Invited beta on macOS · apps built with Neo are on the App Store

Describe it. Neo builds it, ships it, and markets it.

An AI team on your Mac that turns a plain-language idea into an iPhone, Mac, Android or web app — or a Godot, Unity or Unreal game — then writes the store listing, runs the launch, and reads your sales reports every morning.

Neo · one chat · Game Dev
3
apps on the App Store
70
AI roles on the team
18
modules, one chat
679
actions the team can take

From idea to a product that earns

Other tools stop at step two. Neo does all five.

STEP 01

Describe

One sentence in plain language. If it is a game, Neo answers with concept art before it asks a single question.

STEP 02

Build & fix

A team of specialised AI roles designs, codes and tests. Builds that fail are fixed by the team itself, up to eight passes, before you see them.

STEP 03

Ship

TestFlight and the App Store, Google Play, Vercel, or a Steam-ready export — games go to PC, phones or the browser from the same project — with the icons, legal pages and screenshots the store requires.

STEP 04

Market

Store listing checked against review rules, promotional clips, social posts and a campaign plan — written from your product, not a template.

STEP 05

Watch

Every morning Neo reads your sales, reviews and crash reports and tells you what changed and why. Anomalies are flagged the same day.

See it work

Real screens from the product, not mockups. One chat drives every module; you watch the team and approve the money.

One chat, the whole studio
The team card
Setup guide
Your Mac, your rules
18 modules

One chat drives the whole studio

You never pick a module. Neo reads the request, picks the right one, and says why. When it is unsure, it asks instead of guessing.

Build
App
iPhone, iPad, Mac and Android apps: screens, features, UI, builds, bug fixes.
Web
Sites and web apps: pages, landings, previews, static hosting.
Game Dev
Characters, sprites, animation, tilesets, effects, levels, builds — with a live Godot bridge.
Code & repo
Git and GitHub, code search, tests, changelogs, code review.
Backend & database
Supabase, Neon, Firebase, PocketBase, Nhost, Upstash; tables, security rules, environment, webhooks.
Media & gallery
Images, video, audio, music, icons, logos and 3D models — with the provider and cost on every asset.
Ship
Deploy & infrastructure
Going live: Vercel, Netlify, AWS, GCP, Azure, Cloudflare, Fly.io; deploy status and error monitoring.
App Store & ASO
App Store and Google Play submission, TestFlight, listings checked against review rules, market research, legal texts.
Billing & licences
Stripe, subscriptions, invoices, credits, plan tiers, beta licences.
Market & watch
Ads & social
Ad creatives and films, social content and posting, campaign plans — from your product, not a template.
Influencer (Persona)
A synthetic spokesperson for your product: consistent portraits, talking video, reels.
Push & e-mail
Campaigns to your users: push notifications and e-mail, with the settings to match.
Analytics & sales
Sales, downloads, revenue and in-app analytics; daily and weekly reports; anomalies flagged.
Run the studio
Flows & approvals
Processes defined as data, not code: steps, gates, and the approval requests they raise.
Tasks & team
Kanban, to-dos, scrum, teams and organisations, feedback.
Agents, models & training
The agent runtime, memory, skills, training data, local models — and the worker mesh (after beta).
Voice console
Talk to your sessions from your phone: speech, dictation, spoken replies.
Settings & system
Provider connections and keys, account, updates, logs, cost.
Quick start
Quick start — Say what you want and where it should go — this Mac, TestFlight, Vercel, GitHub Pages or e-mail. The team is assembled from that.
App gallery
App gallery — Every product the studio has shipped, with its store listing — Neo’s own apps are in there.
Setup guide
Setup guide — Each store, hosting and AI connection is a step with its own instructions; done steps are ticked automatically.
The pipeline

From zero to a product that runs itself

Coding is step two of eight. Here is the whole road an app or a game travels inside Neo — what happens, which modules work, what you approve, and what you hold at the end of each step.

1
Day 0

Idea → brief

You describe the product in one message. Neo researches the market and the competitors, drafts a short product brief, and — for a game — paints three concepts and locks the one you pick as the visual canon.

Modules: Chat · App Store & ASO (market research) · Game Dev (concept proposer) · Media
You approve: The brief. The concept paintings, with the price on the button.
You hold: A one-page brief, the competitor map, and (for games) the art canon every asset will follow.
2
Days 1–3

Design & build

A team card proposes the roles — lead, designer, developer, backend, artist — and the model each one runs on. On approval the team builds: screens and design tokens, code, database and security rules, sprites and tiles for games.

Modules: App · Web · Game Dev · Backend & database · Code & repo · Media
You approve: The team and its models. Anything that spends: image and asset generation shows its estimate first.
You hold: A real project in Swift, Next.js, Godot, Unity or Unreal — in a git repository you own.
3
Continuous

Test & self-repair

Every build is compiled and run. Failures are fixed by the team itself, up to eight passes, before you see them. Games are checked in the running game — a trap that should deal 30 damage is measured, not assumed.

Modules: App · Game Dev · Code & repo · Flows & approvals (gates)
You approve: Nothing — unless a fix needs a decision only you can make.
You hold: A build that opens, passes its tests, and a log of what broke and how it was fixed.
4
Day 3–5

Ship

Icons, legal pages, screenshots and the store listing are produced, and the listing is checked against the store’s review rules before submission. Then TestFlight and the App Store, Google Play, Vercel, or a Steam-ready export.

Modules: App Store & ASO · Deploy & infrastructure · Billing & licences
You approve: Every upload and submission — publishing is an outward step and always stops for you.
You hold: A product people can install, with subscriptions and payments wired.
5
Launch week

Launch marketing

From the product itself, not a template: launch clips in 9:16 and 16:9, social posts for each channel, a press kit, a campaign plan with dates. A synthetic influencer can present the product in consistent portraits and talking video.

Modules: Ads & social · Influencer (Persona) · Media · Push & e-mail
You approve: Every post before it goes out. Every paid creative before it is generated.
You hold: A launch calendar, the creatives, and the posts — scheduled or sent.
6
Every week

Run & grow

Push and e-mail campaigns to the users you already have, new ad creatives from what worked, social content on a rhythm. The same approvals apply: nothing is sent without your yes.

Modules: Push & e-mail · Ads & social · Influencer (Persona)
You approve: Campaign sends and spend.
You hold: A product that keeps talking to its users after launch.
7
Every morning

Watch

Neo reads your sales, downloads, reviews and crash reports from the stores and your analytics, writes a short human-readable summary, and flags anomalies the same day — to your inbox, e-mail or Telegram.

Modules: Analytics & sales · Settings (connections)
You approve: Nothing. Reading is free; it only tells you.
You hold: A daily report you can read in one minute, and an alert when something changes.
8
Every review

Strategy & the next version

What the numbers say becomes the plan: features to build, listing changes to test, campaigns to repeat or stop. Lessons from every build and launch become rules the team checks next time — the tenth product ships faster than the first.

Modules: Analytics & sales · Tasks & team · Flows & approvals · Agents, models & training
You approve: The plan for the next version — then the loop starts again at step 2.
You hold: A backlog with reasons, and a team that already knows your product.

What you can build

From a phone app to a Steam game. If you can describe it, the team can build it — and tell you honestly where it is still in beta.

◆

iPhone & Mac apps

SwiftUI · UIKit · AppKit

Native apps with subscriptions, push notifications and App Store submission — three are on the App Store today.

◈

Web apps & sites

Next.js · React · Vue · Svelte · Astro

Full-stack web apps with auth, payments and real-time features; one click to Vercel or Netlify.

◇

Android apps

Compose · Flutter · Expo — beta

Native or cross-platform Android builds with Google Play publishing. In beta: builds work, publishing is being proven.

▲

Games

Godot · Unity · Unreal · SpriteKit

2D and 3D games from concept art to a playable level; with Godot, Neo edits the scene live. Released for Steam, phones or the browser.

⬡

APIs & backends

FastAPI · Express · Django · Go · Supabase

REST/GraphQL APIs with auth, rate limits and docs; databases with security rules; deployed where you host.

◎

AI features & bots

Python · model APIs · local models

Assistants, chat features, pipelines and bots built into your product — using cloud models or ones that run on your Mac.

Games

From “I want to make a game” to a level you can play

Say the sentence and Neo answers with concept art. Pick one and it becomes the project’s canon — every sprite, tile and scene after that matches it. The game is built in Godot, Unity or Unreal — with Godot, Neo edits the scene live while you watch — and is released for Steam and PC, iPhone and Android, or the browser.

Concept painting proposed by Neo
1 · Concept — three paintings with a pitch each; the one you pick sets the palette and style.
First sprite generated from the canon
2 · Canon → assets — the hero, drawn with the six locked colours and the silhouette from the canon.
The level running in Godot
3 · The level, alive — built and tested in the running game: a column that collapses under the player.

Games in progress

Early development, shown as it is: grey boxes, debug overlays and all.

DUSKSHIFT
Steam · demo in production
DUSKSHIFT

A 2D pixel action-platformer built through Neo’s game module and lane workflow. Next Fest is the target.

Early development · 3D
Not Yet

A 3D duel built in Godot with an AI lead and an AI builder: parries, counters, combos and stagger, each verified in the running game. Grey-box art, real mechanics.

Lemon Orchard (NeoSlice)
Concept → canon → sprite
Lemon Orchard (NeoSlice)

The concept chosen on a Neo card became this project’s canon; the hero sprite was made from it in one turn.

What only Neo does

Everyone else sells the moment code appears on screen. Neo’s job ends when your product is in customers’ hands.

The finish line is the store

Other tools stop when the code compiles. Neo stops when your app is in the App Store, on Google Play, online, or exported for Steam — icons, legal pages and screenshots included.

It keeps working after launch

A marketing team writes and rule-checks the listing, makes launch clips and posts, plans campaigns. An account manager reads your daily reports and flags what changed.

Apps and games from one tool

Concept art → locked visual style → matching sprites and tiles → the game built in Godot, Unity or Unreal (live in the editor with Godot) → released on Steam, phones or the browser.

You hold the wallet

Any step that spends money, publishes something or deletes something stops and asks you first — with the price on the button. Estimates come from real measured calls.

Your Mac, your accounts

Code and data stay on your computer. Plug in the Claude or ChatGPT/Codex subscriptions you already pay for, and heavy use doesn’t cost you twice.

It learns from every build

What went wrong and how it was fixed becomes a rule the team checks next time. The tenth app ships faster and cleaner than the first.

An honest comparison

Checked against each product’s own documentation in September 2026. These are good tools — they just stop earlier.

NeoLovableBolt.newReplitCursor / Claude CodeSuperappRosebud AI
Web apps✓✓✓✓You code——
Native iPhone / Mac apps (Swift)✓—Expo, code onlyExpoYou code✓—
Android appsBeta—Expo, code onlyExpo, no Play publishYou code——
Games in a real engine (Godot, Unity, Unreal) → Steam, phones, web✓———You codePartialBrowser only
Submits to the App Store for you✓——Guided—✓—
Store listing checked against review rules✓————✓—
Launch clips, social posts, campaign plan✓————Partial—
Reads your daily sales & crash reports✓——————
Price shown before every paid step✓——————
Runs on your Mac, uses your own AI subscriptions✓———Yes (BYOK)Mac app—
Watch the team work, role by role✓——————

vs Lovable

The fastest way to a web app with a database. Its output is a website or a PWA; getting into the App Store needs a third-party wrapper.

Neo builds the native iPhone/Mac app itself and submits it.

vs Bolt.new & Replit

Web apps plus cross-platform mobile through Expo. Bolt hands you the code (no signed build); Replit walks you through submission, iOS only.

Neo builds native Swift apps, handles the store, and keeps working after launch.

vs Cursor / Claude Code

Superb tools — for developers. They will do anything you know how to ask for, line by line.

Neo is for the person who wants the product. It also uses those same models under the hood.

vs Superapp

The closest competitor: native Swift apps and automated App Store submission, with ASO tools.

Neo adds games in a real engine (Godot, Unity, Unreal), web and macOS, cost approval on every step, your own AI accounts, and post-launch reporting.

vs Rosebud AI

Make a game by chatting — and it runs in the browser. No native export, no engine project you own.

Neo builds in Godot, Unity or Unreal: you own the project and release to Steam, phones or the web.

“Expo” = cross-platform React Native, not native Swift. Something changed? Tell us and we’ll correct the table.

Build anywhere. Deploy everywhere.

The team uses the services you already have an account with. Nothing is published to them without your approval on screen.

Build for

iOS
macOS
Android
Web
Games
APIs
AI / ML
Bots

Deploy & publish to

Vercel
Netlify
AWS
GCP
Azure
Cloudflare
Fly.io
App Store / TestFlight
Google Play
Steam export

Backend, database & payments

Supabase
Neon
Firebase
PocketBase
Nhost
Upstash
Stripe

AI models & asset providers

ClaudeAnthropic
GPT & CodexOpenAI
OpenRoutermany models
Ollamalocal, free
GPT Image 2.5images
PixelLabsprites & animation
For developers

The same team, from the terminal

Neo is a Mac app, but every action is also a command. Script it, put it in CI, or drive it from your phone.

neo — terminal
MAC

Mac app

The one chat, the office, the cards, the Godot canvas. Runs the orchestrator on your machine; your code never leaves it unless you publish.

CLI

Go CLI

Every module as a command with --json output: start a turn, approve a step, check readiness, read a report. Uses the same bearer token as the app.

iOS

Phone control

Voice console: talk to your running sessions from the iOS app, get spoken replies, approve steps on the go.

After the beta · distributed computing

Your devices become the studio’s computers

Neo’s orchestrator runs on your Mac. Heavy work — local models, builds, batches of assets — can be handed to other machines you own: a second Mac, a Linux box, a cloud GPU, even an iPhone running the Neo app in worker mode. Each one takes tasks over a private connection and returns results; nothing is exposed to the internet.

What it means for you: a small studio can run big local models without renting servers, and the cost of AI generation drops to electricity for the jobs that fit on your own hardware.

Status: the iOS worker mode and the mesh exist and are tested in-house. They ship after the macOS beta, so the panel in the app says “coming soon” today. We only list it because it is real.

NEOorchestrator, on your MacMACYour MacCommanderSTDMac StudioWorkeriPHiPhoneWorkerWINWindows PCWorkeriPDiPadWorkerLNXLinux serverWorkerGPUCloud GPUWorker

Built with Neo

Products designed, built, published and marketed through Neo. We use it every day to ship our own.

On the App Store

Websites

This site, neotheapp.com, was built and deployed by Neo as well. Games in progress are shown in the Games section.

Join the beta

Neo is in an invited beta on macOS. Leave your email and we’ll send an invitation as seats open.

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