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The explosion in productivity software amid a broader remote work boom has been one of the pandemic’s clearest tech impacts. But learning to use a dozen new programs while having to decipher which data is hosted where can sometimes seem to have an adverse effect on worker productivity. It’s all time that users can take for granted, even when carrying out common tasks like navigating to the calendar to view more info to click a link to open the browser to redirect to the native app to open a Zoom call.
Slapdash is aiming to carve a new niche out for itself among workplace software tools, pushing a desire for peak performance to the forefront with a product that shaves seconds off each instance where a user needs to find data hosted in a cloud app or carry out an action. While most of the integration-heavy software suites to emerge during the remote work boom have focused on promoting visibility or re-skinning workflows across the tangled weave of SaaS apps, Slapdash founder Ivan Kanevski hopes that the company’s efforts to engineer a quicker path to information will push tech workers to integrate another tool into their workflow.
The team tells TechCrunch that they’ve raised $3.7 million in seed funding from investors that include S28 Capital, Quiet Capital, Quarry Ventures, UP2398 and Twenty Two Ventures. Angels participating in the round include co-founders at companies like Patreon, Docker and Zynga.
Image Credits: Slapdash
Kanevski says the team sought to emulate the success of popular apps like Superhuman, which have pushed low-latency command line interface navigation while emulating some of the sleek internal tools used at companies like Facebook, where he spent nearly six years as a software engineer.
Slapdash’s command line widget can be pulled up anywhere, once installed, with a quick keyboard shortcut. From there, users can search through a laundry list of indexable apps including Slack, Zoom, Jira and about 20 others. Beyond command line access, users can create folders of files and actions inside the full desktop app or create their own keyboard shortcuts to quickly hammer out a task. The app is available on Mac, Windows, Linux and the web.
“We’re not trying to displace the applications that you connect to Slapdash,” he says. “You won’t see us, for example, building document editing, you won’t see us building project management, just because our sort of philosophy is that we’re a neutral platform.”
The company offers a free tier for users indexing up to five apps and creating 10 commands and spaces; any more than that and you level up into a $12 per month paid plan. Things look more customized for enterprise-wide pricing. As the team hopes to make the tool essential to startups, Kanevski sees the app’s hefty utility for individual users as a clear asset in scaling up.
“If you anticipate rolling this out to larger organizations, you would want the people that are using the software to have a blast with it,” he says. “We have quite a lot of confidence that even at this sort of individual atomic level, we built something pretty joyful and helpful.”
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Building a front-end for business applications is often a matter of reinventing the wheel, but because every business’ needs are slightly different, it’s also hard to automate. Kleeen is the latest startup to attempt this, with a focus on building the user interface and experience for today’s data-centric applications. The service, which was founded by a team that previously ran a UI/UX studio in the Bay Area, uses a wizard-like interface to build the routine elements of the app and frees a company’s designers and developers to focus on the more custom elements of an application.
The company today announced that it has raised a $3.8 million seed round led by First Ray Venture Partners. Leslie Ventures, Silicon Valley Data Capital, WestWave Capital, Neotribe Ventures, AI Fund and a group of angel investors also participated in the round. Neotribe also led Kleeen’s $1.6 million pre-seed round, bringing the company’s total funding to $5.3 million.
After the startup he worked at sold, Kleeen co-founder, CPO and President Joshua Hailpern told me, he started his own B2B design studio, which focused on front-end design and engineering.
“What we ended up seeing was the same pattern that would happen over and over again,” he said. “We would go into a client, and they would be like: ‘we have the greatest idea ever. We want to do this, this, this and this.’ And they would tell us all these really cool things and we were: ‘hey, we want to be part of that.’ But then what we would end up doing was not that. Because when building products — there’s the showcase of the product and there’s all these parts that support that product that are necessary but you’re not going to win a deal because someone loved that config screen.”
The idea behind Kleeen is that you can essentially tell the system what you are trying to do and what the users need to be able to accomplish — because at the end of the day, there are some variations in what companies need from these basic building blocks, but not a ton. Kleeen can then generate this user interface and workflow for you — and generate the sample data to make this mock-up come to life.
Once that work is done, likely after a few iterations, Kleeen can generate React code, which development teams can then take and work with directly.
As Kleeen co-founder and CEO Matt Fox noted, the platform explicitly doesn’t want to be everything to everybody.
“In the no-code space, to say that you can build any app probably means that you’re not building any app very well if you’re just going to cover every use case. If someone wants to build a Bumble-style phone app where they swipe right and swipe left and find their next mate, we’re not the application platform for you. We’re focused on really data-intensive workflows.” He noted that Kleeen is at its best when developers use it to build applications that help a company analyze and monitor information and, crucially, take action on that information within the app. It’s this last part that also clearly sets it apart from a standard business intelligence platform.
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Many people want to develop better screen-time habits, but don’t have a good set of tools to do so. A new startup, Opal, aims to help. The company, now backed by $4.3 million in seed funding, has developed a digital well-being assistant for iOS that allows you to block distracting websites and apps, set schedules around app usage, lock down apps for stricter and more focused quiet periods, and more.
The service works by way of a VPN system that limits your access to apps and sites. But unlike some VPNs on the market, Opal is committed to not collecting any personal data on its users or their private browsing data. Instead, its business model is based on paid subscriptions, not selling user data, it says.
Timed with its public debut, Opal also today announced its initial financing in a round led by Nicolas Wittenborn at Adjacent, a mobile-focused VC fund. Other investors included Harry Stebbings, Steve Schlafman, Alex Zubillaga, Kevin Carter, Thibaud Elziere, Jean-Charles Samuelian-Werve, Alban Denoyel, Isai, Secocha Ventures, Speedinvest, and others.
Image Credits: Opal, founder Kenneth Schlenker
The idea for Opal comes from Paris-based Kenneth Schlenker, a longtime technologist who previously founded and sold an art marketplace startup ArtList and later led mobility company Bird’s expansion in France.
Schlenker, who grew up in a small, quiet village in the Alps, says he got into technology at a young age.
“I sort of got obsessed, like many of us, by the potential of technology and its amazing power of attraction — making connections, learning new things, all sorts of incredible opportunities,” he explains. “But I’ve then spent the last 10 years and more trying to seek a balance between this need for connection and this need for disconnection.”
In more recent years, Schlenker came to realize that others were having the same problem, including those outside the tech industry. That drove him to build Opal, with the goal of helping people better achieve balance in their lives so they could reconnect with loved ones, spend time in nature or just generally go offline to focus on other areas of their lives.
At a basic level, Opal’s VPN allows users to block themselves from using dozens of distracting apps and sites for certain periods of time, including social media, news, productivity apps and more.
Social media, in particular, has been a huge problem in recent years, Schlenker says.
“In particular, Instagram, Facebook and Twitter — social media is where you feel like you’re learning something, and you feel like you’re connecting with people. So it’s good. But on the other hand, it’s very hard to stay intentional,” he explains. “It’s okay to pick up your phone and go to Instagram, but when you ‘wake up’ 30 minutes later, you usually feel really bad. You feel like, ‘where’s the time gone?’, ‘what did I just do?,’ ” he says.
Opal addresses this problem through a handful of features.
Image Credits: Opal
The free service allows you to block distracting websites and apps and take breaks throughout the day. By upgrading to the paid membership, Opal users can schedule time off from apps to establish recurring downtimes — whether that’s for family dinners or working hours, or anything else. They also can use a more extreme version of this feature called Focus Mode, which locks you out of apps in a way that’s not cancelable.
While the company is using a VPN to make this system work, it’s being transparent and straightforward about its data collection practices.
“There is zero private browsing data that leaves your phone,” Schlenker insists. “Anything you do on your phone outside of Opal’s app stays local on your phone and is never stored on any of our servers or any other servers. That’s very important to us,” he says.
From inside Opal’s app, the company claims it only collects usability and crash information — not browsing data. And the usability data is completely anonymized for another layer of privacy. Opal also doesn’t require an email to begin using the app. It only asks for one if you choose to pay.
Image Credits: Opal
These core principles are also documented on Opal’s privacy page, and are why Schlenker believes his app won’t face the challenges that other screen-time apps on the App Store have experienced in the past.
As you may recall, Apple cracked down on the screen time app industry a couple of years ago — a move Apple said was focused on protecting user privacy, but has also been raised as a possible example of anticompetitive behavior. Many of the apps at the time had been using techniques Apple claimed put consumers’ privacy and security at risk, as they gave third-parties elevated access to users’ devices. This was particularly concerning because many of the impacted apps were marketed as parental control services — meaning the end users were often children.
Opal, meanwhile, is targeting adults, and perhaps teenagers, who want to develop better screen-time habits. It is not selling this as a parental control system, however.
Image Credits: Opal
At launch, Opal can block over 100 apps and sites across several categories, including Facebook, Instagram, Snapchat, TikTok, Reddit, Pinterest, YouTube, Netflix, Twitch, Gmail, Outlook, Slack, Robinhood, WhatsApp, WeChat and others, including those in the news, adult and gambling categories.
Users can choose to block the apps for short breaks — 5, 10 or 60 minutes — throughout the day. You can also set an intention and set a timer before using an app, to help you avoid the issue of losing track of time. And you can set focus timers or scheduled times to automatically shut off app usage.
You can track your progress by viewing the “time saved” and you can share your successes across social media. In time, Schlenker plans to add more of a scoring mechanism to Opal that will help you stay accountable to your original goals.
Image Credits: Opal
Though work on the app only began in 2020, Opal began attracting attention as it publicized its plans on Twitter and ran its private beta, which grew from hundreds to thousands of users this year, saving its users an average of two hours per day.
Though Schlenker had connections with many of the angel investors who have since backed Opal, he says the interest from institutional and larger investors was all inbound.
“It was not our intention to raise so much, so early,” Schlenker notes.
The funds will be used to help Opal grow its team, particularly engineering, design as well as product. The company will also soon launch a version of Opal for Chrome and later, Android, and will experiment with more social features around sharing and hosting group sessions.
The app is currently a free download on the App Store with an optional $59.99/year subscription plan.
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Welcome back to This Week in Apps, the weekly TechCrunch series that recaps the latest in mobile OS news, mobile applications and the overall app economy.
The app industry is as hot as ever, with a record 218 billion downloads and $143 billion in global consumer spend in 2020.
Consumers last year also spent 3.5 trillion minutes using apps on Android devices alone. And in the U.S., app usage surged ahead of the time spent watching live TV. Currently, the average American watches 3.7 hours of live TV per day, but now spends four hours per day on their mobile devices.
Apps aren’t just a way to pass idle hours — they’re also a big business. In 2019, mobile-first companies had a combined $544 billion valuation, 6.5x higher than those without a mobile focus. In 2020, investors poured $73 billion in capital into mobile companies — a figure that’s up 27% year-over-year.
This week, we’re looking into how President Biden’s inauguration impacted news apps, the latest in the Parler lawsuit, and how TikTok’s app continues to shape culture, among other things.
Logos for AWS (Amazon Web Services) and Parler. Image Credits: TechCrunch
U.S. District Judge Barbara Rothstein in Seattle this week ruled that Amazon won’t be required to restore access to web services to Parler. As you may recall, Parler sued Amazon for booting it from AWS’ infrastructure, effectively forcing it offline. Like Apple and Google before it, Amazon had decided that the calls for violence that were being spread on Parler violated its terms of service. It also said that Parler showed an “unwillingness and inability” to remove dangerous posts that called for the rape, torture and assassination of politicians, tech executives and many others, the AP reported.
Amazon’s decision shouldn’t have been a surprise for Parler. Amazon had reported 98 examples of Parler posts that incited violence over the past several weeks before its decision. It told Parler these were clear violations of the terms of service.
Parler’s lawsuit against Amazon, however, went on to claim breach of contract and even made antitrust allegations.
The judge shot down Parler’s claims that Amazon and Twitter were colluding over the decision to kick the app off AWS. Parler’s claims over breach of contract were denied, too, as the contract had never said Amazon had to give Parler 30 days to fix things. (Not to mention the fact that Parler breached the contract on its side, too.) It also said Parler had fallen short in demonstrating the need for an injunction to restore access to Amazon’s web services.
The ruling only blocks Parler from forcing Amazon to again host it as the lawsuit proceeds, but is not the final ruling in the overall case, which is continuing.
@livbedumb♬ drivers license – Olivia Rodrigo
We already knew TikTok was playing a large role in influencing music charts and listening behavior. For example, Billboard last year noted how TikTok drove hits from Sony artists like Doja Cat (“Say So”) and 24kGoldn (“Mood”), and helped Sony discover new talent. Columbia also signed viral TikTok artists like Lil Nas X, Powfu, StaySolidRocky, Jawsh 685, Arizona Zervas and 24kGoldn. Meanwhile, Nielsen has said that no other app had helped break more songs in 2020 than TikTok.
This month, we’ve witnessed yet another example of this phenomenon. Olivia Rodrigo, the 17-year-old star of Disney+’s “High School Musical: The Musical: the Series” released her latest song, “Drivers License” on January 8. The pop ballad and breakup anthem is believed to be referencing the actress’ relationship with co-star Joshua Bassett, which gave the song even more appeal to fans.
Upon its release the song was heavily streamed by TikTok users, which helped make it an overnight sensation of sorts. According to a report by The WSJ, Billboard counted 76.1 million streams and 38,000 downloads in the U.S. during the week of its release. It also made a historic debut at No. 1 on the Hot 100, becoming the first smash hit of 2021.
On January 11, “Drivers License” broke Spotify’s record for most streams per day (for a non-holiday song) with 15.17 million global streams. On TikTok, meanwhile, the number of videos featuring the song and the views they received doubled every day, The WSJ said.
Charli D’Amelio’s dance to it on the app has now generated 5 million “Likes” across nearly 33 million views, as of the time of writing.
@charlidamelio♬ drivers license – Olivia Rodrigo
Of course, other TikTok hits have broken out in the past, too — even reaching No. 1 like “Blinding Lights” (The Weeknd) and “Mood” (24kGoldn). But the success of “Drivers License” may be in part due to the way it focuses on a subject that’s more relevant to TikTok’s young, teenage user base. It talks about first loves and being dumped for the other girl. And its title and opening refer to a time many adults have forgotten: the momentous day when you get your driver’s license. It’s highly relatable to the TikTok crowd who fully embraced it and made it a hit.

Image Credits: Bodyguard
A French content moderation app called Bodyguard, detailed here by TechCrunch, has brought its service to the English-speaking market. The app allows you to choose the level of content moderation you want to see on top social networks, like Twitter, YouTube, Instagram and Twitch. You can choose to hide toxic content across a range of categories, like insults, body shaming, moral harassment, sexual harassment, racism and homophobia and indicate whether the content is a low or high priority to block.
Image Credits: Beeper
Pebble’s founder and current YC Partner Eric Migicovsky has launched a new app, Beeper, that aims to centralize in one interface 15 different chat apps, including iMessage. The app relies on an open-source federated, encrypted messaging protocol called Matrix that uses “bridges” to connect to the various networks to move the messages. However, iMessage support is more wonky, as the company actually ships you an old iPhone to make the connection to the network. But this system allows you to access Beeper on non-Apple devices, the company says. The app is slowly onboarding new users due to initial demand. The app works across MacOS, Windows, Linux, iOS and Android and charges $10/mo for the service.
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Google today introduced a new mobile management and security solution, Android Enterprise Essentials, which, despite its name, is actually aimed at small to medium-sized businesses. The company explains this solution leverages Google’s experience in building Android Enterprise device management and security tools for larger organizations in order to come up with a simpler solution for those businesses with smaller budgets.
The new service includes the basics in mobile device management, with features that allow smaller businesses to require their employees to use a lock screen and encryption to protect company data. It also prevents users from installing apps outside the Google Play Store via the Google Play Protect service, and allows businesses to remotely wipe all the company data from phones that are lost or stolen.
As Google explains, smaller companies often handle customer data on mobile devices, but many of today’s remote device management solutions are too complex for small business owners, and are often complicated to get up-and-running.
Android Enterprise Essentials attempts to make the overall setup process easier by eliminating the need to manually activate each device. And because the security policies are applied remotely, there’s nothing the employees themselves have to configure on their own phones. Instead, businesses that want to use the new solution will just buy Android devices from a reseller to hand out or ship to employees with policies already in place.
Though primarily aimed at smaller companies, Google notes the solution may work for select larger organizations that want to extend some basic protections to devices that don’t require more advanced management solutions. The new service can also help companies get started with securing their mobile device inventory, before they move up to more sophisticated solutions over time, including those from third-party vendors.
The company has been working to better position Android devices for use in workplace over the past several years, with programs like Android for Work, Android Enterprise Recommended, partnerships focused on ridding the Play Store of malware, advanced device protections for high-risk users, endpoint management solutions, and more.
Google says it will roll out Android Enterprise Essentials initially with distributors Synnex in the U.S. and Tech Data in the U.K. In the future, it will make the service available through additional resellers as it takes the solution global in early 2021. Google will also host an online launch event and demo in January for interested customers.
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Facebook will soon be the latest tech giant to enter the world of cloud gaming. Their approach is different than what Microsoft or Google has built, but Facebook highlights a shared central challenge: dealing with Apple.
Facebook is not building a console gaming competitor to compete with Stadia or xCloud; instead, the focus is wholly on mobile games. Why cloud stream mobile games that your device is already capable of running locally? Facebook is aiming to get users into games more quickly and put less friction between a user seeing an advertisement for a game and actually playing it themselves. Users can quickly tap into the title without downloading anything, and if they eventually opt to download the title from a mobile app store, they’ll be able to pick up where they left off.
Facebook’s service will launch on the desktop web and Android, but not iOS due to what Facebook frames as usability restrictions outlined in Apple’s App Store terms and conditions.
With the new platform, users will be able to start playing mobile games directly from Facebook ads. Image via Facebook.
While Apple has suffered an onslaught of criticism in 2020 from developers of major apps like Spotify, Tinder and Fortnite for how much money they take as a cut from revenues of apps downloaded from the App Store, the plights of companies aiming to build cloud gaming platforms have been more nuanced and are tied to how those platforms are fundamentally allowed to operate on Apple devices.
Apple was initially slow to provide a path forward for cloud gaming apps from Google and Microsoft, which had previously been outlawed on the App Store. The iPhone maker recently updated its policies to allow these apps to exist, but in a more convoluted capacity than the platform makers had hoped, forcing them to first send users to the App Store before being able to cloud stream a gaming title on their platform.
For a user downloading a lengthy single-player console epic, the short pitstop is an inconvenience, but long-time Facebook gaming exec Jason Rubin says that the stipulations are a non-starter for what Facebook’s platform envisions, a way to start playing mobile games immediately without downloading anything.
“It’s a sequence of hurdles that altogether make a bad consumer experience,” Rubin tells TechCrunch.
Apple tells TechCrunch that they have continued to engage with Facebook on bringing its gaming efforts under its guidelines and that platforms can reach iOS by either submitting each individual game to the App Store for review or operating their service on Safari.
In terms of building the new platform onto the mobile web, Rubin says that without being able to point users of their iOS app to browser-based experiences, as current rules forbid, Facebook doesn’t see pushing its billions of users to accessing the service primarily from a browser as a reasonable alternative. In a Zoom call, Rubin demonstrates how this could operate on iOS, with users tapping an advertisement inside the app and being redirected to a game experience in mobile Safari.
“But if I click on that, I can’t go to the web. Apple says, ‘No, no, no, no, no, you can’t do that,’ ” Rubin tells us. “Apple may say that it’s a free and open web, but what you can actually build on that web is dictated by what they decide to put in their core functionality.”
Facebook VP of Play Jason Rubin. Image via Facebook.
Rubin, who co-founded the game development studio Naughty Dog in 1994 before it was acquired by Sony in 2001, has been at Facebook since he joined Oculus months after its 2014 acquisition was announced. Rubin had previously been tasked with managing the games ecosystem for its virtual reality headsets; this year he was put in charge of the company’s gaming initiatives across their core family of apps as the company’s VP of Play.
Rubin, well familiar with game developer/platform skirmishes, was quick to distinguish the bone Facebook had to pick with Apple and complaints from those like Epic Games, which sued Apple this summer.
“I do want to put a pin in the fact that we’re giving Google 30% [on Android]. The Apple issue is not about money,” Rubin tells TechCrunch. “We can talk about whether or not it’s fair that Google takes that 30%. But we would be willing to give Apple the 30% right now, if they would just let consumers have the opportunity to do what we’re offering here.”
Facebook is notably also taking a 30% cut of transaction within these games, even as Facebook’s executive team has taken its own shots at Apple’s steep revenue fee in the past, most recently criticizing how Apple’s App Store model was hurting small businesses during the pandemic. This saga eventually led to Apple announcing that it would withhold its cut through the end of the year for ticket sales of small businesses hosting online events.
Apple’s reticence to allow major gaming platforms a path toward independently serving up games to consumers underscores the significant portion of App Store revenues that could be eliminated by a consumer shift toward these cloud platforms. Apple earned around $50 billion from the App Store last year, CNBC estimates, and gaming has long been their most profitable vertical.
Though Facebook is framing this as an uphill battle against a major platform for the good of the gamer, this is hardly a battle between two underdogs. Facebook pulled in nearly $70 billion in ad revenues last year, and improving their offerings for mobile game studios could be a meaningful step toward increasing that number, something Apple’s App Store rules threaten.
For the time being, Facebook is keeping this launch pretty conservative. There are just 5-10 titles that are going to be available at launch, Rubin says. Facebook is rolling out access to the new service, which is free, this week across a handful of states in America, including California, Texas, Massachusetts, New York, New Jersey, Connecticut, Rhode Island, Delaware, Pennsylvania, Maryland, Washington, D.C., Virginia and West Virginia. The hodge-podge nature of the geographic rollout is owed to the technical limitations of cloud-gaming — people have to be close to data centers where the service has rolled out in order to have a usable experience. Facebook is aiming to scale to the rest of the U.S. in the coming months, they say.
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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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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:
Image Credits: RevenueCat (opens in a new window)
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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.
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“The app that you use the most on your phone and you don’t realize it is your keyboard,” says Christophe Barre, the co-founder and chief executive of OneKey.
A member of Y Combinator’s most recent cohort, OneKey has a plan to make work easier on mobile devices by turning the keyboard into a new way to serve up applications like calendars, to-do lists and, eventually, even Salesforce functionality.
People have keyboards for emojis, other languages and gifs, but there have been few ways to integrate business apps into the keyboard functionality, says Barre. And he’s out to change that.
Right now, the company’s first trick will be getting a Calendly-like scheduling app onto the keyboard interface. Over time, the company will look to create modules they can sell in an app store-style marketplace for the keyboard space on smartphones.

For Barre, the inspiration behind OneKey was the time spent working in Latin America and primarily conducting business through WhatsApp. The tool was great for messaging, but enterprise functionality broke down across scheduling or other enterprise app integrations.
“People are doing more and more stuff on mobile and it’s happening right now in business,” said Barre. “When you switch from a computer-based world to a mobile phone, a lot of the productivity features disappear.”
Barre, originally from the outskirts of Paris, traveled to Bogota with his partner. She was living there and he was working on a sales automation startup called DeepLook. Together with his DeepLook co-founder (and high school friend), Ulysses Pryjiel, Barre set out to see if he could bring over to the mobile environment some of the business tools he needed.
The big realization for Barre was the under-utilized space on the phone where the keyboard inputs reside. He thinks of OneKey as a sort of browser extension for mobile phones, centered in the keyboard real estate.
“The marketplace for apps is the long-term vision,” said Barre. “That’s how you bring more and more value to people. We started with those features like calendars and lists that brought more value quickly without being too specialized.”
The idea isn’t entirely novel. SwiftKey had a marketplace for wallpapers, Barre said, but nothing as robust as the kinds of apps and services that he envisions.
“If you can do it in a regular app, it’s very likely that you can do it through a keyboard,” Barre said.
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