
Why building an app with AI is now the easy part, and why getting through review, getting paid and getting found is where most apps stall. What this course covers, and what it doesn't.
The four parts of the course (Build, Prepare, Distribute, Measure) and the one equation behind all of them. Plus the TRAP and LEVER labels, and the one thing to do today.
What you need before you start: a Mac, an Apple Developer account and ideally an iPhone. Individual or organization account, and the setting that can put your home address on the App Store.
Claude Code and Codex compared for building an iPhone app, which plan to start on, and when to move up or down. Two traps: shared usage limits and surprise API bills.
Create your Xcode project, set up signing and the minimum iOS version, and run your app in the simulator. Why your bundle ID is permanent, so you pick it carefully.
How to get the app you actually want from Claude Code: check that people already pay to solve the problem, write a one-page spec, give the project a memory, plan first and build one screen at a time.
The four mistakes AI coding agents make most often in iOS apps (old code, overbuilding, saying "fixed" without building, and going in circles) and how to catch each one. Plus why an API key must never ship inside your app.
Add analytics events before launch, so you know where people drop off between onboarding, the paywall and first use. Which tool to pick, and the extra rules for kids apps.
How your app should make money: subscription, one-time purchase or ads, weekly or yearly plans, and how to price. Plus the Small Business Program that cuts Apple's commission to 15%, but only if you apply.
Create your app record in App Store Connect and set up the Paid Applications Agreement, tax forms and bank account. Skip one, and your products come back empty.
Create a subscription group with yearly and monthly plans in App Store Connect: prices, localization, review information and a free trial. Product IDs are forever, so get them right the first time.
StoreKit alone or RevenueCat: what each costs you and when each makes sense. Then connect products, entitlements and offerings, and have Claude Code wire it into your app.
Most trials start on install day, so your onboarding and paywall decide your revenue. How to build a short onboarding, choose a hard or soft paywall, and design a paywall Apple will accept.
Test your purchase flow three ways (StoreKit file, sandbox and TestFlight) without spending real money, with a checklist of what to test before you submit.
How App Store search reads your name, subtitle and keyword field, and how to fill those 160 characters so you get found. Plus the extra keywords that come with every language you add.
Your icon, name and first three screenshots decide most installs. How to make screenshots that work like an ad, generate them with Claude Code, and when an app preview video helps.
The newer parts of the product page most apps haven't set up yet: the header, the search results asset, iPhone Duo screenshots, custom product pages and product page tests.
Fill in App Privacy, the privacy manifest, the age rating and the other required forms correctly, because a wrong answer here can get you rejected or pulled later.
Archive and upload your build, test it with TestFlight, and submit your first version together with your subscriptions. What to tell the reviewer, and how to release.
What happens after you submit: the review queue, what the reviewer actually tests, how long it takes, and when to ask for an expedited review.
The rejections that hit first-time developers most often, from app completeness and spam to subscriptions, data collection and metadata, and how to avoid each one.
Why Apple terminates developer accounts, how honest developers get caught, and what to do if you receive a pending termination notice.
A calm process for a rejection: read it, fix or explain, resubmit, and appeal only when you have to. Reply templates are in the resources.
What free marketing really costs (your time), how to pick one or two channels where your users already are, and how to tag every link so you know what works.
How to make short videos that stop the scroll in the first two seconds, a 30-day posting plan, and why you judge results by downloads, not views.
How to post on Reddit without getting banned: read the rules, build an account history, and write a post people want to read. And why you never pretend to be a user.
Turn the people who already have your app into a channel: ratings at the right moment, shareable results, offer codes, win-back offers, review replies and asking Apple to feature you.
How to find small creators in your niche, give each one their own code and link, and pay them in a way that doesn't backfire.
Set up tracking before you spend anything on ads, and tell each platform to optimize for trials or purchases, not installs. Plus two money traps: revenue before Apple's cut, and the cash-flow gap.
Apple Ads as your first paid channel: the four-campaign structure, a custom product page for each ad group, the numbers to watch, and judging keywords by revenue, not taps.
Set up an app campaign on Facebook and Instagram: broad targeting, optimizing for trials, avoiding wasted placements, and letting the learning phase run.
When to try TikTok and Reddit ads, how Spark Ads put money behind posts that already work, and why you add one channel at a time.
Make ad variations without a designer: test hooks, judge them by 3-second views, and turn off losers fast. A weekly creative brief is in the resources.
The six steps every paying customer goes through, where to find each number, how to compare yourself to similar apps, and why you fix the step where you lose the most people.
The four numbers that decide whether ads can grow your app: cost per paying customer, lifetime value, ROAS and payback period. The spreadsheet is in the resources.
How to turn your numbers into decisions: when to wait, when to change creatives or fix the product, and when to raise your budget. Plus a 30-minute weekly routine.
The whole course as a four-week plan for your own app: build, prepare, go organic, then run your first paid test.
Building an app got easy. Shipping it didn't.
With Claude Code or Codex, you can have a working iPhone app in a few evenings. That's real, and it's great. But it also means everyone else can do it too. Apple says App Review rejected more than two million app submissions in 2025. The hard part has moved. It isn't the code anymore. It's getting through review, getting paid and getting found.
I built one of my apps in a week. Getting it ready for release and through App Review took two more weeks. This course is about those two weeks, and about everything that comes after launch day.
This is not a Swift course, and I won't teach you to write code by hand. This one starts where the code ends. By the end, you'll know every step between a working app on your Mac and an app that's live on the App Store, takes payments, and has real people finding it.
One idea runs through the whole course
Once your app is live, your job changes. You're not building an app anymore. You're working on an optimization problem, and it fits on one line:
people who see your app × % who install × % who start a trial × % who pay × months they stay × price after Apple's cut − what it cost to get them = what you keep
The app decides two of those numbers. Most developers spend all their time there and never touch the rest. Most lectures in this course move one of these numbers. You'll also see two labels: a pink TRAP marks a mistake most people learn about only after it has cost them weeks or money, and a green LEVER marks a small change that moves one number.
What you'll do, section by section
Building the App. Set up your Mac and developer account, choose between Claude Code and Codex, and create an Xcode project without the settings you can't change later. Then learn what to tell the AI: a one-page spec, a project memory file, plan mode, one screen at a time. You'll also see the mistakes AI agents make most often in iOS code, and which few events to record before launch.
Getting Paid. Choose between a subscription, a one-time purchase and ads. Finish the App Store Connect groundwork that quietly breaks purchases when it's missing. Create subscriptions and a free trial, connect them through RevenueCat, build onboarding and a paywall that follow Apple's rules, and test every purchase before a reviewer does.
Product Page and Submission. Choose your name, subtitle and keywords so App Store search can find you, make screenshots that work in search results, use newer features like the search results asset and custom product pages, fill in the required forms, test with TestFlight, and submit with your subscriptions attached.
App Review. See how review works, go through the rejections that hit first-time developers most, learn what gets developer accounts terminated, and know what to do on the day you're rejected.
Organic Growth. Pick one or two free channels and work them properly: short video, Reddit without getting banned, ratings and offer codes, and small creators with their own codes and tagged links.
Paid Growth. Set up tracking so ad platforms optimize for trials and purchases, not installs. Then try Apple Ads, Meta, TikTok and Reddit, one channel at a time, with ad creatives you can test cheaply.
Metrics. Read your funnel from first impression to renewal, work out cost per paying customer, LTV, ROAS and payback with net revenue, and decide when to scale and when to stop.
Wrap-Up. Turn all of it into a plan for your first 30 days.
One demo app, a small food expiry tracker, runs through the course as the example, from the first prompt to the paywall and the product page. Each section also has a short checklist, and you'll get the prompts, templates and spreadsheet that go with the lectures.
How this course was made
I'll be direct about this, because it's part of the story. I recorded every lecture myself: my voice, my face, and what I've learned from shipping apps and charging for them. The production was done by Claude, Anthropic's AI, working through Claude Code. Claude edited my recordings (the cuts, the retakes, the audio cleanup) and designed every visual and animation you'll see: the diagrams, the motion graphics and the screen walkthroughs. We drafted the scripts together from my experience, and I reviewed every word before I recorded it. In the demos, Claude Code writes the demo app's code on screen, because that's how you'll build yours.
So the knowledge, the judgment and the teaching are mine. The way the course looks and moves is Claude's work. That makes the course a small demonstration of what it's about: with these tools, one person can now do work that used to need several people. What the tools can't do is decide what to build, what to charge or which mistakes to avoid. That part still comes from experience, and it's the part this course teaches.
Who this course is for
You built an iPhone app with Claude Code or Codex, or you're about to, and you don't know what comes after it runs on your Mac.
You can build apps, but you've never set up subscriptions, a paywall or an App Store submission.
Your app is already live, but few people find it or start a trial, and you want a clear way to find the weakest step.
You're a designer, product person or founder who wants to put an app idea in front of real users without hiring a team.
You're about to spend money on Apple Ads or Meta for the first time, and you want to measure it properly.
Who it's not for
You want to learn Swift and write code by hand. This course doesn't teach that.
You're building for Android only. Almost everything here is specific to the iPhone and the App Store.
You're looking for a shortcut. Most of this course is careful, step-by-step work and honest measurement.
Why learn this from me
I'm Barış, a builder. I've spent my career in engineering, building products and leading the teams that make them. I've also published several apps on the App Store, and two of them make money today: a game and an app for kids. Over my career, I've watched a lot of apps go from the first build to launch day. I don't have a studio or a marketing team behind me. I do this work myself, which is why the course sticks to what one person can actually do.
The course doesn't rest on my stories alone. Where it gives you a number, like how many trials turn into paying customers, it comes from current public sources, mainly Apple and RevenueCat's yearly report on subscription apps.
What you need
A Mac. Xcode only runs on macOS.
An Apple Developer Program membership (99 USD a year) to publish. Approval can take days, so you'll start it on day one.
An iPhone is recommended, to test purchases and notifications on a real device.
A paid Claude plan for Claude Code, or a ChatGPT plan for Codex. Claude Pro or ChatGPT Plus is enough to learn.
No coding experience. You'll learn to direct the AI and check its work.
Start with the free previews
Watch the free preview lectures first. The first two show you why the hard part has moved and the map of the course. The others are full lectures from the middle of the course, so you can see exactly how it teaches. If the way I explain things works for you, I'll see you inside. Take the course with your own app open next to it: watch a lecture, then do that step for your app before you move on.
Apple's rules change often. When something the course covers changes, I'll update the lecture, and you can always ask in the Q&A.
This course is an independent publication. It has not been authorized, sponsored or otherwise approved by Apple Inc., and it is not affiliated with, sponsored or endorsed by Anthropic, OpenAI or any other company named in it. App Store, iPhone, iOS, Xcode, Claude, Claude Code, ChatGPT and Codex are trademarks of their respective owners.