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AP

Apportable

Winter 2011Acquired

iOS porting

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AP

Apportable

Winter 2011Acquired

iOS porting

Save
Company details

Apportable allows developers to cross-compile Objective-C apps to Android, without maintaining a separate code base in Java. It is used by many top-rated iOS games like Kingdom Rush and Osmos to deploy to Android stores using their existing Objective-C or C++ code.

Location
San Francisco, CA, USA
Founded
2011
YC Directory Pageapportable.com

Apportable allows developers to cross-compile Objective-C apps to Android, without maintaining a separate code base in Java. It is used by many top-rated iOS games like Kingdom Rush and Osmos to deploy to Android stores using their existing Objective-C or C++ code.

Location
San Francisco, CA, USA
Founded
2011
YC Directory Pageapportable.com

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On this page
  • Overview
  • Founding Story
  • Timeline
  • What They Built
  • Market Position
  • Target Customers
  • Market Size
  • Competition
  • Business Model
  • Post-Mortem
  • A translator inherited both platforms' complexity
  • Games were a strong wedge and a narrow ceiling
  • The reported acqui-hire ended the platform
  • Key Lessons
  • Sources

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Exec Briefing

Actionable insights

If you only have a few minutes to spare, here’s what investors, operators, and founders should know about Apportable (W11).

  1. Migration was the wedge. Apportable met teams after an iOS hit had proven demand but before they could justify a second codebase. Existing investment created urgency and constrained the solution.
  2. Compatibility debt compounded. Every supported API and library became a promise across two changing platforms. Broader adoption increased maintenance obligations before it increased product depth.
  3. Games fit, then capped the market. Osmos showed that native Android output could work well. New game projects could still choose a multi-target engine before they needed Apportable.
  4. The people outlasted the platform. Google reportedly retained the founders in a quiet acqui-hire while the standalone product vanished. Undisclosed terms prevent a financial verdict.

Overview

Apportable translated iOS applications into native Android builds. Founded in 2011 by Collin Jackson and Ian Fischer, it let game studios reuse Objective-C and C++ rather than fund a separate Java port. Games such as Osmos showed that the compiler could produce a commercial Android release.[1]

VentureBeat reported that Google quietly acquired the team in March 2015 as an acqui-hire. The result was less a product exit than a talent and technology absorption: the founders joined Google, not every employee was retained, and the standalone platform disappeared.[2]

Founding Story

Collin Jackson had worked as a Cooliris consultant and Ian Fischer as a Webroot software engineer before they founded Apportable in 2011. Their premise matched a visible mobile-market asymmetry. Successful iOS applications often reached Android late because the platforms used different languages, frameworks, interface conventions, and device assumptions.[2]

Apportable attacked the code problem directly. Instead of asking a studio to rebuild an iPhone game in Java, its toolchain read the Xcode project, compiled Objective-C and C++ for Android, and translated enough native API behavior to produce an APK. YC selected the company for Winter 2011.

The public record contains no accessible founder interview explaining how Jackson and Fischer met or the exact incident that produced the idea. It also contains no two verified founder quotations. The closest detailed operating account comes from a customer. Eddy Boxerman of Hemispherical Games wrote that the company had used Apportable to bring Osmos to Android and answered “Great!” when developers asked about the experience.[1]

Investors backed the compiler thesis. Google Ventures led a $2.4 million round in July 2013, with Salesforce.com, Morado Ventures, and others participating.[3] A further $5 million financing in February 2014 reportedly brought total capital to $7.4 million.[4]

Timeline

  • 2011: Jackson and Fischer found Apportable and join YC W11.[2]
  • 2013: Google Ventures leads a $2.4 million seed round; Hemispherical Games publishes its positive account of porting Osmos.[3][1]
  • 2014: Apportable raises another reported $5 million and expands its game-development tooling.[4]
  • 2015: Google reportedly acquires the company in March; the founders join Google in May.[2]
  • 2016: VentureBeat discloses the previously unannounced acqui-hire.

What They Built

Apportable's main product cross-compiled an iOS codebase into native Android machine code. The tool extracted project settings, compiled Objective-C and C++, mapped native API calls, and emitted an APK that could ship through Google Play. Developers kept one core codebase while handling the unavoidable platform differences around controls, services, packaging, and testing.

The approach was unusually valuable for games. Game logic and rendering often lived in C or C++, and the visual experience did not need to mimic every native phone control. Hemispherical Games said its Osmos port used Apportable's compiler and reached Android with the quality expected from the iOS release.[1]

The company broadened the stack with SpriteBuilder, an open-source game-development suite around Cocos2d and related projects, and Tengu, formerly Apportable Indie, for sharing Swift and Objective-C while retaining native interfaces.[2] This split reflected the central product tension. A compiler could reuse code, but a durable cross-platform environment also needed libraries, editor tooling, runtime compatibility, debugging, and maintenance as Apple and Google changed their platforms.

Market Position

Target Customers

Apportable targeted iOS-first developers, especially small and mid-sized game studios with proven titles but no Android team. The buyer already had working code and wanted incremental Android revenue without funding a second implementation.

Market Size

No reliable customer count, compiled-app count, or revenue figure was located. The opportunity grew with Android adoption, but raw device share overstated the obtainable market. A port still needed testing across devices, Android-specific services, store work, support, and enough expected sales to justify the effort.

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