Screen Time Management App

Mobile app
App enabling users to earn screen time by completing productive tasks and healthy habits
Published on
July 16, 2026
Main Metrics
$105
ARR
2
Customers
2026
Launched

$3,000

Asking Price
Already Sold
Main Metrics
$105
ARR
2
Customers
2026
Launched

Overview

<p><b>Startup description</b></p><p>iOS productivity application designed to help users control smartphone addiction by "earning" their screen time through completing useful tasks. The app leverages Apple's native Screen Time API (FamilyControls) to effectively block distracting apps. I built this project from scratch to explore complex native Apple frameworks and create a functional tool that solves a real-world productivity problem.</p><p><b>Key highlights:<b></b></b></p><ul> <li><b>Total Revenue:</b> $105 (Monetization introduced recently).</li> <li><b>DAU (Daily Active Users):</b> 70–80 consistent daily users.</li> <li><b>CAC (Customer Acquisition Cost):</b> $0 (100% organic App Store traffic).</li> <li><b>Business Margin:</b> ~100% (No server costs, fully native local app).</li> <li><b>Product Status:</b> Live on the App Store for 4+ months, successfully passed strict Apple reviews for Screen Time API.</li> </ul> <p><b>Team</b></p><p><b>1 Solo Founder / iOS Developer.</b> I am responsible for the entire product lifecycle: from UI/UX and architecture design to writing the Swift codebase, integrating the Screen Time API, and successfully launching the app on the App Store.</p><p><b>Tech Stack</b></p><p>The project is developed for iOS 18+ using Swift 6.2 (Strict Concurrency) and SwiftUI for the user interface. The architecture is based on the Modular MVVM pattern combined with a Coordinator pattern for navigation, and state management is implemented via the @Observable macro. The codebase is separated into local modules using Swift Package Manager (SPM), including DatabaseClient for persistent storage, TimerActivityClient for timer logic, and WithdrawKit for session business logic. Code quality and formatting are maintained using custom SwiftLint rules.</p><p>Core system interactions are built on the FamilyControls, DeviceActivity, and ManagedSettings frameworks. This logic is decoupled into separate App Extensions, including DeviceActivityMonitor, DeviceActivityReport, ShieldConfiguration, and ShieldAction. The application utilizes ActivityKit for Live Activities and Dynamic Island support, WidgetKit for Home Screen widgets, and AppIntents for Siri integration. CoreData is used for local data persistence, and OSLog is implemented for structured logging. Third-party SDKs are strictly limited to RevenueCat for subscription handling and TelemetryDeck for basic analytics.</p><p><b>Marketing and growth</b></p><p>User acquisition is 100% organic, driven entirely by App Store Search (ASO). No paid advertising or external marketing campaigns have been executed. The user base was built without any marketing budget.</p><p><b>Revenue and profit</b></p><p>Total revenue is currently $105, generated from one $5 monthly subscription and one $100 lifetime purchase. Monetization was introduced recently. The business margin is approximately 100%, with no server costs or ongoing operational expenses other than the standard annual Apple Developer Program fee.</p><p><b>Return on investment</b></p><p>Buyers can achieve a return on investment by implementing marketing strategies, optimizing ASO, or running paid acquisition campaigns targeting the existing organic user base and leveraging the validated monetization model.</p><p><b>Startup assets<b></b></b></p><p>The sale includes the complete Swift source code repository, the App Store Connect transfer (including the app, its history, ratings, and active user base), and all related design and UI assets.</p><p><b>Risks</b></p><p>The main risk involves Apple's periodic updates to the Screen Time API and App Store review guidelines. This is mitigated by the fact that the codebase is modern, complies with current iOS 18 requirements, and the app is already approved and live.</p><p><b>Summary</b></p><p>My app is a fully functional, technically robust iOS application with an active organic user base and initial revenue validation. The sale provides a ready-to-scale asset built with modern Apple frameworks, allowing a buyer to bypass development and moderation phases and focus directly on growth and marketing.</p><p>✅ $105 TTM revenue</p><p>✅ 2 customers</p><p>✅ Business model: IAP</p><p>✅ Built with Swift, Xcode, SwiftUI</p>

$105

Annual Revenue

2

Number of Customers

Expenses

$99/year for Apple Developer Program. $0 for servers/infrastructure (fully local app).

Business Model

Freemium model with in-app purchases. Monetization includes 3 tiers: a $4.99 monthly subscription, a $39.99 annual subscription, and a $79.99 lifetime access option.

Target Audience

Individuals struggling with smartphone addiction, students, and professionals looking to improve productivity by strictly managing their screen time.

Asking Price Reasoning

The price reflects the premium Swift 6.2 codebase and approved Screen Time API, saving buyers months of development. It also includes proven monetization and a stable organic base of 80 DAU.

Reason for Selling

The app has strong organic traction, but scaling to the next level requires a marketing budget I currently don't have. I'm selling it so a buyer with resources can invest in paid user acquisition and unlock its full potential.

Growth Opportunity

Launch paid user acquisition channels, specifically Apple Search Ads and TikTok/Reels UGC. The current user base is entirely organic, providing a solid baseline for immediate scaling with a dedicated marketing budget.

30 days free support from seller

Competitors

Opal, ScreenZen, and One Sec.

Tech Stack

Swift, Xcode, SwiftUI.

Traffic Metrics

Revenue Metrics

How it works

Main Metrics
$105
ARR
2
Customers
2026
Launched

$3,000

Asking Price
Already Sold
Founder Details
Read the story
Main Metrics
$105
ARR
2
Customers
2026
Launched

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