Last year at GodotCon Boston, we launched Xogot. This talk shares what we learned from a year of shipping Godot on iPhone and iPad, with a focus on the insights we gained from telemetry, crash reports, and real-world usage. We will discuss how those lessons helped us improve performance, stability, and the overall experience on Apple devices, and how they are feeding back into the broader Godot ecosystem through upstream PRs and the Godot Apple Plugins, which provide deep integration across macOS, iOS, and visionOS.