Navigate the App Store landscape. Share strategies for app submission, distribution, marketing, and user acquisition. Discuss best practices for getting your app discovered and downloaded.

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App rejection
Message from Apple review team- Guideline 2.1 - Performance - App Completeness Issue Description The app exhibited one or more bugs that would negatively impact users. Bug description: Unable to launch app on iPhone. Review device details: Device type: iPhone 13 mini OS version: iOS 18.5 Next Steps Test the app on supported devices to identify and resolve bugs and stability issues before submitting for review. If the bug cannot be reproduced, try the following: For new apps, uninstall all previous versions of the app from a device, then install and follow the steps to reproduce. For app updates, install the new version as an update to the previous version, then follow the steps to reproduce.
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App submission rejected
I submitted an app and it was rejected with what looked like a generic message that said "We noticed your app shares a similar binary, metadata, and/or concept as apps submitted to the App Store by other developers, with only minor differences." I'm new to app development and this is my first app. Prior to starting, I searched the app store for the functionality and didn't find anything similar. So, I created a unique app using the online Thunkable program. I responded to the rejection message with this information and asked for clarification. It's been 6 days and Apple hasn't responded to my request response. I put in a lot of time and effort developing the app and it very frustrating to have this held up. I'm looking for suggestions on how to proceed.
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Over 3 weeks app still stuck "In Review" status
We submitted the latest version of our app on 6/13 (Apple ID: 6740541547) and it has not changed from the "In Review" status. We were hoping to launch the app publicly on 7/1/25 and had all the marketing in place but have had to pull this -- adversely impacting our business. We requested expedited review over 2 weeks ago, sent an email enquiring about status, and had an App Review meeting on 6/27. We were assured at the meeting on 6/27 that the issue would be escalated -- but we have had zero communication since that time. Is there anyway we could get some updated information on timeline for approval? Thank you.
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Need Help Freeing Apple ID From Old Developer Membership
Hi, My Apple ID is currently the Account Holder for an old developer membership that’s tied to a company which has since closed down. I would like to reuse this Apple ID to enroll a new company in the Apple Developer Program. However, when I try to enroll, I receive an error saying: “Sorry, you can’t enroll at this time. Your Apple Account is already associated with the Account Holder of a membership.” How can I disassociate my Apple ID from the old membership so I can start a new one? Thanks in advance!
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Fails to Find AuthKey .p8 in Unity Cloud Build Post-Build Script
Hi everyone!I got an error trying to automatically upload my .ipa to TestFlight through Post-build script (Unity Cloud Build (Build Automation)): [error] ErrorDomain=ITunesConnectionAuthenticationErrorDomain Code=-26000 “Failed to generate JWT token: ErrorDomain=NSCocoaErrorDomain Code=-43 ‘Failed to load AuthKey file.’ The file ‘AuthKey_<YOUR_API_KEY>.p8’ could not be found in: • /BUILD_PATH/.../private_keys • ~/private_keys • ~/.private_keys • ~/.appstoreconnect/private_keys” In post-build.bash I tried the following two options but both don't work: 1 option: KEY_WITH_NEWLINES=$(echo $CONNECT_API_KEY | jq '.private_key |= sub(" (?!PRIVATE|KEY)"; "\n"; "g")' -c -j) echo $KEY_WITH_NEWLINES > ~/.appstoreconnect/private_keys/AuthKey_${API_KEY_ID}.p8 2 option: mkdir -p ~/.appstoreconnect/private_keys echo "$CONNECT_API_KEY" | jq -r '.private_key' > ~/.appstoreconnect/private_keys/AuthKey_${API_KEY_ID}.p8 In Unity Cloud Build (Build Automation) → Advanced Options → Environment Variables → Variable value for CONNECT_API_KEY I indicate in the following format: {"private_key":"-----BEGIN PRIVATE KEY-----\nMIIEv...\n-----END PRIVATE KEY-----"} Please tell me how to fix the error? Is it wrong in my code in post-build.bash or the input format Variable value for CONNECT_API_KEY?
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Can’t accept App Store Connect team invitation
Title Can’t accept App Store Connect team invitation – link forces “Create Apple ID” and rejects my existing e-mail Problem I just received an “X has invited you to access App Store Connect” e-mail. When I click Accept invitation, the browser opens the Apple ID page but it shows the “Create your Apple ID” form instead of a sign-in screen. If I enter my normal address, the form shows the red error: This email address is not available. Please choose another. Context I already have an Apple ID on that exact e-mail address. I was a member of a different App Store Connect team until this morning; I left that team before clicking the new invitation. Question How can I accept the invitation with my existing Apple ID instead of being forced to create a new one ?
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Is a Read-Only GET Request Without User Data Considered ‘No Data Collection’?
Hi everyone, My iOS app performs only a GET request to an external server to receive a JSON with configuration data (e.g., app settings). It does not send any personal data — it's a read-only request used only to adjust app behavior. Since the app only performs a GET request to the server and does not send any data from the user, no data is collected or stored. In App Store Connect > App Privacy, is it correct to select: "No, we do not collect data from this app"? Just want to confirm this is acceptable before submitting. Thanks!
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[Open Beta] Endless Zombies – Roguelike Action Shooter (iOS)
App Name: Endless Zombies Platform: iOS Genre: Roguelike / Survival / Action TestFlight Link: https://testflight.apple.com/join/DEIN-CODE Status: Open Beta – limited seats available 🎮 What is Endless Zombies? Endless Zombies is a fast-paced, top-down roguelike shooter where you must survive increasingly intense zombie waves — with fully separated movement and aiming controls for maximum precision and tactical depth. Players can upgrade their weapons, unleash special attacks, and face progressively stronger threats including Baby Waves (fast mini-zombies) and Boss Battles against giant elite enemies with unique behavior. This is not just about survival — climb the global leaderboard and fight your way to the top! 🏆 Compete for high scores, dominate the kill count, and earn bragging rights (and potential rewards in future tournaments). Endless Zombies is currently in its first public beta and we’re looking for players who want to help us improve mechanics, test new systems, and shape the final experience. 🧪 Looking for beta testers to: Test gameplay fluidity and aiming responsiveness Evaluate performance on different iOS devices Provide feedback on UI, game balance, and spawn pacing Report bugs and edge-case issues 🚀 Features: 🎯 Dual control movement + aiming 🧠 Smarter, optimized enemy spawn logic ⚔️ Upgradeable weapons and energy system 👥 Online friends chat and leaderboard system (PlayFab-based) 📊 Stats, progress tracking, and UI improvements Join via TestFlight: 👉 https://testflight.apple.com/join/DEIN-CODE We’d love to hear what you think!
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App rejection
Message from Apple review team- Guideline 2.1 - Performance - App Completeness Issue Description The app exhibited one or more bugs that would negatively impact users. Bug description: Unable to launch app on iPhone. Review device details: Device type: iPhone 13 mini OS version: iOS 18.5 Next Steps Test the app on supported devices to identify and resolve bugs and stability issues before submitting for review. If the bug cannot be reproduced, try the following: For new apps, uninstall all previous versions of the app from a device, then install and follow the steps to reproduce. For app updates, install the new version as an update to the previous version, then follow the steps to reproduce. My rely on top of this message- Hello, The same build I’m able to launch and run through TestFlight in our iPhones. If it is working on my iPhone 11, iPhone 16 and iPhone 15 then it should work in every iPhone. And there is nothing got changed in launch screens, only intro screen I’ve changed as you mentioned that it is not perfect in iPad, since its first release. And this is not the first there’s. This is the third release of the app. Why this much problem is coming in review?
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Unique application rejected due to guideline 4.3(a)-Design-Spam.
Here is the English translation of your content:  Section 1: Our game was developed using Cocos Creator 3.8.5, written in TypeScript. The team spent nearly two years completing it. Initially, our submission wasn't classified under Guideline 4.3(a). The first four reviews provided normal feedback, which we addressed. However, after a subsequent rejection citing 4.3(a), we considered whether similarities in gameplay concepts, narrative, or art assets might exist. In response, our team introduced unique features not found in other App Store applications. We completely redesigned our original art assets to ensure originality and extensively modified aspects potentially resembling other developers’ work. This included removing all third-party SDK modules except Apple Pay and Sign in with Apple. Despite these significant efforts, we still received a 4.3(a) rejection. We have now iterated over 20 versions but continue to face this issue.  Section 2: Our game’s business logic code (excluding the Cocos engine code) is entirely original and should not duplicate others' work. Could the rejection stem from similarities in compiled JSC files or binaries generated from JavaScript? Would it be possible for the review team to examine our source code for verification? We are deeply committed to launching on the App Store and can provide comprehensive proof of originality, including but not limited to: Full GIT commit history and source code from inception to present  Documentation proving original art creation  Evidence demonstrating unique gameplay mechanics distinct from other developers  Cocos Creator Engine: https://www.cocos.com/creator-download Games developed with Cocos have successfully launched on platforms like WeChat Mini Games and Android app stores in China, where they are well-received by users. Honorable Review Team, could you please conduct a manual inspection of our source code and evaluate the gameplay? We believe Apple—the world’s most innovative technology company—employs highly professional and insightful experts dedicated to delivering unique, high-quality experiences for players. However, the persistent 4.3(a) rejections are concerning, especially since numerous Cocos-based games are approved globally. We’ve revised the game over six months across 20+ versions, yet each rejection cites identical reasoning:  Apple's Rejection Message Translation: Hello, The issues we previously identified still require your attention. If you have any questions, we’re here to help. Please reply to this message in App Store Connect. Review Details Submission ID: 68 bd1e 18-6 EAA-4a 19-976 e-c 7 B2 E1 ff 0 e 44 Date Reviewed: June 28, 2025 Version Reviewed: 2.3.0 Guideline 4.3(a) - Design - Spam We continue to find that your app shares a similar binary, metadata, and/or concept as other apps submitted to the App Store with only minor differences. Submitting similar or repackaged apps constitutes spam, creates clutter, and diminishes user discovery of genuinely new applications. Next Steps Since we do not accept spam apps on the App Store, we encourage you to review your app concept and submit a truly original application with distinct content and functionality. Support Reply in your preferred language if you need assistance. For further support, use the Contact Us module.  Seek advice from fellow developers and Apple engineers on the Apple Developer Forums.  Request an App Review consultation via Meet with Apple (availability varies based on local hours, Tuesdays and Thursdays).  Provide feedback on this process and your review experience by completing a brief survey.
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4.3a Refuses to appeal or seek a solution, and the game production will solve the 4.3a problem for 2 years and be revised for half a year.
Our game was written by Cocos Creator version 3.8.5 ‌TypeScript, which took the team nearly 2 years to complete. At the beginning, my application was not defined as 4.3a. The first four reviews were all normal feedback questions. We revised the questions. After the last review rejected 4.3A, we also suspected that the reasons such as game creativity, game copywriting and game art might be close to other applications. Then our team added functional innovations that other applications in the Apple Store didn't have, and the original art was original. We created new art again because of 4.3a, and also revised many places that may be similar to other developers, including that we removed all SDK modules except Apple Pay and Apple Login, and it also showed that 4.3a refused, and we have revised no less than 20 versions or failed. Our business code except the game engine code is newly developed by us and should not be duplicated with other developers' code. Is it because the JSC file and binary file output by JavaScript code are similar to those of other developers? Can we check our original code? We really want to put it on the Apple Store. We guarantee that the game was originally written. We can provide any proof, including but not limited to (GIT code submission records and codes from the beginning to today, art original proof, proof that the game mode innovation ability is not consistent with other developers' concepts, etc.) Cocos creator Engine Address: https://www.cocos.com/creator-download We have been put on the shelves in app stores such as WeChat applet and Android, and we are deeply loved by users in other channels. Dear audit, can you manually check our game code and look at the game to experience it? I believe that as the greatest technology company in the world, Apple's official staff are very professional, knowledgeable and innovative, so that Apple players can get a unique and high-quality experience. However, this repeated 4.3a refusal makes me very suspicious. So many games that use cocos game engine in the world are on the Apple store, why do we independently write the rest of the code except the game engine? Every time the reason for refusing is this passage, we have revised it for half a year, and no less than 20 game versions have been changed in half a year. Hello, The issues we previously identified still need your attention. If you have any questions, we are here to help. Reply to this message in App Store Connect and let us know. Review Environment Submission ID: 68bd1e18-6eaa-4a19-976e-c7b2e1ff0e44 Review date: June 28, 2025 Version reviewed: 2.3.0 Guideline 4.3(a) - Design - Spam We noticed your app still shares a similar binary, metadata, and/or concept as apps submitted to the App Store by other developers, with only minor differences. Submitting similar or repackaged apps is a form of spam that creates clutter and makes it difficult for users to discover new apps. Next Steps Since we do not accept spam apps on the App Store, we encourage you to review your app concept and submit a unique app with distinct content and functionality. Support Reply to this message in your preferred language if you need assistance. If you need additional support, use the Contact Us module. Consult with fellow developers and Apple engineers on the Apple Developer Forums. Request an App Review Appointment at Meet with Apple to discuss your app's review. Appointments subject to availability during your local business hours on Tuesdays and Thursdays. Provide feedback on this message and your review experience by completing a short survey.
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App Store confirm installing button is missing after running desktop wateramrk app
FB17250415 was also filed, please help me. Reproduce Version: Macos 15.3.2 and above. Reproduce Steps: Download and run the following desktop watermark app(attachment); 2.After the watermark app running a watermark window is showing at the left top corner. 3. Open App Store and try to install any app, after the confirm installation dialog appears, move the App Store window to desktop watermark area, the confirm installation button will disapper. #import &lt;Foundation/Foundation.h&gt; #import &lt;Cocoa/Cocoa.h&gt; int main(int argc, const char * argv[]) { @autoreleasepool { // insert code here... NSLog(@"App started"); //TODO1:Get current screens and get screen's NSRect NSScreen *screen; NSRect frame = NSMakeRect(0, 0, 1000, 1000); NSWindow* window = [[NSWindow alloc] initWithContentRect:frame styleMask: NSWindowStyleMaskTitled //0x80 backing:NSBackingStoreBuffered defer:NO]; // ant-setttings [window setAcceptsMouseMovedEvents:NO]; //[window setFloatingPanel:true]; ==&gt; only valid for NSPanel //0x111 = 1 &lt;&lt; 0 | 1 &lt;&lt; 4 | 1 &lt;&lt; 8 [window setCollectionBehavior:NSWindowCollectionBehaviorCanJoinAllSpaces | NSWindowCollectionBehaviorStationary | NSWindowCollectionBehaviorFullScreenAuxiliary ]; [window setMovableByWindowBackground:YES]; [window setExcludedFromWindowsMenu:YES]; // [window setAlphaValue:0x3FF0000000000000]; [window setOpaque:NO]; [window setHasShadow:NO]; [window setHidesOnDeactivate:NO]; [window setLevel:NSScreenSaverWindowLevel]; [window setIgnoresMouseEvents:YES]; [window setReleasedWhenClosed:NO]; [window setStyleMask:NSWindowStyleMaskBorderless]; // get screen rect and set to NSWindow [window setFrame:frame display:YES animate:NO]; [window setMovable:NO]; //Step1. Create a NSImage object with user-infomation embedded; ==&gt; get this done NSSize size; size.width = 100; size.height = 300; NSImage* watermark_image = [NSImage imageWithSize:size flipped:NO drawingHandler:^(NSRect dstRect) { NSGraphicsContext* current_ctx = [NSGraphicsContext currentContext]; [current_ctx saveGraphicsState]; //current_ctx = [NSGraphicsContext currentContext]; CGContextRef context = [current_ctx CGContext]; //Rotates the user coordinate system in a context. CGFloat tilt_angle = 20*M_PI/180; CGContextRotateCTM(context, tilt_angle); NSString* data = @"12345"; NSPoint point; point.x = 20; point.y = 0; NSFont *font = [NSFont fontWithName:@"Arial" size:20.f]; NSDictionary *attributes = [NSDictionary dictionaryWithObjects: @[font, [NSColor redColor]] forKeys: @[NSFontAttributeName, NSForegroundColorAttributeName]]; [data drawAtPoint:point withAttributes:attributes]; [current_ctx restoreGraphicsState]; return YES; }]; //Step2. Create a UIColor object based on the NSImage object created above; NSColor* backgroud_color = [NSColor colorWithPatternImage:watermark_image]; //Step3. Set the new UIColor object as NSWindow background; [window setBackgroundColor:backgroud_color]; // TODO:Double check again; [window makeKeyAndOrderFront:NSApp]; CFRunLoopRun(); NSLog(@"App ended"); } //sleep(10*1000); return 0; }
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Increase in app clip size.
Hello, I am working on app clips and I wish to know how is the code packaged when the build gets uploaded to App Store Connect? Is there any documentation around this or can you help me with what happens while generating the binary? I added 7 files to app clip target. Some are of 1 KB and others are of 2KB when I look for it's size on my MacBook. However when I upload a build to App Store Connect with these 7 files, I am noticing the size of App Clip increasing by almost 1MB. These files are code files i.e. .swift files and not assets. How is it possible to that the App Clip size grows by an MB for these 7 files? Even if I consider them to be 2KB each, shouldn't the app clip size increase just by 14 or so KB's?
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TestFlight App Clip always display white card with "This app clip is not currently available in your country or region" error.
Hi, I have uploaded the Main App with App Clip to Apple Store Connect and launch in TestFlight. But at first build I wrote wrong App Clip's associated domains in the App build target ,and also mistakes in the AASA file. Then I correct it like appclips:com.***.***.AppClip in both places. However, I tried many uploaded version and it still display "The app clip in not currently available... " error. The domain is successfully verified in App Store Connect and the test version can dowloaded to device for testing. Only that it can't show the right Card as expected. I want to ask if I set the wrong domain in the beginning few builds, and correct it later. Will it work again or not? Moreover, the tester email is not the same as apple id for tester's mobile phone. I have corrected it . I don't know will it affect the result ,and maybe something have stored in Apple backend server for testflight data and need to be refresh to make it work. Thanks and please advise. Best regards Sunny.
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Submission Rejected, Guidelin 5.1.1
We are trying to post a local news app. We want it to be a customized version of our news website, displaying news, agenda, local shop offers etc filtered by the towns and interests the user selects. The user needs to register first so that we can create a profile with their interests and filter the content accordingly. We've tried to explain this in several different ways, but the answer is always the same: "We understand that you provide customized news to your customers. However, they should still be able to access the news articles prior to registration and only prompted to register once they decide to customize their news feed." The app's specific purpose is offering customized content, and we need the users to register for that customization. If we can't offer the customized filtering, the app has no sense for us. Anyone in a similar situation or any tip on h ow to explain this to App Review? Thanks in advance!
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Guideline 1.4.1 - Safety - Physical Harm
Hello everyone, my app is designed to help people sleep. It has been rejected multiple times due to issues with version 1.4.1 during the submission process. However, the app simply evaluates users’ insomnia and anxiety status based on their responses to questions and provides some relaxation methods. It does not involve any medical-related content. The reviewer provided screenshots of the assessment results page and some relaxation techniques. How should I handle this issue?
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