Everything I learned so you don't have to make these mistakes.
anjo.codesThe story behind this guide
Imagine opening the App Store and seeing your own app. With your name, your design, your code. That was my dream. And then my first app got rejected.
But that rejection taught me everything I know today. I'm not a big studio. No team. I built my apps alone, alongside my full-time job. If I can do it, so can you. In this guide, I share everything I learned so you don't have to make these mistakes.



PageGoal: My app that made it into the App Store
You already know how to code — whether React, Swift, Flutter or something else. You may have built small projects before, but never published an app. This guide shows you the way from "finished app on my machine" zu "live in the App Store".
What I don't cover: learning to code, UI design from scratch, or how to find your app idea. I assume you can develop and are comfortable with a terminal.
And what it costs
Before you start, the hard facts:
That's all the mandatory costs. You don't need a designer or a backend. I built my apps completely without a server — everything runs locally on the device.
Hardware
Let's talk about the elephant in the room: You probably need a Mac.
For iOS development, macOS is basically mandatory. Xcode only runs on Mac, and you need it to build and submit your app.
Tools like Expo let you test directly on your own iPhone without a Mac. The Expo server compiles the app for you in the cloud. It works, but you're limited:
If you're serious about iOS development, invest in a macOS device. Emulators and Xcode are resource-hungry, so aim for at least 16GB RAM. A used MacBook Pro is often a good compromise between price and performance.
No Mac and no Expo? Then start with Android. Also a great start! The Google Play Store is easier in the review process and you'll still learn everything important.
And why it doesn't have to be perfect
My first thought was Lovsy, a love statistics app. The idea was good. But I made a mistake that cost me the first submission (more on that later).
My recommendation: Build something you would use yourself. Not the next social media platform. Something small, useful, concrete.
Keep it simple
There are countless ways to build an app. Seriously, you can even write an app with Python (whether I'd recommend it is another question). Just look at what's out there and where you already have skills.
I used React with Capacitor. My app was initially just a website. But many users didn't know how to install and use a PWA. So I simply added Capacitor as a package and turned it into a real app.
I already knew React Native and Expo, but wanted to try something different with this project. That's okay too — you learn with every project.
My tip: Use what you already know. The best technology is the one you actually finish with.
Less is more
MVP = Minimum Viable Product. The smallest possible version of your app that still works.
I know, you want everything to be perfect. Every animation needs to be right, every feature needs to be in. I get it. But trust me: just ship it. Your first version will never be perfect, and it doesn't have to be.
With my app PageGoal, I focused on the core function. No fancy animations, no 20 features. Just solve the core problem.
Take them seriously
This was one of the most important lessons. Apple has its own Human Interface Guidelines, a huge document that describes what a good iOS app should look like.
You don't have to memorize it, but you should understand the basics:
Apple reviews every app manually. If your app looks like a bad website in an app frame, it will be rejected. They want quality in the Store — and that's actually good for you, because it keeps the junk apps out.
And what I learned from it
Lovsy: My first app that got rejected
This is where it gets personal. I submitted Lovsy and was super excited. A few days later: Rejected.
The reason: My promotional text in the App Store didn't explain what makes my app different from other love statistics apps. Apple wanted to know: Why does the world need this app?
That sounds harsh, but it's a fair question. And it taught me:
I put Lovsy aside and finished PageGoal instead. With everything I learned from the rejection. PageGoal was accepted on the first try.
This is where it all counts
Your listing is your storefront. Most people decide in 3 seconds whether to download your app or keep scrolling.
Screenshots are probably the most important thing in your listing. Most people don't even read the description — they look at the screenshots.




This is what my App Store screenshots look like — designed with Canva
I designed my screenshots with Canva.
Good keywords are crucial for your ranking in the App Store. Research:
The boring (but important) stuff
Everyone likes to skip this. Don't — it can cost you the submission.
What happens now?
You have everything ready. App built, screenshots designed, texts written, website online. Now it's time to submit.
If you update your app regularly, it's worth setting up a CI/CD pipeline early. I use Fastlane with Match.
What this means: After every push to my branch, a new TestFlight version is automatically created. I don't have to manually archive and upload in Xcode every time.
This sounds like overkill at first, but trust me: by the tenth time you manually archive, you'll be glad you automated it.
Now it really begins
Your app is live. But downloads don't come by themselves.
This worked best for me: TikTok and Reels as a devlog.
I simply posted videos about my development process. No fancy productions, just honestly showing what I'm working on. And these videos performed really well. Why? Because people want to see how real products are made that they can use.
People were immediately interested and eagerly awaited the app. The beauty of it: You build a community before the app is even finished. When you launch, you already have people who want to download it.
Everything at a glance
I want to be honest with you: Your first app won't be perfect. It won't win any design awards. Maybe in the end only one person uses the app. You.
And that's perfectly okay.
The fact that you built an app and submitted it to the App Store is already an achievement to be proud of. Most people only talk about building apps. You did it. That sets you apart.
No fear of the "Submit" button. No fear of rejection. I was rejected too, and it was the best thing that could have happened to me. No fear of low download numbers.
Every great app once started with zero downloads.
I look forward to seeing your app in the Store. Let me know when you've made it!
Happy coding.