vanderhaka/wayout-opensource — explained in plain English
Analysis updated 2026-05-18
Study or fork a working SwiftUI iOS game with procedurally generated mazes.
Learn a responsible pattern for disabling in-app purchases by default in an open-source fork.
Set up your own RevenueCat and App Store Connect products to enable purchases in your own build.
Use as a starting point for building a similar maze or puzzle game on iOS.
| vanderhaka/wayout-opensource | aiduckman/claudeusage_latest_may2026 | arnabau/thermalpulse | |
|---|---|---|---|
| Stars | 0 | 0 | 0 |
| Language | Swift | Swift | Swift |
| Setup difficulty | moderate | easy | moderate |
| Complexity | 2/5 | 2/5 | 3/5 |
| Audience | developer | vibe coder | developer |
Figures from each repo's GitHub metadata at analysis time.
Requires Xcode 16.2+ and an iOS 18.2+ simulator, purchases need your own RevenueCat and App Store Connect setup.
WayOut is a maze game for iPhone and iPad built with SwiftUI. Players navigate mazes that are generated on the fly rather than hand designed, with limited visibility around them as they move, collecting power-ups along the way and trying to reach the exit. To run it yourself, you need Xcode 16.2 or newer and iOS 18.2 or newer, and the game builds and runs out of the box without any purchase system configured. The README pays close attention to how in-app purchases are handled in this open source release. WayOut supports one optional non-consumable purchase, unlimited gems, through RevenueCat, a service for managing app subscriptions and purchases. This is disabled by default when you clone the project, so nobody who forks it accidentally uses the original developer's App Store or RevenueCat account. Notably, consumable gem packs, the kind you buy repeatedly, are deliberately left unsupported in this open source version until there is a proper server-side system to track what a real account has purchased, and the README explicitly warns against faking that with local device storage. If you want to enable purchases in your own fork, the instructions walk through creating your own App Store Connect products and RevenueCat project, setting the right product identifier, and configuring API keys separately for testing and release, along with reminders to test only in Apple's sandbox environment and to handle privacy disclosures properly before submitting to the App Store. The README is also explicit that secret keys, signing certificates, and provisioning profiles should never be committed to the repository. This project suits iOS developers who want a working SwiftUI game to study, fork, or extend, particularly ones interested in seeing a responsible example of handling in-app purchases in an open source codebase. It is released under the MIT license, covering both the code and included art and maze resources.
An open-source SwiftUI maze game for iPhone and iPad with an optional RevenueCat purchase, disabled by default for forks.
Mainly Swift. The stack also includes Swift, SwiftUI, RevenueCat.
Use freely for any purpose, including commercial use, as long as you keep the copyright notice.
Setup difficulty is rated moderate, with roughly 30min to a first successful run.
Mainly developer.
This repo across BitVibe Labs
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