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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In-App Purchase Transaction Handling and Refund Implications in App Store API
Hello, I am currently encountering an issue while using the server-side API for in-app purchase integration. Suppose a user has already purchased a product, and the App Store returns a transactionId of 1. After some time, the user repeats the purchase for some reason, and the App Store returns a transactionId of 2. However, when I use the Get Transaction History interface to query the transaction information for transactionId 2, I see that the data returned by the App Store does not include the transaction data for transactionId 2; it only contains the transaction data for transactionId 1. In this situation, my guess is that when the user makes a repeat purchase, the App Store recognizes that the user has already purchased the item and has not executed a refund. Therefore, the App Store generates a new transactionId for this request (the user's purchase) and associates it with the previous purchase's transaction data. This is my inference. If this user has made 5 repeat purchases, when the user successfully requests a refund, if I query the transaction information through the Get Transaction History interface, will the revocationDate for all 5 transactions in the App Store's official database be modified to the same date? Additionally, after the user successfully refunds and makes another purchase, will the new transactionId still be associated with the previous transaction data?
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Question about installing and migrating apps from the App Store for apps deleted by developers
I have an app that I've been using for over 10 years now. When I searched for that app on the App Store, it didn't show up. (both in the US, Japan, and Korean stores) There's a phenomenon where the app crashes and dies when performing a specific function. So I'm trying to develop an app that's very similar to that app. When I migrate or restore after changing or initializing my device, the previously installed app is installed on the home screen. There are several apps that don't show up on the App Store and seem to have been removed by the developer. Some apps have a blank icon image on the home screen, and when you click on them, a pop-up appears saying that they can't be installed and asks if you want to delete the icon. Some apps are still installed. Some functions are broken because the developer stopped maintaining them for a long time. They can't be searched on the store either. What are the differences and similarities between these two apps?
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App Flagged 3.2(f)
We are a team of beginner developers, and we recently published our game (made in Unity) on the App Store for both macOS and iOS. It was live for about 15 days until three days ago, when we received a notice from Apple that our account had been flagged for removal. The email mentioned that our game violates section 3.2(f) of the Apple Developer Program License Agreement. We've been trying to identify the issue since then, but we're not involved in any fraudulent activities. Any guidance on how to resolve this would be a huge help. Thanks.
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How to make a shop work with generic consumable IAPs
Hi! I'm currently developing an app to support artists. This should include a shop where artists can buy digital resources to use in their projects. Now the issue is how I handle this. I know there are consumable and non-consumable IAPs and there is a limit of 10.000 IAPs per app. Because my shop will have more than 10.000 items eventually, I try to use a different approach: For every price I want to have, I create a generic consumable IAP with the price I want. Then I assign this IAP to the product. To keep transactions safe, users need to sign-up before making a purchase. When a user intends to purchase the item, I create a transaction with the item a user wants to purchase along with the user in my database and return a unique uuid. Then I attach this uuid with the transaction appAccountToken. Then I listen to App Store Server Notifications and unlock the item for the user based on appAccountToken. I already read about this extensively and other people seemed to be able to use it after explaining everything to Apple. I tried to submit the first version of the app and it was rejected with reason: Guideline 2.3.2 - Performance - Accurate Metadata We noticed that the display names and descriptions for your promoted in-app purchase products are the same, which makes it hard for users to identify what they are purchasing from the App Store. Next Steps To resolve this issue, please revise the display names or descriptions for your promoted in-app purchase products to ensure each individual metadata item is unique. Please note that display names for promoted in-app purchases can be up to 30 characters long, while descriptions can be up to 45 characters long. If you have no future plans on promoting this in-app purchase product, you can delete the associated promotional image in App Store Connect. All my consumable IAPs are named the same because it is generic and I don't really see how I would change this. What kind of information do I need to supply to Apple to approve it? Any insights or tips are highly appreciated.
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App Review rejected due to Guideline 4.3(a) - Design - Spam App Store Distribution & Marketing
Hello, My app was rejected because of App Review Guideline 4.3(a). The guideline says: "Don’t create multiple Bundle IDs of the same app. If your app has different versions for specific locations, sports teams, universities, etc., consider submitting a single app and provide the variations using in-app purchase." The original answer is: "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. Submitting similar or repackaged apps is a form of spam that creates clutter and makes it difficult for users to discover new apps." I am very confused. I just bought a Mac and iPhone So I don't have other apps in the Apple App Store. I created my app all by myself and did not repacked another apps or similar procedure. I have only one bundle id. There is one app with a similar concept in the store which unfortunately has the name "weapon mods for gmod". So I renamed my app for iOS to " map addons for gmod to addons for gmod". The difference is that this app give mods regarding Garry's game and redirect user to the steam community and my app has provided different category of mods rather than others and my app has functionality for that user have not to redirect any website From my understanding my app is relatively unique in concept. Anyway I don't understand why my app is rejected. The uploaded version does not contain In-App-Purchase, Achievement, Leaderboard and Sharing like the Android version does because it is still work in progress. I admit the uploaded screenshots are polished and final. I don't know how "shares similar binaries, metadata" with other apps can be fixed if this is the case. It is because I used Unity like most developers and this results in similar filename? Anyone can help? Kind regards, Jay limbani
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App Rejection for iOS 18.1 issue I cant replicate
Forgive me for using this forum I need a quick reply and resolution. Apple says on the iPad Air, ios18.1 the "enter as guest" button doesn't work. But it works for me. Can you tell me if you have the same issue or not? Heres the TestFlight URL: https://testflight.apple.com/join/E97ZXM9T Apples message: Guideline 2.1 - Performance - App Completeness Issue Description The app exhibited one or more bugs that would negatively impact App Store users. Bug description: We were unable to login or enter as guest. The "sign in" and "enter as guest" buttons were unresponsive when tapped on. Review device details: Device type: iPad Air (5th generation) OS version: iPadOS 18.1
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appStoreVersionReleaseRequests failing without error possibly due to new ui dialog?
We have been using app store connect api to release iOS app, using appStoreVersionReleaseRequests endpoints, but on the last couple of releases this has failed to release the app but without any error. On manually releasing the app via app store connect api noticed a new dialog requiring confirmation of release to 175 countries. Suspect this new confirmation maybe the reason the release didn't work via api. Has anyone had this issue and know how to make the release work via the api?
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App Flag for Pending Termination Notice
I have my app submitted to appstore for review, its a custumer support app which basically connect to a live chat after you select your language preference. The resolution given by app review team was "the app 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" Has anyone encounter this kind of resolution? how did you resolve it?
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App Review rejected due to Guideline 4.3(a) - Design - Spam
Hello, My app was rejected because of App Review Guideline 4.3(a). The guideline says: "Don’t create multiple Bundle IDs of the same app. If your app has different versions for specific locations, sports teams, universities, etc., consider submitting a single app and provide the variations using in-app purchase." The original answer is: "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. Submitting similar or repackaged apps is a form of spam that creates clutter and makes it difficult for users to discover new apps." I am very confused. I just bought a Mac and iPhone and ported my Android app "Travel Trivia" from Weltraumerei to iOS. So I don't have other apps in the Apple App Store. I created my app all by myself and did not repacked another apps or similar procedure. I have only one bundle id. There is one app with a similar concept in the store which unfortunately has the name "Travel Trivia". So I renamed my app for iOS to "Travel Trivia World Quiz". The difference is that this app asks questions about the world and my app has a map and asks questions about countries. On Android the only similar app to my app is "Backpacker". From my understanding my app is relatively unique in concept. Anyway I don't understand why my app is rejected. The uploaded version does not contain In-App-Purchase, Achievement, Leaderboard and Sharing like the Android version does because it is still work in progress. I admit the uploaded screenshots are not that polished and final but ok, you can check it in the Android Store. I don't know how "shares similar binaries, metadata" with other apps can be fixed if this is the case. It is because I used Unity like most developers and this results in similar filename? Anyone can help? Kind regards, Chris
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App Rejection Due to Guideline 3.1.2: Questions About Auto-Renewable Subscriptions
Hello, developers! I recently submitted my app for review, but it was rejected under Guideline 3.1.2 related to auto-renewable subscriptions. According to the review team, my app is missing some required information: The title of the auto-renewing subscription The length of the subscription The price of the subscription Functional links to the privacy policy and Terms of Use (EULA) I’ve checked my app and believe I have included these details, but it seems there might be something I am overlooking. I will attach a screenshot of my app's subscription screen to provide more context. Has anyone experienced a similar issue or can provide guidance on ensuring compliance with this guideline? Any help or advice would be greatly appreciated! Thank you in advance! I might be interpreting their feedback incorrectly since I'm not a native speaker and the feedback comes from another country.
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Pkg installation package uploaded to macstore email prompt ITMS-90296
Hello! I encountered an issue while packaging and uploading the project to the Mac store. I received an email stating: ITMS-90296: App Sandbox not enabled - The following executors must include the 'com. apple. security. app sandbox' entitlement with a Boolean value of true in the entitlement property list: [[com. electron. iflyrecclient. pkg/Payload/iFlytek Listen. app/Contents/MacOS/iFlytek Listen]] Refer to App Sandbox page at https://developer.apple.com/documentation/security/app_sandbox for more information on sandboxing your app. Though you are not required to fix the following issues, we wanted to make you aware of them: ITMS-90886: 'Cannot be used with TestFlight because the signature for the bundle at' iFlytek hears. app 'is missing an application identifier but has an application identifier in the provisioning profile for the bundle.' Bundles with application identifiers in the provisioning profile are expected to have the same identifier signed into the bundle in order to be eligible for TestFlight.' But in my memory, the sandbox was set to true. I have also tried the methods in the forum, but they have not been resolved,I hope you can help me see what happened. Here are the specific situations I developed, This project is built and developed using electron9; The entire project was not developed using Xcode; The specific process of packaging into pkg is as follows: Step 1: Use an electron packager to package the app file Step 2: Use electron/osx sign to sign the entire app file (with options such as entitlement and provisioning profile configured) Step 3: Use the productbuild -- component Yourappname. app/Applications -- sign "3rd Party Mac Developer Installer: *** *** (XXXXXXXXXX)" Yourappname. pkg command to generate the pkg package Step 4: Upload to transporter The above operations were executed normally, and after the second step of signing, using the codesign dvvv -- entities -provided on the official website to query also showed that the sandbox was true. However, after the upload was successful, you will receive an email showing an issue, and the corresponding uploaded version cannot be found on the app connect website Hope to receive your answer. Wishing you good health and smooth work! PS: When generating the app, there is no sandbox related configuration in Info.Plist in the app content package. Is this normal? I checked the info.Plist of Google Chrome, Sogou Input Method and other software, and there is no sandbox configuration. Moreover, I tried manually adding it and then packaging it, but also encountered the same email problem.
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App Clip Domain Issue: URL Not Recognized in App Store Connect
Hello everyone, I’m currently setting up an App Clip for my app, Pay Feast, and have run into a domain configuration issue when adding an App Clip experience in App Store Connect. Here’s what I’ve done so far: Steps Completed: App Clip Deployment Config: In Xcode under my App Clip target settings, I’ve enabled Associated Domains in Signing & Capabilities with: • appclips:website.com • applinks:website.com Created and Hosted the AASA File on my domain: { "applinks": { "apps": [], "details": [ { "appID": "AAAAAAA.***.XXXX", "paths": [ "*", "/launch*", "/launch/*" ] } ] }, "appclips": { "apps": [ "AAAAAAA.XX.XXXX.Clip" ] } } When testing the App Clip in the simulator, everything works as expected. However, in App Store Connect, when I attempt to set up a New App Clip Experience, I receive an error saying: “This URL is not contained in your app’s associated domains. Update associated domains or use a different URL.” Question: Has anyone encountered this error or have insights on potential fixes? I’ve double-checked the AASA file and associated domains. Any help would be much appreciated! Thanks in advance!
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