeat . And the North Carolina-based game developer is now worth $17.3 billion.

Still, the games market is likely big enough for both companies to thrive. “Historically there has been substantial industry convergence in the games developer tools business, but over the past decade the number of developers has increased so much, I believe the market can support two major players,” Piers Harding-Rolls, games analyst at Ampere Analysis, told the Financial Times.

Venture investors in the Unity platform have waited a long time for this moment, and they’re certainly confident in the company’s prospects.

The last investment round valued the company at $6 billion, with the secondary sale of $525 million worth of the company’s shares.

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Meet the anti-antitrust startup club

When Congress called in tech CEOs to testify a few weeks ago, it felt like a defining moment. Hundreds of startups have become unicorns, with the largest worth more than $1 trillion (or perhaps $2 trillion). Indeed, modern tech companies have become so entrenched, Facebook is the only one of the Big Five American tech shops worth less than 13 figures.

The titanic valuations of many companies are predicated on current performance, cash on hand and lofty expectations for future growth. The pandemic has done little to stem Big Tech’s forward march and many startups have seen growth rates accelerate as other sectors rushed to support a suddenly remote workforce.

But inside tech’s current moment in the sun is a concern that Congress worked to highlight: Are these firms behaving anti-competitively?

By now you’ve heard the arguments concerning why Big Tech may be too big, but there’s a neat second story that we, the Equity crew, have been chatting about: Some startups are racing into the big kill zone.

They have to be a bit foolhardy to take on Google Gmail and Search, Amazon’s e-commerce platform or Apple’s App Store. Yet, there are startups targeting all of these categories and more, some flush with VC funding from investors who are eager to take a swing at tech’s biggest players

If the little companies manage to carve material market share for themselves, arguments that Big Tech was just too big to kill — let alone fail — will dissolve. But today, their incumbency is a reality and these startups are merely bold.

Still, when we look at the work being done, there are enough companies staring down the most valuable companies in American history (on an unadjusted basis) that we had to shout them out. Say hello to the “anti-antitrust club.”

Hey and Superhuman are coming after Gmail

Gmail has been the undisputed leader in consumer email for years (if not enterprise email, where Microsoft has massive inroads due to Exchange and Outlook). Startups have contested that market, including Mailbox, which sold to Dropbox for about $100 million back in 2013, but whenever a new feature came along that might entice users, Gmail managed to suck it up into its app.

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Apple contends Epic’s ban was a ‘self-inflicted’ prelude to gaming the App Store

Apple has filed legal documents opposing Epic’s attempt to have itself reinstated in the iOS App Store, after having been kicked out last week for flouting its rules. Apple characterizes the entire thing as a “carefully orchestrated, multi-faceted campaign” aimed at circumventing — perhaps permanently — the 30% cut it demands for the privilege of doing business on iOS.

Epic last week slyly introduced a way to make in-app purchases in its popular game Fortnite without going through Apple. This is plainly against the rules, and Apple soon kicked the game, and the company’s other accounts, off the App Store. Obviously having anticipated this, Epic then published a parody of Apple’s famous 1984 ad, filed a lawsuit and began executing what Apple describes quite accurately as “a carefully orchestrated, multi-faceted campaign.”

In fact, as Apple notes in its challenge, Epic CEO Tim Sweeney emailed ahead of time to let Apple know what his company had planned. From Apple’s filing:

Around 2am on August 13, Mr. Sweeney of Epic wrote to Apple stating its intent to breach Epic’s agreements:
“Epic will no longer adhere to Apple’s payment processing restrictions.”

This was after months of attempts at negotiations in which, according to declarations from Apple’s Phil Schiller, Epic attempted to coax a “side letter” from Apple granting Epic special dispensation. This contradicts claims by Sweeney that Epic never asked for a special deal. From Schiller’s declaration:

Specifically, on June 30, 2020, Epic’s CEO Tim Sweeney wrote my colleagues and me an email asking for a “side letter” from Apple that would create a special deal for only Epic that would fundamentally change the way in which Epic offers apps on Apple’s iOS platform.

In this email, Mr. Sweeney expressly acknowledged that his proposed changes would be in direct breach of multiple terms of the agreements between Epic and Apple. Mr. Sweeney acknowledged that Epic could not implement its proposal unless the agreements between Epic and Apple were modified.

One prong of Epic’s assault was a request for courts to grant a “temporary restraining order,” or TRO, a legal procedure for use in emergencies where a party’s actions are unlawful, a suit to show their illegality is pending and likely to succeed, and those actions should be proactively reversed because they will cause “irreparable harm.”

If Epic’s request were to be successful, Apple would be forced to reinstate Fortnite and allow its in-game store to operate outside of the App Store’s rules. As you might imagine, this would be disastrous for Apple — not only would its rules have been deliberately ignored, but a court would have placed its imprimatur on the idea that those rules may even be illegal. So it is essential that Apple slap down this particular legal challenge quickly and comprehensively.

Apple’s filing challenges the TRO request on several grounds. First, it contends that there is no real “emergency” or “irreparable harm” because the entire situation was concocted and voluntarily initiated by Epic:

Having decided that it would rather enjoy the benefits of the App Store without paying for them, Epic has breached its contracts with Apple, using its own customers and Apple’s users as leverage.

But the “emergency” is entirely of Epic’s own making…it knew full well what would happen and, in so doing, has knowingly and purposefully created the harm to game players and developers it now asks the Court to step in and remedy.

Epic’s complaint that Apple banned its Unreal Engine accounts as well as Fortnite related ones, Apple notes, is not unusual, considering the accounts share tax IDs, emails and so on. It’s the same “user,” for their purposes. Apple also says it gave Epic ample warning and opportunity to correct its actions before a ban took place. (Apple, after all, makes a great deal of money from the app as well.)

Apple also questions the likelihood of Epic’s main lawsuit (independent of the TRO request) succeeding on its merits — namely that Apple is exercising monopoly power in its rent-collecting on the App Store:

[Epic’s] logic would make monopolies of Microsoft, Sony and Nintendo, just to name a few.

Epic’s antitrust theories, like its orchestrated campaign, are a transparent veneer for its effort to co-opt for itself the benefits of the App Store without paying or complying with important requirements that are critical to protect user safety, security,
and privacy.

Lastly Apple notes that there is no benefit to the public interest to providing the TRO — unlike if, for example, Apple’s actions had prevented emergency calls from working or the like, and there was a serious safety concern:

All of that alleged injury for which Epic improperly seeks emergency relief could disappear tomorrow if Epic cured its breach…All of this can happen without any intervention of the Court or expenditure of judicial resources. And Epic would be free to pursue its primary lawsuit.

Although Apple eschews speculating further in its filings, one source close to the matter suggested that it is of paramount importance to that company to avoid the possibility of Epic or anyone else establishing their own independent app stores on iOS. A legal precedent would go a long way toward clearing the way for such a thing, so this is potentially an existential threat for Apple’s long-toothed but extremely profitable business model.

The conflict with Epic is only the latest in a series going back years in which companies challenged Apple’s right to control and profit from what amounts to a totally separate marketplace.

Most recently Microsoft’s xCloud app was denied entry to the App Store because it amounted to a marketplace for games that Apple could not feasibly vet individually. Given this kind of functionality is very much the type of thing consumers want these days, the decision was not popular. Other developers, industries and platforms have challenged Apple on various fronts as well, to the point where the company has promised to create a formal process for challenging its rules.

But of course, even the rule-challenging process is bound by Apple’s rules.

You can read the full Apple filing below:

Epic v. Apple 4:20-cv-05640… by TechCrunch on Scribd

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Apple goes to war with the gaming industry

Most gamers may not view Apple as a games company to the same degree that they see Sony with PlayStation or Microsoft with Xbox, but the iPhone-maker continues to uniformly drive the industry with decisions made in the Apple App Store.

The company made the news a couple times late this week for App Store approvals. Once for denying a gaming app, and the other for approving one.

The denial was Microsoft’s xCloud gaming app, something the Xbox folks weren’t too psyched about. Microsoft xCloud is one of the Xbox’s most substantial software platform plays in quite some time, allowing gamers to live-stream titles from the cloud and play console-quality games across a number of devices. It’s a huge effort that’s been in preview for a bit, but is likely going to officially launch next month. The app had been in a Testflight preview for iOS, but as Microsoft looked to push it to primetime, Apple said not so fast.

The app that was approved was the Facebook Gaming app which Facebook has been trying to shove through the App Store for months to no avail. It was at last approved Friday after the company stripped one of its two central features, a library of playable mobile games. In a curt statement to The New York Times, Facebook COO Sheryl Sandberg said, “Unfortunately, we had to remove gameplay functionality entirely in order to get Apple’s approval on the stand-alone Facebook Gaming app.”

Microsoft’s Xbox team also took the unusually aggressive step of calling out Apple in a statement that reads, in-part, “Apple stands alone as the only general purpose platform to deny consumers from cloud gaming and game subscription services like Xbox Game Pass. And it consistently treats gaming apps differently, applying more lenient rules to non-gaming apps even when they include interactive content.”

Microsoft is still a $1.61 trillion company so don’t think I’m busting out the violin for them, but iOS is the world’s largest gaming platform, something CEO Tim Cook proudly proclaimed when the company launched its own game subscription platform, Apple Arcade, last year. Apple likes to play at its own pace, and all of these game-streaming platforms popping up at the same time seem poised to overwhelm them.

Image Credits: Microsoft

There are a few things about cloud gaming apps that seem at odds with some of the App Store’s rules, yet these rules are, of course, just guidelines written by Apple.  For Apple’s part, they basically said (full statement later) that the App Store had curators for a reason and that approving apps like these means they can’t individually review the apps which compromises the App Store experience.

To say that’s “the reason” seems disingenuous because the company has long approved platforms to operate on the App Store without stamping approval on the individual pieces of content that can be accessed. With “Games” representing the App Store’s most popular category, Apple likely cares much more about keeping their own money straight.

Analysis from CNBC pinned Apple’s 2019 App Store total revenue at $50 billion.

When these cloud gaming platforms like xCloud scale with zero iOS support, millions of Apple customers, myself included, are actually going to be pissed that their iPhone can’t do something that their friend’s phone can. Playing console-class titles on the iPhone would be a substantial feature upgrade for consumers. There are about 90 million Xbox Live users out there, a substantial number of which are iPhone owners I would imagine. The games industry is steadily rallying around game subscription networks and cloud gaming as a move to encourage consumers to sample more titles and discover more indie hits.

I’ve seen enough of these sagas to realize that sometimes parties will kick off these fights purely as a tactic to get their way in negotiations and avoid workarounds, but it’s a tactic that really only works when consumers have a reason to care. Most of the bigger App Store developer spats have played in the background and come to light later, but at this point the Xbox team undoubtedly sees that Apple isn’t positioned all that well to wage an App Store war in the midst of increased antitrust attention over a cause that seems wholly focused on maintaining their edge in monetizing the games consumers play on Apple screens.

CEO Tim Cook spent an awful lot of time in his Congressional Zoom room answering question about perceived anticompetitiveness on the company’s application storefront.

The big point of tension I could see happening behind closed doors is that plenty of these titles offer in-game transactions and just because that in-app purchase framework is being live-streamed from a cloud computer doesn’t mean that a user isn’t still using experiencing that content on an Apple device. I’m not sure whether this is actually the point of contention, but it seems like it would be a major threat to Apple’s ecosystem-wide in-app purchase raking.

The App Store does not currently support cloud gaming on Nvidia’s GeForce platform or Google’s Stadia which are also both available on Android phones. Both of these platforms are more limited in scope than Microsoft’s offering which is expected to launch with wider support and pick up wider adoption.

While I can understand Apple’s desire to not have gaming titles ship that might not function properly on an iPhone because of system constraints, that argument doesn’t apply so well to the cloud gaming world where apps are translating button presses to the cloud and the cloud is sending them back the next engine-rendered frames of their game. Apple is being forced to get pretty particular about what media types of apps fall under the “reader” designation. The inherent interactivity of a cloud gaming platform seems to be the differentiation Apple is pushing here — as well as the interfaces that allows gamers to directly launch titles with an interface that’s far more specialized than some generic remote desktop app.

All of these platforms arrive after the company already launched Apple Arcade, a non-cloud gaming product made in the image of what Apple would like to think are the values it fosters in the gaming world: family friendly indie titles with no intrusive ads, no bothersome micro-transactions and Apple’s watchful review.

Apple’s driver’s seat position in the gaming world has been far from a wholly positive influence for the industry. Apple has acted as a gatekeeper, but the fact is plenty of the “innovations” pushed through as a result of App Store policies have been great for Apple but questionable for the development of a gamer-friendly games industry.

Apple facilitated the advent of free-to-play games by pushing in-app purchases which have been abused recklessly over the years as studios have been irresistibly pushed to structure their titles around principles of addiction. Mobile gaming has been one of the more insane areas of Wild West startup growth over the past decade and Apple’s mechanics for fueling quick transactions inside these titles has moved fast and broken things.

Take a look at the 200 top grossing games in the App Store (data via Sensor Tower) and you’ll see that all 199 of them rely solely on in-app micro-transaction to reach that status — Microsoft’s Minecraft, ranked 50th costs $6.99 to download, though it also offers in-app purchases.

In 2013, the company settled a class-action lawsuit that kicked off after parents sued Apple for making it too easy for kids to make in-app purchases. In 2014, Apple settled a case with the FTC over the same mechanism for $32 million. This year, a lawsuit filed against Apple questioned the legality of “loot box” in-app purchases which gave gamers randomized digital awards.

“Through the games it sells and offers for free to consumers through its AppStore, Apple engages in predatory practices enticing consumers, including children to engage in gambling and similar addictive conduct in violation of this and other laws designed to protect consumers and to prohibit such practices,” read that most recent lawsuit filing.

This is, of course, not how Apple sees its role in the gaming industry. In a statement to Business Insider responding to the company’s denial of Microsoft’s xCloud, Apple laid out its messaging.

The App Store was created to be a safe and trusted place for customers to discover and download apps, and a great business opportunity for all developers. Before they go on our store, all apps are reviewed against the same set of guidelines that are intended to protect customers and provide a fair and level playing field to developers.

Our customers enjoy great apps and games from millions of developers, and gaming services can absolutely launch on the App Store as long as they follow the same set of guidelines applicable to all developers, including submitting games individually for review, and appearing in charts and search. In addition to the App Store, developers can choose to reach all iPhone and iPad users over the web through Safari and other browsers on the App Store.

The impact has — quite obviously — not been uniformly negative, but Apple has played fast and loose with industry changes when they benefit the mothership. I won’t act like plenty of Sony and Microsoft’s actions over the years haven’t offered similar affronts to gamers, but Apple exercises the industry-wide sway it holds, operating the world’s largest gaming platform, too often and gamers should be cautious in trusting the App Store owner to make decisions that have their best interests at heart.


If you’re reading this on the TechCrunch site, you can get more of my weekly opinions and notes on the news by subscribing to Week in Review here, and following my tweets here.

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After numerous rejections, Struck’s dating app for the Co-Star crowd hits the App Store

Founded by former Apple engineers, a new app called Struck wants to be the Tinder for the Co-Star crowd. In other words, it’s an astrology-based matchmaker. But it took close to 10 attempts over several months for the startup to get its app approved by Apple for inclusion in the App Store. In nearly every rejection, app reviewers flagged the app as “spam” either due to its use of astrology or, once, simply because it was designed for online dating.

Apple continually cited section 4.3 of its App Store Review Guidelines in the majority of Struck’s rejections, with the exception of two that were unrelated to the app’s purpose. (Once, it was rejected for use of a broken API. Another rejection was over text that needed correction. It had still called itself a “beta.”)

The 4.3 guideline is something Apple wields to keep the App Store free from what it considers to be clutter and spam. In spirit, the guideline makes sense, as it gives Apple permission to make more subjective calls over low-quality apps.

Today, the guideline states that developers should “avoid piling on to a category that is already saturated,” and reminds developers that the App Store has “enough fart, burp, flashlight, fortune telling, dating, and Kama Sutra apps, etc. already.”

In the document, Apple promises to reject anything that “doesn’t offer a high-quality experience.”

Image Credits: Struck

This guideline was also updated in March to further raise the bar on dating apps and create stricter rules around “fortune-telling” apps, among other things.

Struck, unfortunately, found itself in the crosshairs of this new enforcement. But while its app may use astrology in a matchmaking process, its overall design and business model is nowhere close to resembling that of a shady “fortune-telling” app.

In fact, Struck hasn’t even implemented its monetization model, which may involve subscriptions and à la carte features at a later date.

Rather, Struck has been carefully and thoughtfully designed to provide an alternative to market leaders like Tinder. Built by a team of mostly women, including two people of color and one LGBTQ+ team member, the app is everything mainstream dating apps are not.

Image Credits: Struck

Struck doesn’t, for example, turn online dating into a Hot-or-Not style game. It works by first recommending matches by way of its understanding of users’ detailed birth charts and aspects. But you don’t have to be a true believer in astrology to enjoy the experience. You can use the app just for fun if you’re open-minded, the company website says. “Skeptics welcome,” it advertises.

And while Tinder and others tend to leverage psychological tricks to make their apps more addictive, Struck aims to slow things down in order to allow users to once again focus on romance and conversations. There are no endless catalogs of head shots to swipe upon in Struck. Instead, it sends you no more than four matches per day and you can message only one of the four.

Image Credits: Struck

The app’s overall goal is to give users time to analyze their matches’ priorities and values, not just how they appear in photos.

If anything, this is precisely the kind of unique, thoughtfully crafted app the App Store should cater to, not the kind it should ban.

“We come from an Apple background. We come from a tech background. We were very insistent on having a good, quality user interface and user experience,” explains Struck co-founder and CEO Rachel Lo. “That was a big focus for us in our beta testing. We honestly didn’t expect any pushback when we submitted to the App Store,” she says.

Image Credits: Struck

But Apple did push back. After first submitting the app in May, Struck went through around nine rounds of rejections where reviewers continued to claim it was spam simply for being an astrology-based dating application. The team would then pull out astrology features hoping to get the app approved… with no luck. Finally, one reviewer told them Struck was being rejected for being a dating app.

“I remember thinking, we’re going to have to shut down this project. There’s not really a way through,” recounts Lo. The Struck team, in a last resort, posted to their Instagram page about their struggles and how they felt Apple’s rejections were unfair given the app’s quality. Plus, as Lo points out, the rejection had a tinge of sexism associated with it.

“Obviously, astrology is a heavily female-dominated category,” she says. “I took issue with the guideline that says ‘burps, farts and fortune-telling apps.’ I made a fuss about that verbiage and how offensive it is for people in most of the world who actually observe astrology.”

Image Credits: Struck

Despite the founders’ connections within the technology industry, thanks to their ex-Apple status and relationships with journalists who would go on to plead their case, Struck was not getting approved.

Finally, after several supporters left comments on Apple VP Lisa Jackson’s Instagram where she had posted about WWDC, the app was — for unknown reasons — suddenly given the green light. It’s unclear if the Instagram posts made a difference. Even the app reviewer couldn’t explain why the app was now approved, when asked.

The whole debacle has soured the founders on the way Apple today runs its App Store, and sees them supportive of the government’s antitrust investigations into Apple’s business, which could result in new regulations.

“We had no course of action. And it felt really, really wrong for this giant company to basically be squashing small developers, says Lo. “I don’t know what’s going to become of our app — we hope it’s successful and we hope we can build a good, diverse business from it,” she continues. “But the point was that we weren’t even being given the opportunity to distribute our app that we had spent nine months building.”

Image Credits: Struck

Though Apple is turning its nose up at astrology apps, apparently, you don’t have to take astrology to heart to have fun with apps like Struck or those that inspired it, such as Co-Star. These newer Zodiac apps aren’t as obsessed with predicting your future as they are with offering a framework to examine your emotions, your place in the world and your interpersonal relationships. That led Co-Star to snag a $5 million seed round in 2019, one of many astrology apps investors were chasing last year as consumer spend among the top 10 in this space jumped 65% over 2018.

Struck, ultimately, wants to give the market something different from Tinder, and that has value.

“We want to challenge straight men since it is — quote unquote — a traditionally feminine-looking app,” says Lo. “For us, it’s 2020. It’s shocking to us that every dating app looks like a slot machine. We want to make something that has a voice and makes women feel comfortable. And I think our usership split between the genders kind of proved that.”

Struck is live today on the App Store — well, for who knows how long.

It initially caters to users in the Bay Area and LA and will arrive in New York on Friday. Based on user feedback, it will slowly roll out to more markets where it sees demand.

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US beat China on App Store downloads for first time since 2014, due to coronavirus impact

The U.S. App Store’s downloads have surpassed China’s downloads for the first time since 2014. According to data from Sensor Tower’s Q2 2020 report, out today, the U.S. App Store saw 27.4% year-over-year growth in the quarter, compared to the 2.1% growth for the China App Store. During the quarter, the U.S. App Store generated 2.22 billion new installs compared with China’s 2.06 billion downloads, to regain the top position. This then translated to the U.S. beating China on App Store consumer spend, as well.

Contributing to the shift was the impact of the coronavirus pandemic on both China and the U.S.

The U.S. surpassed China on installs beginning in April and lasting all the way through June, the firm found.

China in Q2, meanwhile, was coming down from its own abnormally high number of downloads in March and April, due to COVID-19. But as its download figures began to normalize, the pandemic was wreaking havoc in the U.S., where it hit slightly later.

This led to the U.S. to see a surge in downloads, as suddenly the population was forced to work from home, attend school from home and entertain themselves at home with apps, games and streaming services.

Image Credits: Sensor Tower

Sensor Tower tells TechCrunch there was particularly significant growth in U.S. business and education apps in Q2, as a result. These categories were the largest contributors to the U.S. surpassing China’s installs.

Business app downloads grew 133.3% in Q2, followed by education (84.4%), health & fitness (57.7%), news 44.9%) and social networking (42.4%).

Image Credits: Sensor Tower

Video conferencing app Zoom, in particular, had a breakout quarter and even shattered the record for App Store installs, with nearly 94 million total downloads in a single quarter. The prior record had been set by TikTok, which had in Q1 2020 seen 67 million downloads in a single quarter. No other non-game app has ever surpassed 50 million installs in a quarter, Sensor Tower noted.

TikTok still had a strong Q2, with nearly 71 million App Store downloads in the quarter, representing 154% year-over-year growth. Its top two download markets were both the U.S. and China — the latter where it’s known as Douyin.

Image Credits: Sensor Tower

Mobile gaming was also a big hit in the U.S., as people stayed home under government lockdowns. Top mobile games by App Store downloads included titles like Save The Girl, Roblox, Go Knots 3D, Coin Master, Tangle Master 3D, Fishdom, ASMR Slicing, Call of Duty: Mobile and others.

On this front, Roblox had a stellar quarter as kids stayed at home and went online gaming, due to being disconnected from school and their playmates in real life. Roblox’s gaming app shot up the U.S. rankings from No. 11 in Q1 2020 to No. 2 in Q2, and achieved a new high of 8.6 million downloads in the quarter.

Rollic Games had two hits in the quarter, Go Knots 3D and Tangle Master 3D, each with over 5 million App Store downloads. Its Repair Master 3D title also came in at No. 20.

Both Zoom and Rollic Games were the only new top publishers to find themselves in the top 10 on the App Store in Q2, the report found.

Image Credits: Sensor Tower

Though the U.S. surpassed China in the quarter for the first time in years, the rest of the top five — Japan, Great Britain and Russia — remained the same as last quarter, though growing on a year-over-year basis.

Related to the surge of new downloads, the U.S. also surpassed China on consumer spending on the App Store for the first time since Q4 2018 — but that was only by 1.6% (around $53 million). In Q2 2020, the U.S. surpassed China by 14%, or about $717 million.

The U.S. also saw more significant quarter-over-quarter growth in spending during the COVID-19 outbreak, growing 20% between Q1 and Q2. In China, the consumer spending growth on the App Store was just 5% between Q4 2019 and Q1 2020, when it felt the full impact of the virus.

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AR 1.0 is dead: Here’s what it got wrong

The first wave of AR startups offering smart glasses is now over, with a few exceptions.

Google acquired North this week for an undisclosed sum. The Canadian company had raised nearly $200 million, but the release of its Focals 2.0 smart glasses has been cancelled, a bittersweet end for its soft landing.

Many AR startups before North made huge promises and raised huge amounts of capital before flaring out in a similarly dramatic fashion.

The technology was almost there in a lot of cases, but the real issue was that the stakes to beat the major players to market were so high that many entrants pushed out boring, general consumer products. In a race to be everything for everybody, the industry relied on nascent developer platforms to do the dirty work of building their early use cases, which contributed heavily to nonexistent user adoption.

A key error of this batch was thinking that an AR glasses company was hardware-first, when the reality is that the missing value is almost entirely centered on missing first-party software experiences. To succeed, the next generation of consumer AR glasses will have to nail this.

Image Credits: ODG

App ecosystems alone don’t create product-market fit

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