Clone, build, run, edit
Real timegit clone then flb run: a game is on screen 14.7 s later. Edit a line with flb dev and it is live in 3.2 s.
Every frame below is a real capture from an ARM64 Linux box with no Mac and no GPU. Agents launch the apps, tap, type, run tests and measure what they see.
Tap a clip for sound. Clips marked tailnet need Tailscale on.
git clone then flb run: a game is on screen 14.7 s later. Edit a line with flb dev and it is live in 3.2 s.
Wikipedia, Lichess, Bitwarden, Kickstarter, DuckDuckGo and more, each built from its own source. Four run side by side on one 8-core VM.
Onboarding, scrolling under a Liquid Glass tab bar, typing a search on the system keyboard, reading the Linux kernel article.
Apple's simulator on a Mac against Frostline on a GPU-less ARM server. Real Liquid Glass, composited on the CPU, pass by pass.
Our app on Linux beside a real iPhone, same geometry. An agent drives it from a terminal: search, open Artbat, read Buy $115 and Sell $101 from the UI tree.
Spec: spring in about 350 ms with 5% overshoot. The agent measures the shipped 797 ms ease, picks spring constants, re-measures twice and lands at 348 ms, 4.9%.
Built on Linux, rendered through our Metal translation. Recorded at 1/20 speed so every frame lands, then played back at the game's own clock with its audio.
402 × 874, straight off the device, no edit
Flings, pull to refresh, the events carousel.
Push transition, share sheets, the system share sheet, edge-swipe back. 0 dropped frames. The red toast is a lab cache miss, not the runtime.
A 3D block game at about 52 fps, built on Linux, driven by scripted multitouch.
Our iOS screenshot and flow lane pays $0.16 a minute for a Mac. The Mac would only build when native code changes. Flows and screenshots move to ARM Linux.
A 16-core ARM box costs about $0.01 to $0.02 a minute and runs several devices at once, so flows shard wider for the same money.
Screenshots, the UI tree, taps, typing, motion measurement and XCTest from one CLI and MCP, for agents writing and checking app changes.
Not there yet. MapKit shows a grid instead of map tiles. Some shaders and media decoding fail. Our full app still needs a Mac to build. The flow runner is missing runFlow, openLink and env vars that our Maestro flows use.