I'm building a React Native app (using Expo) for a transport service business. I plan to publish it on the Apple App Store and want to make sure it won't get rejected for simplicity or being too web-like.
Here's what the app includes so far:
Splash screen with branding
2–3 onboarding screens (explaining key app features)
A home screen with navigation options
“Request a Quote” form (pickup, drop location, date, vehicle type, notes)
“My Requests” screen to view previously submitted quotes (stored in Supabase)
About Us and Contact Us pages
Light UI polish (basic transitions, proper padding, platform-specific styling)
Login/Sign-up using Kinde
Push notifications for quote confirmation (using Expo)
Using Supabase as the backend
I’m keeping it free and lightweight, but native-looking.
Questions:
Based on the features above, would this app likely pass App Store review
Is Login/Sign-up using Kinde (external service) will cause any problem?
Are there any App Store guidelines I should be extra careful about with this setup?
Would adding simple quote tracking status help improve chances of approval?
Should I add more native-feeling interactivity to avoid being seen as a "wrapped websit
App Store
RSS for tagThe App Store allows users around the world to discover and download your iOS and iPadOS apps.
Posts under App Store tag
200 Posts
Sort by:
Post
Replies
Boosts
Views
Activity
I would like to share some feedback regarding the current App Store pricing model, particularly around subscriptions.
Over time, there has been a noticeable shift from one-time purchases to subscription-based pricing for nearly all types of apps and games. While subscriptions make sense for content-driven services such as streaming (movies, music, books, etc.), they often feel forced or excessive when applied to standalone apps or games that previously used a one-time purchase model. Many users view this as an abuse of the subscription system, leading to frustration and distrust.
As a developer, I also understand the challenge of sustaining revenue, especially when major updates require significant time and resources. One-time purchases often don’t reflect the long-term value an app may provide or the cost of continued development.
That said, I believe a more balanced approach would benefit everyone. I’d like to suggest the implementation of a major upgrade pricing model on the App Store. For example, when a developer releases a major new version of an app (e.g., 2.0, 3.0, etc.), they could offer:
A standard price for new users (e.g., $2.99)
A discounted upgrade price for existing users (e.g., $0.99)
This would allow developers to be fairly compensated for continued innovation while also respecting customers who have already supported the app. Subscriptions could then be more appropriately reserved for content-based services.
I believe this model would create a healthier ecosystem for both users and developers, encouraging more sustainable and transparent pricing practices.
Feedback Assistant : FB17281833
Topic:
App Store Distribution & Marketing
SubTopic:
App Store Connect
Tags:
Subscriptions
App Store
StoreKit
App Store Connect
Hi everyone,
I’m trying to launch an App Clip for my app, and I’ve been stuck trying to debug why the App Clip won’t launch in production, despite everything seemingly being set up correctly.
My setup:
Main app bundle ID: com.release.cosa
App Clip bundle ID in Xcode: com.release.cosa.appclip
In App Store Connect, the App Clip is listed as: com.release.cosa.appclip
My AASA file (served with correct headers from my domain):
{
"appclips": {
"apps": ["com.release.cosa.appclip"]
}
}
App Clip target and entitlements are properly set in Xcode
What works:
App Clip launches via local testing in Xcode (Simulator and physical device)
App Clip works when triggered manually from Safari (while debugging)
What doesn’t work:
NFC tag or Universal Link from the real world does not trigger the App Clip
On device, nothing happens – not even a fallback to Safari
No errors shown to user
Topic:
App Store Distribution & Marketing
SubTopic:
App Store Connect
Tags:
App Clips
App Store
App Store Connect
Core NFC
My app has been under review for exactly 35 days. There are no response since the first day, it is just waiting in the In review stage.
I canceled it thinking it was a bug and sent it again, but there is no progress.
I have sent more than 10 tickets, but no response. I opened a topic in the forum, but there is no response eitheri this is second.
There is no place I can reach or ask for help. The Apple team is working great, you are great :)
They will probably reply to this post with the words "click this link to get support" and direct me to the link I have previously submitted +10 tickets and have not received a response.
Topic:
App Store Distribution & Marketing
SubTopic:
App Review
Tags:
App Store
App Review
App Store Connect
App Submission
This is a bit of a headscratcher. Xcode 16 fyi.
I've written a standalone watchos app (with a stub ios app).
Distributes and works perfectly over Testflight.
I've submitted for app store and it passed the checks an I've released it for sale.
Told my brother to use a promo code to download it and show me how it looks and report me any nuisances.
He tells me there's no app neither on phone (expected) nor in watch. And he checked both the Watch ios app list and the watch.
I've gone through various GPTs and they've all told me the basic troubleshooting. That his watch might not be supported (wrong, it's a watch 10 ultra with latest updates and my min supported versions are hilariously low).
They've suggested that I might not have the right keys for making it standalone set, also no. They suggested that skip_install shouldn't be set to no; also wrong I think they're thinking xcode 13 and below. The stub ios app has a dependency on watchos app and also has an embed directive. I also checked the archive and saw the watchos app embedded indeed.
Again, the app works perfectly fine when distributed over testflight. And AFAIK that's a release build which I know for a fact because I had a problem with not giving healthkit entitlements to release (that was another but minor headscratcher at the time, when it was working over direct xcode upload).
Minor detail, I've written, test(flight)ed the app in UK and in English, my brother is in Turkey.
Of course now I immediately pulled the app out of sale because I don't want people paying and getting nothing, that's gonna cause a lot of trouble.
So I need any help I can get to
How to debug this without exposing the app and myself: is it possible to limit the release?
Obviously: what could be going wrong?
How the hell did I even pass app review? Is this maybe isolated to my brother's watch?
I'm more than happy to share project files and/or info.plist files(end products of them, because my plists are generated from project file).
Our IOS app is restricted to India only.
The Apple review team is unable to review the whole functionality of the app because the app's API does not work outside India.
Apple's review team is continuously rejecting our app.
As per the RBI's guidelines, we cannot allow the API outside India.
We had already asked them for the IP Addresses that need to be whitelisted but they are not providing any additional information .
We are having a more than one month communication with the apple team but unable to live the app.
Can you please help us with the next step, or do you have any idea about the Apple review team's IP address?
Our project currently uses a value called k_uuid as the unique identifier for each user. This value is generated based on the Identifier for Vendor (IDFV) and is stored both in the Keychain and local storage to prevent changes when the app is uninstalled and reinstalled.
However, we are now facing a critical issue. We plan to transfer the app from Developer Account A to Developer Account B using Apple’s App Transfer Process. During this transfer:
Our backend services will remain unchanged
Our development team will remain the same
Only the developer account will change
We understand that during this transfer process, the Team ID associated with the developer account will change, which in turn will make it impossible to access the existing Keychain data. As a result, if a user uninstalls and reinstalls the app after the transfer, their original unique ID (k_uuid) will change. This will lead to serious consequences, including:
Inability to recognize returning users
Loss of user data such as subscriptions, virtual currency, and usage history
Therefore, we urgently request guidance and assistance from Apple to:
Ensure that the k_uuid remains unchanged after the app transfer, or
Provide a solution that allows us to map users between the old and new environment, ensuring data continuity and integrity for all existing users
Topic:
App Store Distribution & Marketing
SubTopic:
App Store Connect
Tags:
Enterprise
App Store
Security
I spoke with the developer support people on the phone and they referred me here with Case No. 102577694114
I have an existing iPad app. Today, I updated the app and made it available to users on macOS with the "Designed for iPad" setting.
Unfortunately, my existing users are reporting that when locating the app on the Mac App Store, it shows the price of the app, when the app will should instead be free for them.
They can click on the purchase button and download the app without having to pay, however, in the long run this will create a support headache for me and will lower sales.
Please let me know if there is something I can do to fix this!
For reference, the app is here :
https://apps.apple.com/us/app/patterning-3-drum-machine/id1631913793
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 <Foundation/Foundation.h>
#import <Cocoa/Cocoa.h>
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]; ==> only valid for NSPanel
//0x111 = 1 << 0 | 1 << 4 | 1 << 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; ==> 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;
}
Hello,
I am new application developer that has been developing several applications in the productivity and finance sections concurrently for about 1 year. One of my applications is nearly ready to be submitted to the App Store.
I have received a lot of discouragement from people who have submitted apps in regards to putting submitting as a paid app, however due to all of the upfront and ongoing investment I've made, I do not wish to release my application for free initially.
(I am learning how to best integrate storekit and in-app purchases and subscriptions, but I'm not ready to implement that yet)
QUESTION:
When releasing an app as a paid app and then converting to a FREE app with subscription later on, is there anything I need to be aware of technically or in regards to guidelines so I don't shoot myself in the foot when changing pricing?
Any advice is greatly appreciated. Thank you.
Topic:
App Store Distribution & Marketing
SubTopic:
General
Tags:
App Store
App Review
In-App Purchase
Since some time now, when users try to buy my App on the Mac App Store or want to start the trial, the system dialog to confirm the purchase is not working correctly.
The dialog is sticking to the upper border of the screen behind the menubar and can‘t be moved. And - this is the real problem - users can not confirm the purchase, because the button (or Touch ID field) is not shown. Only the cancel button is there and clickable.
Usually (where the arrow points) there is the Touch ID symbol, the password field or purchase button.
Any ideas?
Hi, I have some doubts about certificates expiration given this "new" requirement around signing for some common third party SDKs:
https://developer.apple.com/support/third-party-SDK-requirements/
Use case:
I build an SDK that will be distributed as an XCFramework and will be used in AppStore apps from different people.
My SDK internally uses some other third party libraries that are integrated as binaries
Let's assume some of those third party libraries are from the list above and therefore seem to be required to be signed.
I distribute my SDK with all in order (third party SDKs from that list with valid signatures)
People using my SDK over the time provide an update to their apps on the AppStore but by then some of the third party libraries of my SDK has an expired certificate.
What would happen?
People using my SDK won't have any issues as far as my SDK has a valid signature (despite third party libraries from the list have expired signatures)
People using my SDK will get a warning about it but still will be able to submit to the AppStore. In that case, would AppStore Review process decline the update?
People using my SDK will get an error, not being able to submit to the AppStore and will require me an update version of the SDK with those third party libraries re-signed.
My understanding is that all would work as far as my SDK has a valid signature (after all is the one taking responsibility of the code inside), independently of what happens with the signature of those libraries themselves, am I correct?.
Topic:
Code Signing
SubTopic:
Certificates, Identifiers & Profiles
Tags:
App Store
Frameworks
App Review
Xcode
The app that I install from testFlight to my phone has icon, but in the app store connect , when i navigate to the App, that app doesn't have an icon. Please telll me me how to add. I've tried asking ai, it says there's a place to add app icon in the app store> app information, but I couldn't find it.
Topic:
App Store Distribution & Marketing
SubTopic:
App Store Connect
Tags:
App Store
App Store Connect
Hello All,
I am hoping someone has a solution we are encountering.
We recently upgraded to XCode 16.3 this week, and were putting together the next test build to push to TestFlight.
However, the AppStore is rejecting the app with the following message.
ITMS-90048: This bundle is invalid - Your archive contains paths that are not allowed: [._Symbols]
We have never had this before and the problem is, there is no path named "_Symbols" in our IPA.
Doing some searching online I have seen people report the same problem when build using Flutter or React, but we are using plain vanilla Swift and Native iOS.
We also have not added anything significantly new to our project since our last release a couple weeks ago.
Any suggestion on how to fix this would be greatly apprecaited.
Sincerely,
Stan R. - CaringBridge
Refer to the attached screenshots
I am trying to push an update for an existing iOS app that I developed a few years ago (App ID: 1465985188) but I am getting this error:
A required agreement is missing or has expired. This request requires an in-effect agreement that has not been signed or has expired. (ID: O4YFH7VPB2LECAUAVXR6G4WRFQ) (403)
I checked my agreements page and there is no clear indication of any missing agreements left to sign or what not. I have tried different builds of this project to no avail.
I am stuck in a rut and I have been already waiting two weeks for customer support to acknowledge my issue and get back to me.
My membership is due in a couple months, and honestly, if this is not resolved by end of this month I am not gonna renew.
Attaching screenshots of all the agreements, and as you can see all the agreements are signed.
Topic:
App Store Distribution & Marketing
SubTopic:
App Store Connect
Tags:
App Store
App Store Connect
App Store Connect API
App Submission
1 Steps to reproduce the issue
Login in Account/
Go to https://appstoreconnect.apple.com/.
Open users and permission.
Open integration tab.
Select API App Store Connect.
Click Team Keys.
Click Generate API Key.
Input name "MyTracker", role: Admin.
Catch 401 status from Api and reload page.
2 Approximate date and time the error occurred (including the time zone)
Errors were on:
Tue, 08 Apr 2025 06:46:20 GMT
Tue, 08 Apr 2025 06:16 GMT
3 Curl example
curl 'https://appstoreconnect.apple.com/iris/v1/apiKeys' \
-H 'accept: application/vnd.api+json, application/json, text/csv' \
-H 'accept-language: ru,en;q=0.9' \
-H 'content-type: application/json' \
-H 'cookie: s_fid=6541AF9921104763-34AED62C094B846F; s_vi=[CS]v1|33F13BA8D23DEE97-4000106C0143A1DE[CE]; geo=FR; s_cc=true; s_sq=%5B%5BB%5D%5D; dslang=RU-RU; site=RUS; myacinfo=DAWTKNV323952cf8084a204fb20ab2508441a07d02d32f8cc74eda7d840cbff380867b48ae61921e5fb806faa4770c7d1e65515527094328232e18ce49ddca803e8229f778c921e2d83762d354b4902f941bae81b0e1f738b89100ca0e82a1901de7585abdb32c8c980be6b7a47d4dde8f8bda6c5d03bf99ed849a690050715cab6829c2bc116b2588dca6feae7d042f27dea63722388d6272430c3b987f297740a531df86c75086e6e0960340c3d5fb9a0b90da907a996f1d0710e1f4215ab62bea759468d26ecd1177667fa7d05e14d84b1f4e66048c66777c1d2c3fb7a9f7ab07bdad8452f1e56f1d5b4e365da415001aa60cdeb08c68fe5e7125284bae547cc1f27315459f61826d11232844810780d327fceb5db6768631ac678471584b6b59f69c3128400dd1a3db929b3e5e390e431623d0c77d31d7d44b49ee8d08dec56a83868f36629134b4b4806591eda69dcb6939cb0a54370f05d11769c9283a3b0566a23d52f82bfc11544d863a8a07ed0a4f2d59db20c9bfe40217f98deb42ca13e9c85aba0a16b9b8a3141a783cdf266729db12ce4fcd1f17dc1d7b16b836dab9081704b3ac0dc5ceac7851e9d4ff2c68bb2cc83e55b90cd0133ffc8565f2293e3630d8830d2871b4ab84b0043c8dda6edffc38375cb458ee9634e0a5fe3078f87d5875e0897b9a3b5804cc8d4760ffd20ffe87519172ea1a4da0a98de891602c9fcf97bf815ec291d84f8a695ce55c9e3f01ebc2585a47V3; dc=mr; itcdq=1; itctx=eyJjcCI6IjY5YTZkZThmLTUyNzAtNDdlMy1lMDUzLTViOGM3YzExYTRkMSIsImRzIjo4MjYxNTE4MzcsImV4IjoiMjAyNS00LTMgMTM6NTI6MjUifQ|68514fe2u1t0bkchgl0b4k23l6|D4t-773HLB5TsnD_wkdpMbohlYo; dqsid=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJpYXQiOjE3NDM2NTk1NDUsImp0aSI6ImVUUXVWQkNDVXRvUmlWSVBjNjA1WHcifQ.wGWdmFV35or5YDdjPKBbiPSuUFzUmTgK-wpY3sEEUes; wosid=ukMqpuv39tKgefzCK1YAC0; woinst=227078' \
-H 'origin: https://appstoreconnect.apple.com' \
-H 'priority: u=1, i' \
-H 'referer: https://appstoreconnect.apple.com/access/integrations/api' \
-H 'sec-ch-ua: "Chromium";v="130", "YaBrowser";v="24.12", "Not?A_Brand";v="99", "Yowser";v="2.5"' \
-H 'sec-ch-ua-mobile: ?0' \
-H 'sec-ch-ua-platform: "Linux"' \
-H 'sec-fetch-dest: empty' \
-H 'sec-fetch-mode: cors' \
-H 'sec-fetch-site: same-origin' \
-H 'user-agent: Mozilla/5.0 (X11; Linux x86_64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/130.0.0.0 YaBrowser/24.12.0.0 Safari/537.36' \
-H 'x-csrf-itc: [asc-ui]' \
--data-raw '{"data":{"type":"apiKeys","attributes":{"allAppsVisible":true,"keyType":"PUBLIC_API","nickname":"MyTracker","roles":["ADMIN"]}}}'
4 Username of each user experiencing the issue
username: UNIT6.ru @ apple's account
unit6ru@icloud.com
5 Web browsers that you were able to reproduce the issue in
Google Chrome
6 Web browser version numbers
version 134.0.6998.179 (Official build), (64 bit)
When i try to publish the app. I am getting this Warning.
ITMS-90725: SDK version issue - This app was built with the iOS 17.2 SDK. Starting April 24, 2025, all iOS and iPadOS apps must be built with the iOS 18 SDK or later, included in Xcode 16 or later, in order to be uploaded to App Store Connect or submitted for distribution.
I have few clarification on this.
How much time do we generally have to publish the apps. If i have a App that is successfully reviewed and certified from apple team and I have Chosen to "Manually release this Version".
Is it possible to Publish the App built using SDK 17.x After 24th April 2024. If the app is reviewed and certified before the April 24th timeline. If so, how long can i hold the published & certified app and publish. Without the need to rebuild and re-apply for certification.
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
Topic:
App Store Distribution & Marketing
SubTopic:
App Store Connect API
Tags:
App Store
App Store Connect
App Store Connect API
Call to analytics reports API randomly returns 500, sometimes more than 5 times in a row.
Example URL I used:
https://api.appstoreconnect.apple.com/v1/analyticsReportInstances/{report_instance_id}/segments.
I have noticed that getting instance first by calling https://api.appstoreconnect.apple.com/v1/analyticsReportInstances/{report_instance_id}
and then immediately after getting segments:
https://api.appstoreconnect.apple.com/v1/analyticsReportInstances/{report_instance_id}/segments
sometimes helps.
Issue started at around March 27th 2025.
My game has been updated steadily every week on the appstore for several months. When I submitted the updated version for review recently, it was rejected by 4.3, saying that my game has no characteristics. However, there is no other game with unique features such as custom skills on the appstore except my game, so I am puzzled and hope to be re-reviewed.
There is another problem. My game has accumulated a part of users on the appstore user side. They are anxious because they cannot update to the latest version and urge me to solve the Apple version update problem quickly. I hope Apple can give me, an individual developer and Apple mobile phone users, a practical solution to this problem, instead of just a 4.3 rejection without specifying the specific reason.