From December 28th, a large percentage of the gadgets bought inside the EU are required to charge via USB-C. The goal for Directive 2022/2380, known colloquially as the common charging solution, is to reduce e-waste and solve market fragmentation. You may recall Apple and the EU butting heads over this a few years ago.
The requirement for USB-C is just the surface of this directive though. It also includes regulations on fast charging, unbundling charging bricks from retail devices, and the introduction of improved labeling — and it has the potential to make life for gadget enthusiasts in the EU a whole lot simpler. If it works, of course.
To begin, some background. EU countries and parliament came to a provisional agreement on the common charging solution on June 7th, 2022. The legislation was formally approved in October of the same year. After it was given the green light by the council, countries had until December 28th, 2024 to merge these into their national laws, at which point companies operating inside the bloc must abide by them.
The sheer breadth of this directive means its impact will be felt by both consumers and businesses, as the common charging solution applies to anything the EU defines as radio equipment. This, it states, is an electrical or electronic product that intentionally emits or receives radio waves for the purpose of “communication and/or radiodetermination.”
The regulation explicitly covers handheld mobile phones, tablets, digital cameras, headphones, headsets, handheld videogame consoles, portable speakers, e-readers, keyboards, mice, portable navigation systems, and earbuds that are “rechargeable with a wired cable and can operate with a power delivery of up to 100 watts.”
A PlayStation 5, for example, has a 350W power rating, meaning it won’t fall under the directive. The Nintendo Switch draws up to 6W in TV mode, meaning it will. The only current exception to this definition are laptops, which have until April 28, 2026, to comply with the directive.
There are grey areas though. Drones, for example, aren’t on the list, and it’s unclear if they fit into other categories like digital cameras. In instances like this, the Commission says it will “continuously assess market developments, market fragmentation, and technological progress” with the aim of keeping this list of devices as relevant and up-to-date as possible.
Wireless charging also isn’t covered by the directive. For now, the Commission says it will “promote the harmonization” of the practice to “avoid future fragmentation of the internal market and any negative effects on consumers and the environment.” What shape this may take is anyone’s guess, but the EU has it on the radar.
Despite these pools of murkiness, the key point is the majority of consumer-facing tech in the EU must be equipped with a “USB-C receptacle.” Although, this only applies to the device side, as charging brick connections aren’t covered in this directive.
Still, for the average user, there won’t be a heap of change come December 28th around charging inputs. The majority of devices on the market that fall under this directive already use USB-C. Even Apple, the big holdout with its Lightning technology, shifted to the format on most of its devices — more on that in a second.
An interesting wrinkle in this regulation is the EU hasn’t actually banned proprietary charging ports. Instead, hardware just needs the ability to charge via USB-C. This means the current MacBook range with MagSafe is compliant, as you can charge them with both Apple’s magnetic connector and the EU’s chosen tech.
So what happens if a device that falls under the common charger directive is being sold in the bloc without a USB-C charging port? In most cases, even if it was released before the December 28th deadline, it can’t be sold. For example, Apple is reportedly gearing up to remove the iPhone 14, iPhone SE, and the Magic Keyboard without TouchID — the final devices it sells with a Lightning charging port — from its retail portfolio in the EU as it has already done in Switzerland.
There are exceptions to this though. When it comes to products that are already in circulation, devices without USB-C ports that are placed on the market for the first time before December 28th can still be sold within the EU.
The governing bloc, for the purposes of this legislation, defines being “placed on the market” as the moment when a manufacturer or importer supplies a product to a distributor or an end-user for the first time. “Manufacturers, importers and distributors need to be given time to exercise any rights they have acquired under any pre-existing, national or EU rules,” the European Commission states, “for example to sell their stocks of products manufactured in line with the pre-existing rules.”
In other words, much of the pre-existing stock can be sold if it is already owned by a retailer, although the store won’t be able to purchase any more units. We may find retailers being cautious though, and simply removing the hardware from sale, or shifting it to markets where the regulations aren’t in force.
Another important, but less well-known, aspect of the common charging directive is around the unification of fast charging. The EU’s goal being the simplification of this oft-confusing practice. The governing body defines fast charging as anything that can be recharged via a wire with “voltages higher than 5 volts, currents higher than 3 amperes, or powers higher than 15 watts.”
When devices hit this threshold, they must work with USB Power Delivery (USB PD), a charging protocol that enables devices to transfer power over USB in addition to data. While some devices, such as iPhones and the Google Pixel range have used this standard for some time, other handsets, such as OnePlus and OPPO, use the proprietary charging SUPERVOOC standard without also supporting USB PD.
This directive aims to ensure that devices that offer fast charging are compatible with any charger. Consumers, then, should be able to power up their hardware at the maximum speed the charging equipment supports. The key element here is that the full functionality of USB PD must be enabled and not hampered by any other charging protocol.
For consumers, the field of fast charging will probably remain confusing in the short term, but as the hardware people already own is slowly replaced, the directive should make this process simpler in the future.
The third part of the common charging solution is, as the European Commission puts it, giving consumers the chance to “purchase a new electronic device without a new charger.” Its aim is to stop excessive waste resulting from buyers owning too many duplicate chargers that go unused.
On the surface, this won’t be a hassle for many companies. Apple stopped selling its iPhones and other devices with charging bricks some time ago, a trend that’s been repeated across the industry. For consumers, this will be one of the bigger changes.
The days of receiving a charger with every purchase of an electronic device in the EU are over, and it’s bound to lead to some confusion, with people expecting a wall brick with their new device and not receiving one. Over time though, the public will adapt — especially with the help of the final part of the directive.
Specifically, this is the introduction of a new visual language for charging. The first example is self-explanatory, with a graphic showing whether or not there’s a charging brick in the box:
The second pictogram could actually help people get a grasp on what their devices are capable of in terms of receiving power. The outline looks like this, where “XX” is the minimum amount of power needed for the device to charge, while “YY” is the maximum, and “USB PD” will be displayed if the hardware can support that protocol:
While the introduction of this visual language is a simple idea, it will help educate users about powering, as well as helping to tie many of the above regulations together.
The elephant in the room is how the common charging solution is actually enforced. This will be down to the member states themselves, as they’re responsible for performing market surveillance.
Each nation will be able to use a variety of measures, including fines and the forced withdrawal of the non-compliant equipment. The issue is how these bodies will manage and verify the huge influx of cheap technology coming from outside the bloc. While big hitters like Samsung or Apple will comply, as they know they’ll have regulators’ eyes on them, it’s harder to ascertain whether smaller businesses will adapt as quickly or receive the same level of scrutiny.
Ultimately, it’s hard to view the common charging solution as anything other than a good thing for those inside the EU. Although the transition to USB-C already had a lot of momentum, one can argue that this shift was accelerated by the regulations, especially in Apple’s case.
The directive is untested, however, and it remains to be seen how nimble it can be adapted in the face of new device categories and the development of improved charging solutions and interfaces. This, in a way, is the microcosm of regulators’ continued battle with tech: how the slow-moving process of lawmaking handles an industry whose only constant is change.
]]>For the first time since August 2020, Fortnite is back on iOS, and it’s just as exciting and engaging as ever — although a lot has changed in that time.
Following years of legal battles, rumors, and the launch of the Digital Markets Act (DMA), Epic Games’ flagship title has reappeared on the newly launched Epic Games Store on iOS and Android, as well as the AltStore PAL third-party marketplace.
There are some caveats. While Android users across the globe can take the plunge, only EU-based iPhone owners can download the store as a result of the DMA prying open Apple’s grip. The launch of the Epic Games Store gives us a glimpse at what’s possible following these regulations and could be a seismic moment for third-party iOS marketplaces in general.
While four alternative app stores have been released since the EU’s March compliance date, none have particularly taken the sector by storm. Setapp Mobile is constantly adding more apps but remains in closed beta; Mobivention is B2B-focused; Aptoide hasn’t fully launched and only allows 500 additional users a day; and AltStore PAL has had minimal success getting apps notarized.
But today’s launch of the Epic Games Store may change all that. The company’s catalog of world-famous titles like Fortnite and Fall Guys may be the spark that ignites a public fervor for alternative app stores.
Before we discuss what that future could look like, we first need to take a step back and actually install the Epic Games Store.
Getting the marketplace onto an iPhone in Europe is similar to other alternative marketplaces, in that it requires roughly a dozen screen interactions. For new users, this can be daunting, but Epic’s helpful instructions are clear and easy to follow. There is one caveat where the FAQ claims the Epic Games Store can be installed on phones running “iOS 17.4 or later,” but we had to update to 17.6.
The Epic Games Store on both iOS and Android launches with Fortnite, Rocket League Sideswipe, and a mobile version of Fall Guys. After you have the marketplace set up, getting a game on your phone is as easy as clicking “install.”
The Fortnite gameplay experience on iOS is brilliant. The game runs perfectly, and I had no issues with the responsiveness of the screen controls, network connection, or graphics. The only element that felt strange was the fact we’ve been denied playing Fortnite in this way for so long.
Broadly, the process of getting the Epic Games Store on Android is similar to iOS. The installation requires fewer steps, but it still requires eight screen interactions. Following that, it was clear sailing. I installed Fortnite and went rampaging. The gameplay was similar to that of the iPhone: smooth and seamless, the only visible difference down to hardware since I tested with a rickety Google Pixel 5 on Android and a more capable iPhone Pro Max 13 running iOS.
The Epic Games Store isn’t the only way to access the company’s titles. Users of AltStore PAL can also download Fortnite, Rocket League Sideswipe, and Fall Guys Mobile, with support for Aptoide coming in the future.
Apple makes the installation of AltStore PAL on iOS just as onerous. The marketplace then requires users to add “sources,” which are URLs containing JSON files that hold app metadata. While that might sound complex, it’s simple in practice: you add a link and receive a list of apps from a developer. For Epic Games’ titles, it’s even easier, as the store is included in AltStore PAL’s recommended sources.
After adding Epic Games as a source, all you need to do is start a download and get cracking. Easy as pie. The major difference is the Epic Games Store is more elegant and capable than AltStore PAL. This is not only in terms of the user interface but also the fact that the Epic Games Store will soon support Parental Controls, something that will enable guardians to restrict access to age-inappropriate titles and block spending. Overall, though, both marketplaces enable the same thing: installing and playing games.
Epic is taking a rising-tide-lifts-all-boats approach in its support for alternative app stores that could make it a lot more money — but only if it can convince the public that the water’s safe outside of Big Tech’s ecosystem.
Earlier this week, Epic Games gave AltStore PAL a “MegaGrant,” which made it free to use, thus significantly increasing its chances of going mainstream. And since AltStore PAL doesn’t host developers’ apps itself, it doesn’t take a cut of any downloads or eat into Epic’s profit. Epic, therefore, has little to lose but much to gain by distributing its games on its own store and other third-party marketplaces.
There’s also a PR element to Epic’s actions as it courts the favor of regulators in the EU, UK, and US who are actively looking into antitrust complaints against Apple and Google. Several possible outcomes could positively impact Epic’s coffers.
Regardless of Epic’s motivations, the sector has been crying out for a big name to come along and attract a wide audience. The Fortnite-owning Epic Games could achieve just that. If people flock to these third-party app stores, it will act as a clarion call to other developers, many of whom would, on paper, rather give Epic Games a 12 percent revenue cut than suffer Apple’s 30 percent cut on the App Store.
However, last week, Apple introduced new rules to take a slice of off-platform sales, which makes third-party app stores less attractive to developers. And mass adoption of these stores will require lots of users not to get scared off by the deluge of warnings they see during installation.
Apple especially doesn’t want alternative marketplaces to take off and threaten its hegemony. It earns an estimated $70 billion in App Store revenue annually, and it won’t give that up without fighting tooth and nail.
Epic Games has put the future of third-party marketplaces on iOS on a knife-edge. Now all we can do is wait and see if it can cut into Apple’s dominance.
]]>The popular alternative Android marketplace Aptoide just launched as a challenger to the Apple App Store in Europe. We’ve seen a trickle of stores launch since March when the Digital Markets Act (DMA) forced Apple to support third-party iOS app marketplaces — but nothing has so far managed to upset the balance of power and change the status quo.
Aptoide has been around since 2009 and is primarily known as a Google Play alternative for Android users. The Portugal-based company says it currently hosts 1 million apps for some 400 million users. The iOS app store Aptoide is launching today (as an invite-only beta) is a different beast, however, as it only distributes games. It’s the first marketplace of this type available for Apple devices — and its freemium structure could prove very attractive to both developers and users alike.
Can Aptoide thrive where others have struggled? Could its focus on games lure the public in? And could its freemium model carve a path forward for third-party marketplaces? We had a chance to play with a preview of Aptoide to find out.
So far, serious disruption has eluded the alternative iOS marketplaces now available in Europe. Including Aptoide, four are live at the time of writing. The first to launch was Mobivention, a business-focused store that distributes apps to employees. The second was AltStore PAL, an interesting marketplace that had its key selling point of an iOS emulator undercut by Apple finally allowing the software on its own store. The third was Setapp Mobile, a subscription-based service still in a closed beta that focuses on delivering a workbench of productivity tools.
These all came with promises of upending Apple’s monopoly, but so far, progress has been slow. AltStore PAL, for example, launched at the start of April with two apps: Delta and Clip. Now, two months later, it still only has two apps. This, according to its developer, Riley Testut, is because new software has “been stuck in Apple’s notarization process.” Things are going slightly better for Setapp Mobile. The company launched its store with 13 apps in the middle of May and now, about three weeks later, has 37 available.
Now, it’s Aptoide’s turn to try.
Installing the Aptoide game store on your iPhone is similar to other marketplaces: fiddly but achievable with persistence. You have to navigate through about a dozen screen interactions that repeatedly warn of imminent danger. Thankfully for first-timers, Aptoide provides a handy illustrated guide of the required steps, and having gone through this process a few times now, I can assure you it gets routine quickly.
Once Aptoide is on your phone, it’s plain sailing. You click on a game, install it, and start playing. Unfortunately, in the state we tested Aptoide, what’s available is not overly impressive. There were only eight basic games (think versions of Solitaire and Hangman) when we tested, and none of them were particularly alluring. This will change, though. Paulo Trezentos — co-founder and CEO of Aptoide — says 100 developers have so far expressed interest in appearing on its iOS marketplace and that “30 of them are currently in the technical integration phase.”
With new games planned to be released weekly, the library will grow quickly — although the majority of these will be titles already available on the App Store, not exclusives. There are also no plans for controversial titles not allowed on Apple’s marketplace, like pornographic or gambling games. Emulators will be allowed “if not infringing on IP,” but these are already a burgeoning category in Apple’s own store.
So, what’s the key selling point? What’s Aptoide offering users that they can’t find on the App Store? Besides a currently stark list of “curated” games, one element Trezentos points to is the way Aptoide combines a freemium model with a rewards structure.
Aptoide is the first third-party marketplace to use an Apple-approved in-app purchases system. For users, this means all the games will be free-to-play, but some will include in-app purchases. How this differs from the App Store is that Aptoide will give “bonuses” to people who regularly spend in-app, something that will work out to be a 5 to 10 percent discount on each purchase.
Earth-shattering? Maybe not — but Aptoide’s attitude toward developers could lead the store to gain some traction.
Aptoide is paying developers between $1,000 and $2,000
According to Trezentos, Aptoide is “developer orientated,” something it showcases with its approach to fees. It charges developers 20 percent for organic in-app purchases generated by the Aptoide iOS marketplace and a 10 percent fee in all other cases — for example, when the developer advertises independently and drives downloads of the app. On the Android store, Aptoide charges 25 percent and 10 percent, respectively. Apple, on the other hand, charges a 30 percent fee across the board.
On top of this, Aptoide is paying developers between $1,000 and $2,000 to launch a game on its IOS platform, the higher amount going to those who include in-app purchases in their software. The company also handles the Core Technology Fee — a cost of 50 euro cents per annual marketplace install — from its cut of in-app purchases.
This Core Technology Fee approach differs from the Setapp Mobile and AltStore PAL stores, which pass along the fee directly to users as part of the subscription. Aptoide is in an interesting position as the first third-party iOS app store people can use for free.
This is the real differentiator for Aptoide. Because it’s free to use, it could appeal to a wider audience, making it attractive to more developers. In turn, the store’s friendliness to developers could lead to the launch of a large number of quality games, which could lure in the public. There’s potential there — to a point.
My concerns with Aptoide are threefold: its reliance on in-app purchases; the quality of the titles; and its competitiveness compared to the App Store.
We’re still in the early days of third-party app stores
While a financially successful business model, in-app purchases are broadly looked down upon by tech enthusiasts. And who’s the most likely segment to download a third-party app store in the EU? Nerds. If the library only contains basic games of the type available at launch — and many are already available on Apple’s platform — what reason is there to go through the rigmarole of installing a third-party app store? I’m not certain a small discount in the form of a bonus is enough to encourage broad swaths of the public to bother.
Let’s not forget, though, that we’re still in the early days of third-party app stores. Aptoide and Setapp Mobile are still in closed betas, while AltStore PAL hasn’t even begun to host the apps of other developers yet. Many fans of sideloading may have wished for speedy changes, but it’s not panning out that way.
Three months in, and the alternative app stores that have so far launched in Europe are doing little to jeopardize Apple’s monopoly — and you know Cupertino is feeling pretty satisfied about that.
]]>There’s been little for Europeans to celebrate since the EU’s Digital Markets Act (DMA) forced Apple to allow third-party marketplaces for iPhone apps. While the launch of AltStore PAL has potential, Apple’s loosening of App Store restrictions to allow emulators took away the marketplace’s main selling point. But now, there’s another alternative app store launching that could really shake up the entire sector: MacPaw’s Setapp Mobile.
Setapp Mobile enters an invite-only beta today, and we’ve spent the past week giving it a good going over. The verdict? Setapp Mobile’s subscription-based approach opens up an exciting new way of using an iPhone, one where you can play with a range of apps without being stung by reduced features, ads, nags to upgrade, or spending money on something you may not even use. Well, if you live in the EU, of course.
The bigger question is whether Setapp Mobile will appeal to anyone beyond the power users and productivity nerds it’s clearly targeting.
Setapp began as a macOS platform, allowing users access to hundreds of curated apps. For $9.99 a month, Mac users can download and use popular productivity and utility software, including CleanShot X, Bartender, and Yoink. This model proved popular enough that MacPaw launched an iOS version in 2020.
The Setapp iOS store, though, has a huge drawback: actually getting the apps onto your phone is an awful experience. The process requires opening your Setapp account in a browser, going to your apps section, following a link that opens the iOS App Store, and installing said piece of software before returning to your account and activating it.
If that sounds tiresome, that’s because it is — and it’s a deliberate move by Apple. The Cupertino, California, giant wants a cut of every purchase, so it’s not in its financial interest to easily allow external developers to offer subscriptions to groups of apps inside the App Store.
This is what the new Setapp Mobile aims to solve in Europe. You subscribe to the marketplace and then you can download as many iPhone apps from it as you want with no in-app purchases or hidden fees. The current invite-only beta is free to anyone who signed up to the waitlist, while the full version will incur a subscription fee for a price that has yet to be announced.
In regards to Apple’s Core Technology Fee (CTF), the 50 euro cents that marketplace developers like MacPaw must pay Apple for each annual install of Setapp Mobile will be absorbed for now and then included in the Setapp Mobile subscription price in the future. Apple also charges app developers a 50 euro cents CTF for each annual app install over a million, but MacPaw believes that software on the platform is unlikely to reach this threshold.
Installing Setapp Mobile follows the same pattern as AltStore PAL: navigating through a dozen screen interactions that often feel repetitive. These pop-ups and warnings are designed to make the process daunting, but thankfully for inexperienced users, Setapp includes illustrated step-by-step instructions to make it a bit smoother.
Once you’ve passed this trial and have the marketplace installed, it’s plain sailing. The Setapp Mobile store displays the apps as a basic list with none of the category or recommendation tabs you can find on the macOS version of the store. Installing software is easy, but there are no bells and whistles to the experience.
In the version we tested, there were 13 apps available — Focused Work, CleanMyPhone, SideNotes, Itemlist, Taskheat, MonAI, Mindr, NeatNook, Subjects, BasicBeauty, Optika, Downie, and ClearVPN — all of them high-quality and feature-rich. MacPaw confirms there will be over 30 apps available when the open beta launches later in the summer.
Where Setapp Mobile differs from AltStore PAL is that these apps aren’t trying to push Apple’s boundaries. Of the 13 we tried, 12 are already available on the App Store. It’s only Downie — an app that lets you download videos from YouTube, Instagram, and the like — that isn’t.
Speaking with MacPaw, the company says that it wants to act as a curated marketplace with a focus on productivity, work, and optimization tools, not to function as a marketplace for apps you can’t necessarily find on Apple’s App Store. Hosting apps that operate outside of this remit — such as porn, gambling, game emulation, and torrenting software — is not in its immediate plans. MacPaw hasn’t ruled this path out entirely but makes it clear this isn’t its mission or primary focus.
As a macOS user of the Setapp platform, what I value most is its discovery mechanisms and money-saving potential. Once the platform hosts several apps you regularly use, it’s cheaper to pay for Setapp than to subscribe to them individually. After you’ve hit this inflection point, it’s a joy to try out and experiment with new apps. In many ways, it replicates the old-school App Store experience, whereby scanning for new releases feels like an adventure.
In its current state, Setapp Mobile doesn’t have this benefit — but that will change. The 13 apps in the closed beta we tested has already grown to 17 at launch. And they barely scratch the surface of the marketplace’s potential, with 30 said to be included in the upcoming open beta and around 50 available on the regular iOS version, there’s lots of potential here.
Pricing will be important to Setapp Mobile’s success, but MacPaw hasn’t settled on a subscription fee yet. Currently, the macOS version costs $9.99 a month, and its macOS and iOS bundle is $12.49. The platform could thrive if users find the new EU app marketplace to be a good value. And as more apps appear, the appeal of Setapp Mobile rises, and so does its attractiveness to developers.
While Setapp Mobile will probably remain comparatively niche in its current state, its model won’t. Customers are increasingly comfortable with subscriptions, and if high-profile developers can group together to provide both a valuable and reliable service outside of Apple’s ecosystem, then the public will follow. There’s no reason, for example, that a Steam-esque service backed by a big player couldn’t thrive on iOS, or that Setapp Mobile couldn’t grow to be that business for the 450 million people living within the EU.
However MacPaw chooses to proceed with its alternative app marketplace, its model could spark the dormant kindling of third-party app stores. From here, it’s in the hands of other developers to see if they adopt this approach or maybe try another one as more app marketplaces like Aptoide and the Epic Games Store prepare to launch in Europe.
]]>Almost a month after Apple’s begrudging capitulation to the Digital Markets Act (DMA), only one third-party iOS app store is currently live in Europe. It’s the B2B-focused Mobivention marketplace that allows companies to distribute their own apps internally. While that’s fine and all, things won’t stay this way for long — and it’s what’s coming soon that’ll really pique the interest of Verge readers.
Both the Epic Games Store and MacPaw’s Setapp have been announced, but it’s AltStore that’s likely to hit EU users’ phones first. This new app marketplace from developer Riley Testut is a version of AltStore, an App Store alternative that launched in 2019 that doesn’t require users to jailbreak their devices. The primary drive for its creation was Delta, a Nintendo emulator that Testut and his business partner Shane Gill are now bringing to the iPhone through their European app marketplace.
Currently, the new version of AltStore is deep in Apple’s approval process and will be ready to go live once it gets the thumbs up from the company. Thankfully, we’ve already had a chance to preview the marketplace and spend some time kicking its tires.
One reason we’ve not seen more app stores launch at this point in time is partially down to Apple making it too costly. For example, its Core Technology Fee (CTF) requires developers to pay Apple 50 euro cents for every annual app install over 1 million, but developers of third-party app stores must pay the CTF for every first annual install of their app marketplace. In other words, every download of AltStore and Mobivention costs their developers 50 euro cents — a fee that could quickly become unsustainable. The current AltStore has been downloaded over a million times, for example.
There’s no best practice guide on managing this, but Mobivention has passed the CTF fees onto its customers through membership packages. At the time of writing, AltStore hasn’t announced how it plans to handle this.
Such fees aren’t financially devastating for users, but they could be enough of a blocker to stop the slightly curious from exploring alternative app stores — especially if people aren’t really sure what they’ll find there. No one likes paying for services they may not use, after all.
Another potential roadblock to widespread third-party marketplace adoption is just how fiddly it is, with each store taking around a dozen screen interactions to install.
It goes like this: you begin by clicking a browser-based link to load the alternative store. From there, you receive a pop-up informing you that your installation settings don’t allow marketplaces from that developer. Then, you head into Settings, enable the marketplace, return to your browser, click the download link again, and receive another prompt asking you to confirm the install. Finally, you can open the store and browse the available apps.
It’s not a tricky procedure to follow, but there are enough steps and scary language to make it irritating and act as a deterrent — especially when Apple’s App Store only requires a single click to get going. It’s hard to view this as anything other than the company’s attempt to sap people’s energy and dissuade them from carrying on, especially given Apple’s historical prowess at designing user experiences.
Thankfully, installing third-party apps themselves is easier. On both Mobivention and AltStore, it’s effectively the same process as the App Store: you click on a button that says “install” and… it installs. On first inspection, at least.
While this method works for AltStore’s bundled apps — Delta and Clip — using software from other providers requires a slightly different approach. AltStore allows you to add “sources,” which are URLs developers share that contain JSON files holding app metadata. Once these sources are added, the apps they point to can be downloaded from AltStore. It’s a little Inception-esque: stores within a store.
Clearly, this decentralized approach differs from Apple’s all-inclusive App Store and could further deter the general public. It’s a little complicated for most people. Saying that, I’d bet a lot of enthusiasts are rubbing their hands together with glee about this unrestrained approach to app distribution.
These sources won’t be available at release, but Testut says this is a “priority post-launch,” and there will soon be a curated list of recommended source partners to download apps from.
As I didn’t try out a source in the course of my testing, this left me to focus on the two apps available at launch: Delta and Clip. And this is where things get particularly exciting, because Delta, especially, is terrific.
Delta is primarily a Nintendo emulator that focuses on the NES, SNES, N64, and pre-Switch handhelds. I wasn’t expecting to be impressed by the free app, but it genuinely blew me away. Playing classic games on my iPhone is something I didn’t even know I missed.
Actually using Delta was a breeze. You can upload ROMs via iCloud Drive or from your phone’s Download folder, and the performance while playing various titles was excellent. I will say that the controls were awkward on the touchscreen, but connecting an external controller made things much easier — even if I had a few issues accessing Delta’s menu afterward.
All in all, though, as someone who grew up with these games, finally playing them on an iPhone feels nothing short of magical.
Clip was another app I enjoyed using. This clipboard manager requires a minimum Patreon pledge of $1 a month (plus taxes) to download. You can cancel this monthly pledge at any time and still continue to use Clip, but it won’t receive any updates.
Regarding the app itself, the version of Clip I tried differs from similar software offered on Apple’s App Store in that it constantly runs in the background. Normally, clipboard managers on iOS have to use a variety of workarounds to achieve comparable functionality. For example, Paste requires you to open the app each time you want to add something you’ve copied to the clipboard.
This is where Clip thrives, by comparison. When you copy something, you immediately receive a notification and can swipe down to save it to your clipboard. This means you have the option to add it if it’s something useful — like an address — or dismiss the notification if it’s something you don’t want logged, like a password. I found saving your copied items like this into a centralized location to be incredibly useful, as it makes sharing and reusing these snippets painless.
Clip works well, and it’s a tool I can see myself using, but it does raise some red flags. There’s a reason that Apple doesn’t allow fully functioning clipboard managers on the App Store after all. Security-wise, there’s a potential danger in allowing an app to snoop on everything you’re copying and pasting — especially if a bad actor manages to access your data store.
When I put this concern to Testut, he tells me Clip uses “standard iOS security (e.g. sandboxing)” and that everything is stored in an SQLite database, something that can’t be accessed by other apps, “unless your device is jailbroken.”
Nevertheless, it’s these types of apps that have raised concern around using third-party marketplaces — especially by companies like Apple. It contends that the DMA is throttling its ability to “detect, prevent, and take action against malicious apps on iOS and to support users impacted by issues with apps downloaded outside of the App Store.”
There’s some truth to that, but it’s not quite so binary. Apple still has to do a baseline review and notarize all apps on third-party app stores in order to “ensure [they] are free of known malware, viruses, or other security threats, function as promised, and don’t expose users to egregious fraud.” Under the DMA, Apple is also allowed to take “necessary and proportionate” steps to protect users and mitigate any security issues.
For example, after I had tested Clip, Testut had to tweak the app’s background monitoring feature in order for Apple to notarize it. The first version I tried used the user’s location to remain active, but was rejected by Apple. Testut then updated Clip with a Map feature — so there’s a reason for the app to remain active in the background — to receive approval.
This back and forth clearly shows that third-party marketplaces aren’t quite the Wild West some have feared.
This isn’t to say there aren’t dangers involved with operating outside of Apple’s walled garden though. Clip might protect your data, but what about the next app you decide to try? The sparsely populated app privacy sections on AltStore don’t help alleviate this concern, especially compared to the App Store. Being less secure doesn’t automatically mean you’ll have your identity or data stolen, but some additional transparency related to data collection, permissions, and privacy would certainly be welcome.
Likely, the biggest hurdle for the general public to adopt third-party marketplaces will be leaving the comforting embrace of the App Store. People have been downloading apps from Apple since 2008. Whether it’s security, user privacy, app updates, fraud protection, or refunds, you feel confident that Apple has it under control on the App Store.
Third-party app stores introduce an element of doubt. What happens if you’re out of the EU for over a month and apps you depend on stop getting updates? Or you want a refund on a defective piece of software? Or an app scams you?
In the case of AltStore, Testut says that since all marketplace payments are done via Patreon pledges, Patreon will deal with any disputes as it does on the existing AltStore. Other app marketplaces will take different approaches. With Apple, you always know where you stand.
While AltStore and Mobivention aren’t well known enough to inspire confidence in the same way Apple does, other big hitters might. Both the aforementioned Epic Games Store and Setapp marketplaces are on the horizon, and their higher profiles could convince people of their ability to mitigate harm and moderate disputes. Normalizing app downloads outside the App Store will also get a boost after the spring when Apple enables web distribution for large developers.
Of course, for the public to get used to alternative marketplaces, consumer-focused ones need to launch first. While AltStore may be close to going live, the approval process has been slow and drawn out causing the launch to miss its March target.
Fundamentally, in their current state, third-party iOS app stores like AltStore will only be attractive to power users, groups of enthusiasts who are desperate to solve niche issues or have particular interests in something they can’t get on the App Store, like a fully functioning clipboard manager or game emulator.
And Apple? It’s probably pretty happy with this. The fewer things that mess with its big old moneymaker, the better — even if its approach to DMA compliance makes the company low-hanging fruit for hungry EU regulators.
]]>As convenient as e-readers are, I can’t quit actual books. Maybe it’s their reassuring weight, the satisfying crinkle of their pages, their beguiling musk; but there’s something addictive about that combination of paper, ink, and glue.
Despite this — and as much as it pains me to say it — physical books aren’t perfect. One issue that’s been a particularly large albatross around my neck is reading in low-light environments. When I do so, I’m either keeping my partner awake with a blazing bedside lamp, twisting my body into awkward positions to illuminate the pages, or — worst of all — having to turn on the dreaded Big Light.
But you know what? That’s all history. I’ve seen the light! More specifically, a neck light. And the longer I use it, the more certain I am that it’s a gadget every bookworm should own.
A neck light (or neck lamp) is exactly what it sounds like: a light that sits on your neck. The majority of models are U-shaped with an LED bulb at the end of either arm. These are flexible, meaning you can adjust the position and angle of the light. Many units — including my Glocusent, like the one in the video above — come with an array of white color settings from very warm to cool and the ability to toggle through brightness levels. Even better, they’re cheap, often costing under $30.
I started searching for a solution to my low-light reading woes years ago. The first thing I tried were those clip-on book lights often sold in stationary stores. While they do the job, it’s not a particularly good one, as they can only uniformly brighten the top of a single page and have a tendency to flap around wildly while reading.
Undeterred, the next gadget I tested was a headlamp. This was an improvement but had its own problems. During long reading sessions its weight and strap became uncomfortable, especially as I had to keep my head still and at a slight angle to keep the light consistent.
Soon afterward, I stumbled across the neck lamp. I was skeptical at first. Not only did I think it’d have a raft of problems similar to the clip-on light and headlamp, but gadgets you strap around your neck don’t exactly have a glittering track record.
Just think about the Bose SoundWear, a horseshoe-shaped speaker that rests on your shoulders because… I’m still not entirely sure. Or, indeed, the Pulsetto, a stress management device that uses radio waves to (supposedly) stimulate the vagus nerve in the neck. Why? Wellness purposes, of course.
No, the neck light is more akin to the unsung hero of the wearable world: wireless neckband headphones.
Because of the rise of true wireless technology (thanks, AirPods), these “neckbuds” have been largely forgotten. This, friends, is a crying shame, as both they and neck lights share a lot of positive traits. Specifically, they’re comfortable, relatively inexpensive, and, due to their size, tough to misplace.
There is one key difference between them: it’s a lot more embarrassing to be seen outside with a neck lamp — and neckbuds are embarrassing enough.
Illuminated in a dimly lit corner of a bar like some sort of nerdy angler fish
For better or worse, I’m a man who likes to read. As such, I’ve taken my neck lamp to a number of public places. And what I’ve learned is this: you shouldn’t. It’s tough to seem suave, discreet, or mysterious when you’re illuminating a dimly lit corner of a bar like some sort of nerdy angler fish.
There are some exceptions I’ve discovered in my… tests. A neck lamp is broadly accepted in public places with a modicum of privacy, think a plane or train, but in most other cases? Unless you’re truly above caring, you’d best keep it at home, people.
All in all, this is a minor quibble. While it’s true that wearing a neck light won’t get you invited to the Met Gala, I’ve got a big TBR (to be read) pile to get through anyway. And fashion isn’t everything. Sometimes you just want something comfortable, efficient, and affordable. Like sweatpants. The neck lamp, then, is the sweatpants of the reading world: cozy and best used in the comfort of your own home.
Beyond even that, I can genuinely say the gadget has improved my life. My partner is no longer sleep deprived, my posture isn’t quite as appalling, and, blessedly, the Big Light remains unused, all for the price of a single cocktail in Manhattan.
I believe a neck lamp can help others, too. From going over documents in a dark office to combating some effects of presbyopia as people age, this gadget can make an actual difference in people’s lives.
But wouldn’t a Kindle work just as well? Honestly, there’s no better way to read in dim environments — but I’m not ready to give up on my romance with physical books. And if you feel the same way about paper and ink smushed together, then you also need to get yourself a neck lamp.
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