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Storyboards stuck on "Loading iOS 27.1..." in Xcode 27.1, including new projects
SUMMARY In Xcode 27.1, opening any Main.storyboard never finishes loading. The editor shows "Loading iOS 27.1..." indefinitely. This happens in existing projects and in a brand-new iOS App project created with Interface: Storyboard. Before that, the editor showed "Failed to open Main.storyboard: iOS 27.1 Platform Not Installed." ENVIRONMENT Xcode 27.1 iOS SDK build: 24A94232 (from xcrun --sdk iphonesimulator --show-sdk-build-version) macOS: [YOUR macOS VERSION] Hardware: MacBook Air, Apple M1 Run destination: iPhone 17 Pro Max simulator STEPS TO REPRODUCE Open Xcode 27.1. Create a new project: iOS > App, Interface: Storyboard, Language: Swift. Click Main.storyboard in the Project Navigator. EXPECTED RESULT The storyboard renders in Interface Builder and the Objects library lists UI elements. ACTUAL RESULT The editor stays on "Loading iOS 27.1..." and the Objects library shows "No Matches." Opening the file as Source Code works, and the XML is valid (targetRuntime="iOS.CocoaTouch"), so the file itself is fine. RUNTIME STATE Initially the only iOS 27.1 runtime installed was build 24A94425, shown as Ready in xcrun simctl runtime list. Xcode reported "iOS 27.1 Platform Not Installed," and the runtime did not appear in Settings > Components. The Xcode SDK build is 24A94232, which does not match 24A94425. I ran xcodebuild -downloadPlatform iOS, which installed iOS 27.1 (24A94232). The error then changed to "Loading iOS 27.1..." and stayed there. Settings > Components then showed an "Update" button for iOS 27.1 (8.07 GB). Clicking it installed iOS 27.1 (24A94425) again, so both builds are now present and Ready. The storyboard is still stuck. WHAT I TRIED (none fixed it) Deleting ~/Library/Developer/Xcode/DerivedData sudo killall -9 com.apple.CoreSimulator.CoreSimulatorService Removing and reinstalling the iOS 27.1 runtime Restarting the Mac Waiting several minutes on the first load (~/Library/Developer/Xcode/UserData/IB Support does not exist on this machine) [link text](https://www.example.com/)
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Create app in Appstore using AppStoreConnect API is giving an error.
Hello Apple Developer Team, I've followed the AppStoreConnect API documentation and created the following: I've created a API Key in App store > Integrations > Teams key, gave the role as admin. Created a valid JWT token When fetching the GET v1/apps, I can see the list of apps. Also I was able to make GET v1/users as well successfully. I've the valid bundle Id and capabilities enabled in the developer portal. Facing an issue while creating an app in App Store using AppStoreConnect API using POST call: This is my ruby script: response = api_request( method: :post, path: "/v1/apps", token: token, body: { data: { type: 'apps', attributes: { name: APP_NAME, primaryLocale: LOCALE, sku: "SKU#{Time.now.to_i}", bundleId: BUNDLE_ID, platform: 'IOS' } } } ) It gives me below error: { "errors": [ { "id": "09b465fc-316f-47b4-9bc3-9c340cb966aa", "status": "403", "code": "FORBIDDEN_ERROR", "title": "The given operation is not allowed", "detail": "The resource 'apps' does not allow 'CREATE'. Allowed operations are: GET_COLLECTION, GET_INSTANCE, UPDATE" } ] } Did anyone was able to successfully create the app in App Store via AppStoreConnect API? Could you please help me identify the root cause for the above issue and provide some inputs so that I could work on resolving them and move forward in the deployment process. Appreciate your help in reviewing this. Thank you, Santosh
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No App Store Connect API endpoint to associate a Bundle ID with an Apple Pay Merchant ID
We manage provisioning for a large number of App IDs across multiple apps via CI, using the App Store Connect API (not session-based Spaceship/Xcode auth). Capability management works well end to end for everything we've tried — Push Notifications, App Groups, Associated Domains, Data Protection, etc. can all be created, updated, and deleted via POST/PATCH/DELETE on /v1/bundleIdCapabilities. Apple Pay is the one exception. We can enable the Apple Pay capability itself via the API the same way as anything else, but there's no way to associate that capability with a specific Merchant ID. /v1/merchantIds exists as its own resource, but nothing in the bundleIdCapabilities or bundleIds schema links to it — no relationship, no include, no dedicated endpoint. In practice this means every new Apple Pay-enabled App ID we provision needs someone to go into the Developer Portal by hand (Identifiers → App ID → Capabilities → Apple Pay → select Merchant ID) before the generated provisioning profile will actually build — otherwise Xcode fails with errors like "doesn't include the Apple Pay capability" / "doesn't support the Merchant ID". Every other capability we use is fully scriptable; this is the one manual step left in an otherwise automated pipeline. Has anyone found a documented (or undocumented) way to do this via the API? If this is a confirmed gap rather than something we're missing, I've filed it as FB24414090 — if you've hit the same thing, adding your own Feedback number to a report on the same gap seems to be one of the few things that actually helps get traction internally, so feel free to reference this thread if you file one too.
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Transfer of an App with Sign in with Apple Functionality
Hello, I currently have an app that includes the "Sign in with Apple" feature, and I need to transfer this app to another app team. I have reviewed all official documentation but have not found the answer I need. My situation has some specificities, and I hope to receive assistance. The .p8 key created by the original developer team has been lost, and the app’s backend does not use a .p8 key for verification—instead, it verifies by obtaining Apple’s public key. However, according to the official documentation I reviewed, obtaining a transfer identifier during the app transfer process requires a client_secret generated from the original team’s .p8 key. This has left us facing a challenge, and we have two potential approaches to address this issue: Q1: During the transfer, is it possible to skip obtaining the transfer identifier and proceed directly with the app transfer, without performing any backend operations? Is this approach feasible? Q2: If the above approach is not feasible, should we create a new .p8 key in the original team’s account and use this new key for the transfer? If a new key is generated, do we need to re-release a new version of the app before initiating the transfer? If neither of the above approaches is feasible, are there better solutions to resolve our issue? I hope to receive a response. Thank you. TN3159: Migrating Sign in with Apple users for an app transfer | Apple Developer Documentation/ https://developer.apple.com/documentation/signinwithapple/transferring-your-apps-and-users-to-another-team
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Unbelievable: 2 App Store rejections, ZERO uses of our app's main feature. What would you do - appeal or resubmit?
I'm genuinely at a loss with Apple's App Review process. Our backend records show that across BOTH reviews, Apple's reviewers did not complete a SINGLE use of our app's core functionality. Not once. ZERO completed generations. For the latest review, our logs confirm Apple successfully logged in, but recorded ZERO generation requests and ZERO credits consumed. This isn't some minor feature. It's the entire foundation of our app. Our app fundamentally changes and becomes personalised as it's used. Without completing that process, you're essentially judging an incomplete product. Submission ID: 6a126514-9bb6-4d91-923c-bf29aacb1b68 Here's why this is so frustrating. We spent months deliberately building an app that offers functionality and a user experience fundamentally different from existing competitors. This wasn't another copycat app - avoiding that was central to its design from day one. We explained these differences extensively in our App Review notes. Yet Apple has rejected us TWICE under Guideline 4.3(b) — Design Spam. We even provided a narrated walkthrough demonstrating exactly what makes our app unique. Our video analytics show ZERO views. So we're being rejected for supposedly lacking originality, despite neither review producing a completed use of our main feature and no recorded views of our demonstration. After both rejections, we've received nothing but generic responses telling us to improve the app, without identifying a single specific problem. How are independent developers supposed to fix something when Apple won't explain what's wrong? We've now filed a formal appeal, which could take a month, with no visible queue position, progress updates or estimated timeframe. Meanwhile, we've already missed multiple planned marketing opportunities, and waiting could mean missing even more. We're not asking for guaranteed approval. We're asking for a fair review of what we've actually built. Has anyone else experienced this? What would you do? Wait for the appeal, hoping the App Review Board properly evaluates the app, even if it takes another month and we miss more deadlines? Withdraw the appeal and resubmit, hoping for a different reviewer, but risking another rejection without proper testing and further warnings against our developer account? I'd genuinely appreciate advice from anyone who's experienced something similar, especially those who've successfully appealed a 4.3(b) rejection. At this point, I genuinely don't know whether this is a reviewer misunderstanding, an automated rejection process, or something else entirely. But how can Apple determine that an app lacks originality when its defining functionality hasn't even been tested?
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State Restoration no longer works in a Mac Catalyst based app when run on macOS 27.x
As reported in FB25363417: A UIKit based app running on macOS 27.2 (or macOS 27.0.1) via Mac Catalyst no longer has functioning state restoration. Upon app restart, there is no NSUserActivity being provided to the scene in the UISceneDelegate method scene(_:willConnectTo:options:). This can be tested with Apple’s own sample app “Restoring your app’s state”. Just update the sample project with support for a Mac Catalyst build. Using Xcode 27.2 on a Mac with macOS 27.0 or 27.2, build and run the Mac Catalyst version of the app. The main screen appears with a list of products. Select any product so you see details of the product. Quit the app. Run the app again. Note that you are not returned to the previously selected product detail screen. Instead, you just see the main list of products. If you run the same app and perform the same steps on a Mac running macOS 26.x, then when the app is restarted, you correctly get returned to the previously selected product detail screen. The problem is being caused by no NSUserActivity being passed into the scene delegate on app startup. While running the app on a Mac with macOS 27.x, put a breakpoint on the initial guard statement in scene(_:willConnectTo:options:) and you will see there is no activity on app restart. This is impacting paid customers of my existing app since upgrading to macOS 27. They no longer get returned to the app’s previous state when restarting the app. It is expected that state restoration should work on macOS 27 just as well as it does under macOS 26 in an app built with Mac Catalyst.
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TestFlight builds expired across multiple apps; new builds cannot be installed (“Requested app is not available or doesn’t exist”)
Hi, I’m experiencing a TestFlight issue affecting multiple apps in my account. Issue summary: • Several TestFlight builds across all of my apps expired at the same time. • After uploading new replacement builds, neither I nor my testers are able to install them. • Installation fails with the message: “Could not install {App Name}. The requested app is not available or doesn’t exist.” • The build shows as processed and available in App Store Connect. • Testers are already invited and active. • No redeem code is required. I am seeing the same issue on my own device as well. What I’ve tried: • Uploading new builds (incremented version + build number). • Confirmed builds are visible and available in App Store Connect. • Removing and re-adding testers. • Logging out of the app. • Deleting the app from the device. • Restarting the device. • Reinstalling directly from TestFlight. • Restarting TestFlight. Despite this, installation consistently fails with the “requested app is not available or doesn’t exist” error. Expected behavior: • New TestFlight builds should be installable once processed and available. • Testers (and the developer) should be able to install directly from TestFlight. • Expired builds should not block installation of newly uploaded builds. Additional context: • This started immediately after multiple TestFlight builds expired across my apps. • All affected apps were previously installing and testing without issue. • Apple Developer Support has been contacted, but I wanted to check whether others are seeing the same behavior or if there is a known workaround. Has anyone else encountered TestFlight builds becoming unavailable across multiple apps at once, or an install failure after replacing expired builds
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Organization enrollment accepted, but membership purchase fails on every card — no support response (Cases 102996084487, 103000637398)
Our organization enrollment (Enrollment ID S9SZ49Y7M5, DG MIDDLE EAST TECHNOLOGIES - L.L.C - S.P.C, UAE) was accepted after document verification, and the Program License Agreement is accepted. 09/10/2026: purchased the membership (order W1781979751, AED 379). The card was charged, but the order was later canceled without notice. The account has shown "Pending — Purchase your membership" ever since. Since then, every attempt to purchase again fails with "Authorization Failed – A request to your bank … was declined." We tried several cards: Jordanian Visa/Mastercard, Apple Pay, and two UAE-issued cards. The banks show no declined transaction, so the payment seems to be stopped on Apple's side. Support cases 102996084487 (14/10) and 103000637398 (18/10) have had no response. Phone callback shows "temporarily unavailable due to high call volumes".
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UIKIt, iOS 27, UIDocumentPickerViewController(forExporting: [fileURL])
My App saves files using the UIDocumentPickerViewController. This works from iOS 17 to 26. Usually, you have a file with a given name in your sandbox, which you can then export via the pickerVC. In the pickerVC you change the name. In iOS 27 the file name is greyed-out and you can't change it here. The file can be exported only with the pre-given name. Is this a new behaviour or bug in iOS 27?
Topic: UI Frameworks SubTopic: UIKit
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GameSaveSyncedDirectory.openDirectory() crashes in CloudDocs initUIApplicationWillResignActiveNotification
We use the GameSave framework to sync player save data to iCloud. Since iOS 27, our game crashes a few seconds after a cold launch, the first time it calls GameSaveSyncedDirectory.openDirectory(). We call the API only from the main actor, but the crash is on a cooperative thread inside GameSave: EXC_BAD_ACCESS (SIGSEGV) KERN_INVALID_ADDRESS at 0x400000000000bad0 libobjc.A.dylib objc_release CloudDocs initUIApplicationWillResignActiveNotification CloudDocs -[BRQuery _setQueryState:] CloudDocs -[BRQuery _runQuery] CloudDocs -[BRQuery executeWithOptions:] Foundation -[NSMetadataQuery startQuery] GameSave BundleUpdatesWaiter.initMetadataQuery() GameSave BundleUpdatesWaiter.init(bundleURL:) GameSave closure #1 in GameSyncedDirectoryHolder.allowReaders(for:)Other threads are inside the same BRQuery path at the same moment. The crash reproduces without GameSave: starting twoNSMetadataQuery objects at once on background threads in a fresh process crashes 94 times in 100 in the iOS 27.0 Simulator, and never on iOS 26.5, so this seems like a regression. Starting one query on a single thread never crashes. I've submitted a support request (FB25352978) so hopefully this will be looked at fairly soon - if anyone else runs into this it would be good to know!
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Program fee waiver
hey Apple Community! i love every Apple product and i even have an iphone my dream is to get a macbook one day. i read that the $99.00 fee can be waived so I'm trying to do that because i have 4 children and a wife all at home and I'm the sole provider. it's tough times right now and I'm broke every pay day please i beg you waive my fee and let my dream come true and i offer a lot. jeremyharris1117@icloud.com
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Verify historical Keychain access groups of an existing iOS development installation
I am preparing a data-preserving, same-bundle-identifier update of my own development-signed iOS/iPadOS app (Target Keeper). Existing installations contain records that must be preserved. No update has been attempted, and no Keychain loss or entitlement incompatibility has been demonstrated. Environment: iOS/iPadOS 27.0.1 and Xcode 27.1. The original signed packages/archives for the installed older builds are no longer available. The proposed update has a valid Development signature and a profile covering the test devices. Its signed application identifier, Team identifier and Keychain groups have been inspected locally. The current and a retained later source snapshot use a bundle-derived service and a generic-password query without an explicit kSecAttrAccessGroup, with kSecAttrSynchronizable false and WhenUnlockedThisDeviceOnly accessibility. However, those source snapshots are not authenticated as the source used to produce the older installed binaries. I am therefore not assuming they prove the older effective groups or App ID prefix. I have read Sharing access to keychain items among a collection of apps, TN2415, QA1726, TN2311, and SecItem: Pitfalls and Best Practices: https://developer.apple.com/documentation/security/sharing-access-to-keychain-items-among-a-collection-of-apps https://developer.apple.com/library/archive/technotes/tn2415/_index.html https://developer.apple.com/library/archive/qa/qa1726/_index.html https://developer.apple.com/library/archive/technotes/tn2311/_index.html https://developer.apple.com/forums/thread/724013 These explain the access-group rules, first-group default and service/query distinctions. My remaining question is how to obtain authoritative evidence for the already-installed older app when its original signed package is missing. Is there a supported Xcode, Device Hub, devicectl or other Apple workflow to read/authenticate the effective application-identifier, Team and keychain-access-groups (including relevant App Groups) of an existing development installation without replacing it or extracting any Keychain values? If a local provisioning/install receipt can help, what establishes that it belongs to the installed binary rather than merely showing what a candidate profile permits? If no supported read-only method exists, what minimal controlled diagnostic does Apple recommend to qualify same-app Keychain continuity while preserving the original installation? Please distinguish methods requiring app launch/debugger attachment from genuinely read-only device-management inspection. Available app metadata and an exported app-data container have not supplied a signed entitlement list in the checks performed. Matching the candidate Team and bundle ID alone is not being treated as proof. A cross-bundle shipping migration is a separate problem and is not being attempted here. I am not asking to bypass code-signing or Keychain access controls, broaden access groups, uninstall the old app, or dump credentials. No passwords, certificates/private keys, device identifiers, backup files or application records are attached.
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iOS App Stuck in "Waiting for Review" Since October 20 — Apple ID 6797575451
Hello Apple Developer Community and App Review Team, I am reaching out to request assistance regarding an unusually long review waiting period for our iOS application. Our current submission has remained in "Waiting for Review" since October 20, 2026, without any status changes or additional messages from the App Review team. Submission details: Apple App ID: 6797575451 Version: 1.0 Build: 35 Submission ID: 13583783-ff48-4eaa-aa72-9796daa87ff6 Submission date: October 20, 2026 This is our first App Store release. Our application has already gone through previous review rounds, during which we received requests from the App Review team to make corrections and provide additional information. We followed Apple's instructions, completed the requested corrections, uploaded a new build, and provided demonstration videos as requested by the App Review team. After completing these requirements, we resubmitted the application for review on October 20, 2026. Since then, there has been no visible progress. Additional actions we have taken: October 23: Submitted an expedited review request. October 27: Contacted Apple Developer Support. October 29: Submitted an additional support inquiry. Confirmed that all required agreements and business information in App Store Connect are active and up to date. Despite these efforts, our submission remains in "Waiting for Review." We would appreciate clarification from an Apple representative regarding the following: Is our submission still properly queued for review? Could there be a technical or account-related issue preventing the review from starting? Is any additional information or action required from our side? Should we continue waiting, or would canceling and resubmitting the application be advisable? We understand that some submissions may require additional review time, and we appreciate the work of the App Review team. However, after completing the requested corrections, submitting an updated build, and providing the additional materials requested, we would like to ensure that our submission is not being delayed by an issue requiring our attention. We would greatly appreciate a response from an Apple representative and any assistance in clarifying the status of our submission. Thank you for your time and support.
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Apple thought it was impossible
Apple thought it was impossible. I made it possible. No server. Just an iPhone. LUMEN-JEV OS v3.0 — On-device OS using Pyto + iCloud Drive + Obsidian Architecture: Pyto runtime = server: Persistent loop, 922 tickers scanned, 502.6 ev/s, 12ms latency, sub-2ms cache iCloud Drive = bus: Writes JEV-BUS.md every 15s, shared working directory Obsidian = OS window manager: 00-JEV-DASHBOARD-main 48 nodes live Vault: 11/11 LOCKED, Factory Complete Anchor: 572b9df5e8e1f101365f8316ba7b34da4aa54ff89a2dcdb68ed20b126e8cabed Chain: REAL-EXCHANGE-PUBLIC-WS -> 8-MODULE-DEMO -> DEMO-TERMINATED -> NO EXECUTION Feed: real-public-readonly / public_ticker_only Modules (8-MODULE-v1px): WARREN-WATCHDOG, KEEPER-BOX, NODE-MODE-SYNC, VAULT-MULT, SCOUT-SCAN, SIREN-FILTER, FOCUS-SIGNAL-20K, ORACLE-PRICE-FEED, RELAY-ROUTER, AKE-ARBITRAGE, YIELD-BACK-4, MEDUSAs: 03 DYNAMIC OBSERVER-SPACE Context: Built in 33hrs over 11 nights, day job, single dad, solo dev, on iPhone only. Pyto working directory set to iCloud Drive. No Mac backend, no CloudKit function, no external server. Why this matters for iOS: Apple's sandbox says you can't run a persistent OS-like loop with live file sync on iOS. Pyto + iCloud Drive persistence proves you can. iPhone becomes the server. Proof: 48 NODES LIVE canvas PROOF CHAIN 11/11 FLAT VIEW VAULT LOCKED Jev.py V2.6 CLEAN BUS log (checked 50/100/150/200 -> 922/922 passes) Anchor hash matches zip JEV-OS-v3.0-572b9df5-40files.zip Requesting: Guidance on showcasing this as an iOS innovation + Ask Apple office hours. X proof pinned: @Activepython007
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App Stuck in "Waiting for Review" Since October 20, 2026 — No Status Update
Hello Apple Developer Community and App Review Team, I am reaching out to request assistance regarding an unusually long review waiting period for our iOS application. Our current submission has remained in "Waiting for Review" since October 20, 2026, with no status changes or additional messages from the App Review team. This is our first App Store release. Our application has already gone through previous review rounds, during which we received requests from the App Review team to make corrections and provide additional information. We followed Apple's guidelines, completed the requested corrections, uploaded a new and updated build, and provided demonstration videos as requested by the App Review team. After completing these requirements, we resubmitted the application for review on October 20, 2026. Since then, there has been no visible progress. Additional actions we have taken: October 23: Submitted an expedited review request. October 27: Contacted Apple Developer Support. October 29: Submitted an additional support inquiry. Confirmed that all required agreements and business information in App Store Connect are active and up to date. Despite these efforts, our submission remains in "Waiting for Review." We would appreciate clarification from an Apple representative regarding the following: Is our submission still properly queued for review? Could there be a technical or account-related issue preventing the review from starting? Is any additional information or action required from our side? Should we continue waiting, or would canceling and resubmitting the application be advisable? We understand that some submissions may require additional review time, and we appreciate the work of the App Review team. However, after completing all requested requirements, submitting an updated build, and providing the additional materials requested, we would like to ensure that our submission is not being delayed by an issue requiring our attention. We would greatly appreciate a response from an Apple representative and any assistance in clarifying the status of our submission. Thank you for your time and support.
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App stuck in review for almost a month — is this normal?
Title: App stuck in review for almost a month — is this normal? Hi everyone, Has anyone experienced extremely long App Store review times recently? Our app has been stuck in the review process for almost one month, and the situation is becoming increasingly frustrating. Here's the timeline: First submission: Waited approximately 2 weeks for review. Rejection: The app was eventually rejected, and we submitted an appeal message explaining to Apple Review team the reason that the feature is done by design New review: Another 2 weeks have passed, and we're still waiting for a response or resolution. That's almost 4 weeks in total, with no clear indication of when the process will be completed. We've already contacted Apple, but were ignored We've already submitted 3 times an expedite review - ignored too. I understand that reviews and appeals take time, but a month of waiting is seriously affecting our release schedule. Is anyone else experiencing similar delays? Is this the new normal for App Store reviews? Any advice on how to escalate this or get an actual status update from Apple would be appreciated. Pur app name: PauerOne Wallet Thanks!
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Storyboards stuck on "Loading iOS 27.1..." in Xcode 27.1, including new projects
SUMMARY In Xcode 27.1, opening any Main.storyboard never finishes loading. The editor shows "Loading iOS 27.1..." indefinitely. This happens in existing projects and in a brand-new iOS App project created with Interface: Storyboard. Before that, the editor showed "Failed to open Main.storyboard: iOS 27.1 Platform Not Installed." ENVIRONMENT Xcode 27.1 iOS SDK build: 24A94232 (from xcrun --sdk iphonesimulator --show-sdk-build-version) macOS: [YOUR macOS VERSION] Hardware: MacBook Air, Apple M1 Run destination: iPhone 17 Pro Max simulator STEPS TO REPRODUCE Open Xcode 27.1. Create a new project: iOS > App, Interface: Storyboard, Language: Swift. Click Main.storyboard in the Project Navigator. EXPECTED RESULT The storyboard renders in Interface Builder and the Objects library lists UI elements. ACTUAL RESULT The editor stays on "Loading iOS 27.1..." and the Objects library shows "No Matches." Opening the file as Source Code works, and the XML is valid (targetRuntime="iOS.CocoaTouch"), so the file itself is fine. RUNTIME STATE Initially the only iOS 27.1 runtime installed was build 24A94425, shown as Ready in xcrun simctl runtime list. Xcode reported "iOS 27.1 Platform Not Installed," and the runtime did not appear in Settings > Components. The Xcode SDK build is 24A94232, which does not match 24A94425. I ran xcodebuild -downloadPlatform iOS, which installed iOS 27.1 (24A94232). The error then changed to "Loading iOS 27.1..." and stayed there. Settings > Components then showed an "Update" button for iOS 27.1 (8.07 GB). Clicking it installed iOS 27.1 (24A94425) again, so both builds are now present and Ready. The storyboard is still stuck. WHAT I TRIED (none fixed it) Deleting ~/Library/Developer/Xcode/DerivedData sudo killall -9 com.apple.CoreSimulator.CoreSimulatorService Removing and reinstalling the iOS 27.1 runtime Restarting the Mac Waiting several minutes on the first load (~/Library/Developer/Xcode/UserData/IB Support does not exist on this machine) [link text](https://www.example.com/)
Replies
1
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0
Views
62
Activity
6h
Create app in Appstore using AppStoreConnect API is giving an error.
Hello Apple Developer Team, I've followed the AppStoreConnect API documentation and created the following: I've created a API Key in App store > Integrations > Teams key, gave the role as admin. Created a valid JWT token When fetching the GET v1/apps, I can see the list of apps. Also I was able to make GET v1/users as well successfully. I've the valid bundle Id and capabilities enabled in the developer portal. Facing an issue while creating an app in App Store using AppStoreConnect API using POST call: This is my ruby script: response = api_request( method: :post, path: "/v1/apps", token: token, body: { data: { type: 'apps', attributes: { name: APP_NAME, primaryLocale: LOCALE, sku: "SKU#{Time.now.to_i}", bundleId: BUNDLE_ID, platform: 'IOS' } } } ) It gives me below error: { "errors": [ { "id": "09b465fc-316f-47b4-9bc3-9c340cb966aa", "status": "403", "code": "FORBIDDEN_ERROR", "title": "The given operation is not allowed", "detail": "The resource 'apps' does not allow 'CREATE'. Allowed operations are: GET_COLLECTION, GET_INSTANCE, UPDATE" } ] } Did anyone was able to successfully create the app in App Store via AppStoreConnect API? Could you please help me identify the root cause for the above issue and provide some inputs so that I could work on resolving them and move forward in the deployment process. Appreciate your help in reviewing this. Thank you, Santosh
Replies
3
Boosts
1
Views
1.2k
Activity
6h
No App Store Connect API endpoint to associate a Bundle ID with an Apple Pay Merchant ID
We manage provisioning for a large number of App IDs across multiple apps via CI, using the App Store Connect API (not session-based Spaceship/Xcode auth). Capability management works well end to end for everything we've tried — Push Notifications, App Groups, Associated Domains, Data Protection, etc. can all be created, updated, and deleted via POST/PATCH/DELETE on /v1/bundleIdCapabilities. Apple Pay is the one exception. We can enable the Apple Pay capability itself via the API the same way as anything else, but there's no way to associate that capability with a specific Merchant ID. /v1/merchantIds exists as its own resource, but nothing in the bundleIdCapabilities or bundleIds schema links to it — no relationship, no include, no dedicated endpoint. In practice this means every new Apple Pay-enabled App ID we provision needs someone to go into the Developer Portal by hand (Identifiers → App ID → Capabilities → Apple Pay → select Merchant ID) before the generated provisioning profile will actually build — otherwise Xcode fails with errors like "doesn't include the Apple Pay capability" / "doesn't support the Merchant ID". Every other capability we use is fully scriptable; this is the one manual step left in an otherwise automated pipeline. Has anyone found a documented (or undocumented) way to do this via the API? If this is a confirmed gap rather than something we're missing, I've filed it as FB24414090 — if you've hit the same thing, adding your own Feedback number to a report on the same gap seems to be one of the few things that actually helps get traction internally, so feel free to reference this thread if you file one too.
Replies
2
Boosts
0
Views
718
Activity
6h
Transfer of an App with Sign in with Apple Functionality
Hello, I currently have an app that includes the "Sign in with Apple" feature, and I need to transfer this app to another app team. I have reviewed all official documentation but have not found the answer I need. My situation has some specificities, and I hope to receive assistance. The .p8 key created by the original developer team has been lost, and the app’s backend does not use a .p8 key for verification—instead, it verifies by obtaining Apple’s public key. However, according to the official documentation I reviewed, obtaining a transfer identifier during the app transfer process requires a client_secret generated from the original team’s .p8 key. This has left us facing a challenge, and we have two potential approaches to address this issue: Q1: During the transfer, is it possible to skip obtaining the transfer identifier and proceed directly with the app transfer, without performing any backend operations? Is this approach feasible? Q2: If the above approach is not feasible, should we create a new .p8 key in the original team’s account and use this new key for the transfer? If a new key is generated, do we need to re-release a new version of the app before initiating the transfer? If neither of the above approaches is feasible, are there better solutions to resolve our issue? I hope to receive a response. Thank you. TN3159: Migrating Sign in with Apple users for an app transfer | Apple Developer Documentation/ https://developer.apple.com/documentation/signinwithapple/transferring-your-apps-and-users-to-another-team
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3
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1k
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6h
Unbelievable: 2 App Store rejections, ZERO uses of our app's main feature. What would you do - appeal or resubmit?
I'm genuinely at a loss with Apple's App Review process. Our backend records show that across BOTH reviews, Apple's reviewers did not complete a SINGLE use of our app's core functionality. Not once. ZERO completed generations. For the latest review, our logs confirm Apple successfully logged in, but recorded ZERO generation requests and ZERO credits consumed. This isn't some minor feature. It's the entire foundation of our app. Our app fundamentally changes and becomes personalised as it's used. Without completing that process, you're essentially judging an incomplete product. Submission ID: 6a126514-9bb6-4d91-923c-bf29aacb1b68 Here's why this is so frustrating. We spent months deliberately building an app that offers functionality and a user experience fundamentally different from existing competitors. This wasn't another copycat app - avoiding that was central to its design from day one. We explained these differences extensively in our App Review notes. Yet Apple has rejected us TWICE under Guideline 4.3(b) — Design Spam. We even provided a narrated walkthrough demonstrating exactly what makes our app unique. Our video analytics show ZERO views. So we're being rejected for supposedly lacking originality, despite neither review producing a completed use of our main feature and no recorded views of our demonstration. After both rejections, we've received nothing but generic responses telling us to improve the app, without identifying a single specific problem. How are independent developers supposed to fix something when Apple won't explain what's wrong? We've now filed a formal appeal, which could take a month, with no visible queue position, progress updates or estimated timeframe. Meanwhile, we've already missed multiple planned marketing opportunities, and waiting could mean missing even more. We're not asking for guaranteed approval. We're asking for a fair review of what we've actually built. Has anyone else experienced this? What would you do? Wait for the appeal, hoping the App Review Board properly evaluates the app, even if it takes another month and we miss more deadlines? Withdraw the appeal and resubmit, hoping for a different reviewer, but risking another rejection without proper testing and further warnings against our developer account? I'd genuinely appreciate advice from anyone who's experienced something similar, especially those who've successfully appealed a 4.3(b) rejection. At this point, I genuinely don't know whether this is a reviewer misunderstanding, an automated rejection process, or something else entirely. But how can Apple determine that an app lacks originality when its defining functionality hasn't even been tested?
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7
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310
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6h
State Restoration no longer works in a Mac Catalyst based app when run on macOS 27.x
As reported in FB25363417: A UIKit based app running on macOS 27.2 (or macOS 27.0.1) via Mac Catalyst no longer has functioning state restoration. Upon app restart, there is no NSUserActivity being provided to the scene in the UISceneDelegate method scene(_:willConnectTo:options:). This can be tested with Apple’s own sample app “Restoring your app’s state”. Just update the sample project with support for a Mac Catalyst build. Using Xcode 27.2 on a Mac with macOS 27.0 or 27.2, build and run the Mac Catalyst version of the app. The main screen appears with a list of products. Select any product so you see details of the product. Quit the app. Run the app again. Note that you are not returned to the previously selected product detail screen. Instead, you just see the main list of products. If you run the same app and perform the same steps on a Mac running macOS 26.x, then when the app is restarted, you correctly get returned to the previously selected product detail screen. The problem is being caused by no NSUserActivity being passed into the scene delegate on app startup. While running the app on a Mac with macOS 27.x, put a breakpoint on the initial guard statement in scene(_:willConnectTo:options:) and you will see there is no activity on app restart. This is impacting paid customers of my existing app since upgrading to macOS 27. They no longer get returned to the app’s previous state when restarting the app. It is expected that state restoration should work on macOS 27 just as well as it does under macOS 26 in an app built with Mac Catalyst.
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60
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6h
TestFlight builds expired across multiple apps; new builds cannot be installed (“Requested app is not available or doesn’t exist”)
Hi, I’m experiencing a TestFlight issue affecting multiple apps in my account. Issue summary: • Several TestFlight builds across all of my apps expired at the same time. • After uploading new replacement builds, neither I nor my testers are able to install them. • Installation fails with the message: “Could not install {App Name}. The requested app is not available or doesn’t exist.” • The build shows as processed and available in App Store Connect. • Testers are already invited and active. • No redeem code is required. I am seeing the same issue on my own device as well. What I’ve tried: • Uploading new builds (incremented version + build number). • Confirmed builds are visible and available in App Store Connect. • Removing and re-adding testers. • Logging out of the app. • Deleting the app from the device. • Restarting the device. • Reinstalling directly from TestFlight. • Restarting TestFlight. Despite this, installation consistently fails with the “requested app is not available or doesn’t exist” error. Expected behavior: • New TestFlight builds should be installable once processed and available. • Testers (and the developer) should be able to install directly from TestFlight. • Expired builds should not block installation of newly uploaded builds. Additional context: • This started immediately after multiple TestFlight builds expired across my apps. • All affected apps were previously installing and testing without issue. • Apple Developer Support has been contacted, but I wanted to check whether others are seeing the same behavior or if there is a known workaround. Has anyone else encountered TestFlight builds becoming unavailable across multiple apps at once, or an install failure after replacing expired builds
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123
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7h
Organization enrollment accepted, but membership purchase fails on every card — no support response (Cases 102996084487, 103000637398)
Our organization enrollment (Enrollment ID S9SZ49Y7M5, DG MIDDLE EAST TECHNOLOGIES - L.L.C - S.P.C, UAE) was accepted after document verification, and the Program License Agreement is accepted. 09/10/2026: purchased the membership (order W1781979751, AED 379). The card was charged, but the order was later canceled without notice. The account has shown "Pending — Purchase your membership" ever since. Since then, every attempt to purchase again fails with "Authorization Failed – A request to your bank … was declined." We tried several cards: Jordanian Visa/Mastercard, Apple Pay, and two UAE-issued cards. The banks show no declined transaction, so the payment seems to be stopped on Apple's side. Support cases 102996084487 (14/10) and 103000637398 (18/10) have had no response. Phone callback shows "temporarily unavailable due to high call volumes".
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1
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198
Activity
7h
UIKIt, iOS 27, UIDocumentPickerViewController(forExporting: [fileURL])
My App saves files using the UIDocumentPickerViewController. This works from iOS 17 to 26. Usually, you have a file with a given name in your sandbox, which you can then export via the pickerVC. In the pickerVC you change the name. In iOS 27 the file name is greyed-out and you can't change it here. The file can be exported only with the pre-given name. Is this a new behaviour or bug in iOS 27?
Topic: UI Frameworks SubTopic: UIKit
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7h
GameSaveSyncedDirectory.openDirectory() crashes in CloudDocs initUIApplicationWillResignActiveNotification
We use the GameSave framework to sync player save data to iCloud. Since iOS 27, our game crashes a few seconds after a cold launch, the first time it calls GameSaveSyncedDirectory.openDirectory(). We call the API only from the main actor, but the crash is on a cooperative thread inside GameSave: EXC_BAD_ACCESS (SIGSEGV) KERN_INVALID_ADDRESS at 0x400000000000bad0 libobjc.A.dylib objc_release CloudDocs initUIApplicationWillResignActiveNotification CloudDocs -[BRQuery _setQueryState:] CloudDocs -[BRQuery _runQuery] CloudDocs -[BRQuery executeWithOptions:] Foundation -[NSMetadataQuery startQuery] GameSave BundleUpdatesWaiter.initMetadataQuery() GameSave BundleUpdatesWaiter.init(bundleURL:) GameSave closure #1 in GameSyncedDirectoryHolder.allowReaders(for:)Other threads are inside the same BRQuery path at the same moment. The crash reproduces without GameSave: starting twoNSMetadataQuery objects at once on background threads in a fresh process crashes 94 times in 100 in the iOS 27.0 Simulator, and never on iOS 26.5, so this seems like a regression. Starting one query on a single thread never crashes. I've submitted a support request (FB25352978) so hopefully this will be looked at fairly soon - if anyone else runs into this it would be good to know!
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2
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231
Activity
7h
Program fee waiver
hey Apple Community! i love every Apple product and i even have an iphone my dream is to get a macbook one day. i read that the $99.00 fee can be waived so I'm trying to do that because i have 4 children and a wife all at home and I'm the sole provider. it's tough times right now and I'm broke every pay day please i beg you waive my fee and let my dream come true and i offer a lot. jeremyharris1117@icloud.com
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39
Activity
7h
Verify historical Keychain access groups of an existing iOS development installation
I am preparing a data-preserving, same-bundle-identifier update of my own development-signed iOS/iPadOS app (Target Keeper). Existing installations contain records that must be preserved. No update has been attempted, and no Keychain loss or entitlement incompatibility has been demonstrated. Environment: iOS/iPadOS 27.0.1 and Xcode 27.1. The original signed packages/archives for the installed older builds are no longer available. The proposed update has a valid Development signature and a profile covering the test devices. Its signed application identifier, Team identifier and Keychain groups have been inspected locally. The current and a retained later source snapshot use a bundle-derived service and a generic-password query without an explicit kSecAttrAccessGroup, with kSecAttrSynchronizable false and WhenUnlockedThisDeviceOnly accessibility. However, those source snapshots are not authenticated as the source used to produce the older installed binaries. I am therefore not assuming they prove the older effective groups or App ID prefix. I have read Sharing access to keychain items among a collection of apps, TN2415, QA1726, TN2311, and SecItem: Pitfalls and Best Practices: https://developer.apple.com/documentation/security/sharing-access-to-keychain-items-among-a-collection-of-apps https://developer.apple.com/library/archive/technotes/tn2415/_index.html https://developer.apple.com/library/archive/qa/qa1726/_index.html https://developer.apple.com/library/archive/technotes/tn2311/_index.html https://developer.apple.com/forums/thread/724013 These explain the access-group rules, first-group default and service/query distinctions. My remaining question is how to obtain authoritative evidence for the already-installed older app when its original signed package is missing. Is there a supported Xcode, Device Hub, devicectl or other Apple workflow to read/authenticate the effective application-identifier, Team and keychain-access-groups (including relevant App Groups) of an existing development installation without replacing it or extracting any Keychain values? If a local provisioning/install receipt can help, what establishes that it belongs to the installed binary rather than merely showing what a candidate profile permits? If no supported read-only method exists, what minimal controlled diagnostic does Apple recommend to qualify same-app Keychain continuity while preserving the original installation? Please distinguish methods requiring app launch/debugger attachment from genuinely read-only device-management inspection. Available app metadata and an exported app-data container have not supplied a signed entitlement list in the checks performed. Matching the candidate Team and bundle ID alone is not being treated as proof. A cross-bundle shipping migration is a separate problem and is not being attempted here. I am not asking to bypass code-signing or Keychain access controls, broaden access groups, uninstall the old app, or dump credentials. No passwords, certificates/private keys, device identifiers, backup files or application records are attached.
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2
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261
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7h
iOS App Stuck in "Waiting for Review" Since October 20 — Apple ID 6797575451
Hello Apple Developer Community and App Review Team, I am reaching out to request assistance regarding an unusually long review waiting period for our iOS application. Our current submission has remained in "Waiting for Review" since October 20, 2026, without any status changes or additional messages from the App Review team. Submission details: Apple App ID: 6797575451 Version: 1.0 Build: 35 Submission ID: 13583783-ff48-4eaa-aa72-9796daa87ff6 Submission date: October 20, 2026 This is our first App Store release. Our application has already gone through previous review rounds, during which we received requests from the App Review team to make corrections and provide additional information. We followed Apple's instructions, completed the requested corrections, uploaded a new build, and provided demonstration videos as requested by the App Review team. After completing these requirements, we resubmitted the application for review on October 20, 2026. Since then, there has been no visible progress. Additional actions we have taken: October 23: Submitted an expedited review request. October 27: Contacted Apple Developer Support. October 29: Submitted an additional support inquiry. Confirmed that all required agreements and business information in App Store Connect are active and up to date. Despite these efforts, our submission remains in "Waiting for Review." We would appreciate clarification from an Apple representative regarding the following: Is our submission still properly queued for review? Could there be a technical or account-related issue preventing the review from starting? Is any additional information or action required from our side? Should we continue waiting, or would canceling and resubmitting the application be advisable? We understand that some submissions may require additional review time, and we appreciate the work of the App Review team. However, after completing the requested corrections, submitting an updated build, and providing the additional materials requested, we would like to ensure that our submission is not being delayed by an issue requiring our attention. We would greatly appreciate a response from an Apple representative and any assistance in clarifying the status of our submission. Thank you for your time and support.
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26
Activity
7h
Apple thought it was impossible
Apple thought it was impossible. I made it possible. No server. Just an iPhone. LUMEN-JEV OS v3.0 — On-device OS using Pyto + iCloud Drive + Obsidian Architecture: Pyto runtime = server: Persistent loop, 922 tickers scanned, 502.6 ev/s, 12ms latency, sub-2ms cache iCloud Drive = bus: Writes JEV-BUS.md every 15s, shared working directory Obsidian = OS window manager: 00-JEV-DASHBOARD-main 48 nodes live Vault: 11/11 LOCKED, Factory Complete Anchor: 572b9df5e8e1f101365f8316ba7b34da4aa54ff89a2dcdb68ed20b126e8cabed Chain: REAL-EXCHANGE-PUBLIC-WS -> 8-MODULE-DEMO -> DEMO-TERMINATED -> NO EXECUTION Feed: real-public-readonly / public_ticker_only Modules (8-MODULE-v1px): WARREN-WATCHDOG, KEEPER-BOX, NODE-MODE-SYNC, VAULT-MULT, SCOUT-SCAN, SIREN-FILTER, FOCUS-SIGNAL-20K, ORACLE-PRICE-FEED, RELAY-ROUTER, AKE-ARBITRAGE, YIELD-BACK-4, MEDUSAs: 03 DYNAMIC OBSERVER-SPACE Context: Built in 33hrs over 11 nights, day job, single dad, solo dev, on iPhone only. Pyto working directory set to iCloud Drive. No Mac backend, no CloudKit function, no external server. Why this matters for iOS: Apple's sandbox says you can't run a persistent OS-like loop with live file sync on iOS. Pyto + iCloud Drive persistence proves you can. iPhone becomes the server. Proof: 48 NODES LIVE canvas PROOF CHAIN 11/11 FLAT VIEW VAULT LOCKED Jev.py V2.6 CLEAN BUS log (checked 50/100/150/200 -> 922/922 passes) Anchor hash matches zip JEV-OS-v3.0-572b9df5-40files.zip Requesting: Guidance on showcasing this as an iOS innovation + Ask Apple office hours. X proof pinned: @Activepython007
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8
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634
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7h
App Stuck in "Waiting for Review" Since October 20, 2026 — No Status Update
Hello Apple Developer Community and App Review Team, I am reaching out to request assistance regarding an unusually long review waiting period for our iOS application. Our current submission has remained in "Waiting for Review" since October 20, 2026, with no status changes or additional messages from the App Review team. This is our first App Store release. Our application has already gone through previous review rounds, during which we received requests from the App Review team to make corrections and provide additional information. We followed Apple's guidelines, completed the requested corrections, uploaded a new and updated build, and provided demonstration videos as requested by the App Review team. After completing these requirements, we resubmitted the application for review on October 20, 2026. Since then, there has been no visible progress. Additional actions we have taken: October 23: Submitted an expedited review request. October 27: Contacted Apple Developer Support. October 29: Submitted an additional support inquiry. Confirmed that all required agreements and business information in App Store Connect are active and up to date. Despite these efforts, our submission remains in "Waiting for Review." We would appreciate clarification from an Apple representative regarding the following: Is our submission still properly queued for review? Could there be a technical or account-related issue preventing the review from starting? Is any additional information or action required from our side? Should we continue waiting, or would canceling and resubmitting the application be advisable? We understand that some submissions may require additional review time, and we appreciate the work of the App Review team. However, after completing all requested requirements, submitting an updated build, and providing the additional materials requested, we would like to ensure that our submission is not being delayed by an issue requiring our attention. We would greatly appreciate a response from an Apple representative and any assistance in clarifying the status of our submission. Thank you for your time and support.
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23
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7h
App stuck in review for almost a month — is this normal?
Title: App stuck in review for almost a month — is this normal? Hi everyone, Has anyone experienced extremely long App Store review times recently? Our app has been stuck in the review process for almost one month, and the situation is becoming increasingly frustrating. Here's the timeline: First submission: Waited approximately 2 weeks for review. Rejection: The app was eventually rejected, and we submitted an appeal message explaining to Apple Review team the reason that the feature is done by design New review: Another 2 weeks have passed, and we're still waiting for a response or resolution. That's almost 4 weeks in total, with no clear indication of when the process will be completed. We've already contacted Apple, but were ignored We've already submitted 3 times an expedite review - ignored too. I understand that reviews and appeals take time, but a month of waiting is seriously affecting our release schedule. Is anyone else experiencing similar delays? Is this the new normal for App Store reviews? Any advice on how to escalate this or get an actual status update from Apple would be appreciated. Pur app name: PauerOne Wallet Thanks!
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7h