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Requesting Guidance on ATS Exception for Local USB Communication with Embedded Device (Self-Signed Cert)
Hello Apple Developer Team, We’re preparing a future version of our enterprise app, Lenovo XClarity Mobile, and would like to request guidance regarding a potential ATS exception scenario. Context: The app is used exclusively in enterprise environments. It connects via USB to a local Lenovo Think Server (embedded device). The connection is entirely offline (no internet use). The app uses SSDP to discover the device over the USB-attached local network. Communication occurs via HTTPS over 192.168.x.x, tunneled through the USB interface. The server uses a factory-generated self-signed certificate. Planned Behavior: In a future release, we plan to prompt the user with a certificate trust confirmation if a self-signed cert is detected locally. Only if the user explicitly agrees, the connection proceeds. Here’s a simplified code example: if challenge.protectionSpace.authenticationMethod == NSURLAuthenticationMethodServerTrust, let serverTrust = challenge.protectionSpace.serverTrust { let accepted = UserDefaults.standard.bool(forKey: "AcceptInvalidCertificate") if accepted { let credential = URLCredential(trust: serverTrust) completionHandler(.useCredential, credential) return } // Show user confirmation alert before accepting } **Key Notes:** This logic is not in the current App Store version. ATS is fully enforced in production today. The exception would only apply to USB-based local sessions, not to internet endpoints. Question: Would such an implementation be acceptable under App Store and platform guidelines, given the restricted use case (offline, USB-only, user-confirmed self-signed certs)? We're looking for pre-approval or confirmation before investing further in development. Thank you in advance!
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Possibly mistaken rejection and pending account termination
Hello, I seem to be in the same situation as this developer here. My account is pending termination with the following accusation: App submissions from your account have engaged in concept or feature switch schemes to evade the review process, such as dynamically populating different app content after review, submitting apps with hidden features, repeatedly submitting misleading apps, and/or submitting apps with concrete references to content that you are not authorized to provide or is otherwise not appropriate for the App Store. I believe this to be a mistake, however I'm happy to make changes to the app to remedy this. I'm an open book - there's nothing I'm "hoping you won't notice". I'm aiming for full compliance with all the App Store requirements and if I'm not compliant I'll make the required changes. If the App Review team monitors this could you please take a look? Thanks, Matt
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Safari Extension: 'Review in Safari' Button Not Appearing After Reinstall — TestFlight vs. App Store?
I'm developing a Safari extension and noticed that some extensions, when uninstalled and installed again, trigger the "Review in Safari" button to request permissions. However, when I uninstall and reinstall my own extension during development, I can't get Safari to show this button again. Could the reason be that the extensions showing the "Review in Safari" button are installed from the App Store, while my extension is distributed via TestFlight? Does the distribution method affect how Safari handles extension permissions after reinstalling?
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Bug with Certificat and Profile
Hello everyone, I need your help, following a rather annoying bug. I generated my Distribution Certificate and my Provisioning Profile in order to put them on AppMySite, to upload my application to the Apple Store. However, I'm having a problem because when I put my two files on AppMySite, it shows me an error, telling me that the Team ID is different between these two files; they don't match! However, I generated both from my developer.apple account! I don't know how to resolve this issue. Any advice? Thank you in advance for your help, Jérémy
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Bug with Certificat and Profile
Hello everyone, I need your help, following a rather annoying bug. I generated my Distribution Certificate and my Provisioning Profile in order to put them on AppMySite, to upload my application to the Apple Store. However, I'm having a problem because when I put my two files on AppMySite, it shows me an error, telling me that the Team ID is different between these two files; they don't match! However, I generated both from my developer.apple account! I don't know how to resolve this issue. Any advice? Thank you in advance for your help, Jérémy
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App is getting rejected due to 'Guideline 2.1 - Performance - App Completeness'
We are not able to recreate the login issue in app. Have checked the issue in multiple devices. Still getting the below response from Apple review team 'The app still exhibited one or more bugs that would negatively impact users. Bug description: We continued to encounter an error message at login. Review device details: Device type: iPad Air (5th generation) OS version: iPadOS 18.5' How can we recreate the issue or fix it?
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Trouble Archiving & Uploading Independent watchOS App with Optional iOS Companion
Hi all, I'm running into trouble when trying to archive my Xcode project and submit it to App Store Connect. I have a watchOS app that is independent — it functions entirely on its own — and I’ve also included an iOS companion app which doesn’t have any standalone functionality. The iOS app is only there to help manage settings for the Watch app. A few things I'm not sure about: Which bundle ID should I use in App Store Connect? My project has two targets: The iOS companion app (bundle ID like com.example.MyApp) The watchOS app (bundle ID like com.example.MyApp.watchkitapp) Which of these should I use when creating the record in App Store Connect? Which target should I archive in Xcode? Should I be archiving the iOS target or the watchOS target when preparing for distribution? Currently, I can only archive the iOS target — the watchOS target does not show App Store Connect as an option when archiving. Skip Install settings Should Skip Install be set to YES or NO for either of these targets in Build Settings? At the moment I have two targets: the Watch app and the iOS companion app. Single listing on the App Store I would like the app to appear as a single listing on the App Store — ideally as a watch-only app with an optional iOS companion. Is this possible? Or does Apple require two listings — one for each platform? If it’s a single listing, how would users access the iOS companion app if it doesn’t appear separately? Note: I’ve made it clear in the iOS UI that it requires the watch app to function. Any guidance on how to configure this properly in Xcode and Connect would be really appreciated.
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Trademark issues with 2.3.7 Metadata in App Review
My app is a remote control for a device with a trademarked name, lets pretend its 'GoPro' (it isn't). App Review keep rejecting it because the subtitle includes the word 'GoPro'. The body of the Store description makes it clear it is a registered trademark of GoPro and that the app is not associated with GoPro themselves. The entire point of the app is this, so 'GoPro' has to be somewhere to make its use obvious. I see many other apps with 'GoPro' in the name of the app (not even the subtitle) and they were obviously approved. What am I supposed to do?
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Acceptable Label for External Donation Link
Hi, I'd like to have a button in my app that links to a website where users can donate to the project. I've tried "Donate to the Project" and "Support the Developer," but both of them were rejected because of: Guideline 3.1.1 - Business - Payments - In-App Purchase: "We notice that your app allows users to contribute donations to the development of your app with a mechanism other than in-app purchase. Although these donations may be optional, they must use in-app purchase since they are associated with receiving digital content or services." Is there a specific label I could use that complies with "3.2.1 (vii) Apps may enable individual users to give a monetary gift to another individual without using in-app purchase, provided that (a) the gift is a completely optional choice by the giver, and (b) 100% of the funds go to the receiver of the gift. However, a gift that is connected to or associated at any point in time with receiving digital content or services must use in-app purchase." But is still understandable as a donations website? I thought that was implied with the two labels I submitted, but I guess not. Thanks, Henry
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Can't submit Unlisted Request Form
Has anyone encountered this issue when submitting an Unlisted request form? I'll fill in the whole form, click submit, and get this error screen. No other information is provided about the error. This happens every time, regardless of the app which app I submit. I have submitted many of these requests successfully in the past. Nothing has changed in the information I am submitting compared to the successful ones. I am in contact with support but it's been a month of no progress so I am turning to the forums.
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Trouble getting IAP to pass product to app.
Checked and rechecked my productID on the App Store Connect and in the code I’ve set up in Xcode (Swift). Both match exactly. I think I have everything entered in App Store Connect that might prevent product from passing through. I also set up a debug in the app that is telling me zero products are loading. This is the first app I’ve ever built, so I’m a bit of a novice. But everything looks like it should be working but nada. Any assistance would be greatly appreciated.
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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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App Review Can't Handle Web3 OTP Login (XION) — Need Modern Review Support
Apple Review Team needs to improve the app review process for modern Web3 apps using passwordless authentication. My mobile app is a decentralized dApp built with XION, which uses email-based OTP login with account abstraction. This means: No username or password No wallet signing flow No seed phrase or local wallet Login is done by requesting an OTP to the user's email In earlier reviews, Apple was able to log in and test the app. But after a recent resubmission, I was told Apple "could not log in," even though the OTP system and login flow hasn’t changed. XION does not allow us to control or fake OTPs, and there is no traditional account to bypass. This is the future of consumer-grade Web3 authentication — frictionless and walletless. I requested a call to provide the OTP live during review, but the team keeps insisting on credentials or a "demo mode" — which isn't possible for an on-chain dApp. Please clarify: How should developers handle login in Web3 apps that use abstraction + OTP login? Why is "Sign in with Apple" required when we don't collect names/passwords and cannot integrate Apple login into a blockchain abstraction flow? How can we get better guidance for decentralized apps under current App Review guidelines? Appreciate any insight from Apple or developers who’ve been through this. This rigid process is blocking innovation.
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Unique application rejected due to guideline 4.3(a)-Design-Spam.
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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