The Story Behind Manic EMU — Q&A with the Dev Team


What is the story behind Manic?

Originally, the app was started by Daiuno, Aoshuang, and Max — three friends and developers. They all loved reading comics and manga, but at the time, there was no decent offline comic reader for iOS. So their first collaboration? A comic viewer — Manga + Comic = Manic. Eventually, their interest shifted toward retro gaming and emulation, but they kept the name. The comic reader is still in development and may eventually release under the Manic family of apps.


What was the inspiration to make an Apple ecosystem app?

Retro emulation on iOS is still a relatively new frontier. It’s a challenge — and unlike Android, the market isn’t oversaturated. The team saw a clear need for a multi-console frontend that combined the simplicity of apps like Delta with the breadth and depth of something closer to RetroArch.


Are there any companies backing the app?

Nope — it’s just us. The project is entirely independent. In fact, it’s developed in the red. Everything made from App Store subscriptions and premium memberships is poured directly back into design and development, which helps explain our breakneck pace with updates and features.


How many developers are there?

Currently, two developers are actively working on the project: Daiuno and Mafty. Aoshuang is on hiatus but is expected to return, and Max is no longer involved in development.


Where are the developers located?

Daiuno is based in China, and Mafty located in the United States.


Are you looking for help?

The team is closed at the moment, but we’ve discussed launching a beta testing program through the Ko-fi linked in my profile and in the sideload version of the app.


What are the mid-term goals of the app?

While our roadmap is private (shared only among devs, admin, and some moderators), we’ve publicly confirmed a few major goals:

  • PS1 core support is in the works.
  • Integration of RetroAchievements.
  • Exploring the possibility of Pretendo Network support.

P.S. Maybe by the time you read this, all these features will already be live :)


What does a dream end game look like?

Our dream version of the app is a polished and standardized UI frontend paired with a massive range of backend cores. With our recent alignment toward RetroArch’s Libretro standards, that vision is becoming a reality — but we’re committed to fine-tuning every core to the quality users expect from us.

Personally, We also think of the app as a time capsule. Tap any console name in the app, and you’ll find a brief history and the original hardware specs — it’s a love letter to gaming history.


Is the app staying Apple-exclusive?

For now, yes. We plan to stay within the Apple ecosystem, but we are factoring in tvOS support alongside iOS, iPadOS, and macOS.


Do the devs love Apple products?

We definitely love Apple — though we deeply wish JIT wasn’t locked behind sideloading. That limitation affects our roadmap, since we have no plans to release any cores that don’t function on both sideload and App Store builds.


What’s the history of the devs?

Here’s Mafty’s answer:

While I won’t speak for the full team’s biographies, I can share my own:

I got into emulation out of a love for retro games and the desire to help preserve the history of the consoles we all grew up with. My first console was the Nintendo Game Boy, but the Sega Genesis was my childhood favorite. I still vividly remember slotting Sonic 3 into the Sonic & Knuckles cartridge to unlock Sonic 3 & Knuckles. That love continues — I share it with my son, and if my daughter Lily were still here, I know she’d have grown up with these games too.


Do you see any holes in other emulation frontends you want to fill?

We base our direction heavily on community feedback. So we return the question to our users: what gaps do you see that Manic could help fill?


Do you have other projects?

The original comic reader that started it all is still a passion project for some of us. Who knows — let’s see how we grow.


Will there be a push for promotion?

We’re working on an ad campaign, but we believe in letting our work speak for itself. We previously partnered with EmuByte on YouTube and may collaborate with other creators in the future.

That said, we’ve only been around since April 3rd (April 4th depending on your timezone). Most of our growth so far has come through word of mouth and a few Reddit posts — and we’re incredibly grateful to the community for that.