Is there any way to ensure iOS apps we develop using Foundation Models can only be purchasable/downloadable on App Store by folks with capable devices? I would've thought there would be a Required Capabilities that App Store would hook into, but I don't seem to see it in the documentation here: https://developer.apple.com/documentation/bundleresources/information-property-list/uirequireddevicecapabilities
The closest seems to be iphone-performance-gaming-tier as that seems to target all M1 and above chips on iPhone & iPad. There is an ipad-minimum-performance-m1 that would more reasonably seem to ensure Foundation Models is likely available, but that doesn't help with iPhone. So far, it seems the only path would be to set Minimum Deployment to iOS 26 and add iphone-performance-gaming-tier as a required capability, but I'm a bit worried that capability might diverge in the future from what's Foundation Model / Apple Intelligence capable.
While I understand for the majority of apps they'll want to just selectively add in Apple Intelligence features and so can be usable by folks whose devices don't support it, the app experience I'm building doesn't make sense without the Foundation Models being available and I'd rather not have a large number of users downloading the app to be told "Sorry, you're not Apple Intelligence capable"
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We are in the process of transferring our app to a new Apple Developer Organization account. Our app uses the Apple Push Notification service (APNs) with a .p8 authentication key configured on our server to send push notifications.
We would like to confirm:
Once the app transfer is completed, will push notifications continue to work temporarily using the existing .p8 key on our server, until we generate and configure a new .p8 key under the new organization's account?
Understanding this behavior is critical for us to ensure a smooth transition and avoid any disruption in push notification delivery for our users.
Thank you for your guidance and support.
Dear App Review Team,
Two of our apps have been stuck in the “Waiting for Review” status for an unusually long time:
App ID: 6505008761 – waiting since June 9, 2025.
App ID: 6745278624 – waiting since June 19, 2025.
Normally, reviews start within a few days, but in our case, it’s been almost two months without any updates or communication from Apple.
We would like to know:
Is there a specific reason for this extended hold?
Is any action required from our side?
When can we expect the review to proceed?
Any clarification would be greatly appreciated.
Thank you.
We added Accessibility Nurtition Label on App Store connect for our app
https://apps.apple.com/us/app/mybell/id850549838
But it is not showing up on the App Store. It shows as published but not visible on App Store.
What can be the reason?
Good afternoon, all!
I was wondering if there was a timeline for when the App Store and/or TestFlight will drop support for Swift 5?
I know Swift 6 was released last year and historically App Store requires a certain SDK minimum for upload. I was wondering if any SDK update was on the docket that would effectively force applications onto Swift 6?
Looking at past releases, I had estimated mid to late 2026, but I wanted to confirm?
Swift 4
Released September 2017
Became the default SDK in Xcode 9
Strongly "encouraged" via the iOS 12 SDK in late 2018
Essentially "required" by early 2019
Swift 5
Released March 2019
Became the default SDK in Xcode 10.2
Strongly "encouraged" via the iOS 12.1 SDK in early 2019
Essentially "required" by late 2020
Swift 6
Released June 2024
Became the default SDK in Xcode 16
Strongly "encouraged" via the iOS 18 SDK in April 2025
**Essentially "required" by mide-late 2026 ?? **
Thank you in advance!
Topic:
App Store Distribution & Marketing
SubTopic:
App Store Connect
Tags:
App Store
Swift
Release Notes
TestFlight
Cross-posting this from https://developer.apple.com/forums/thread/795707 per ask from DTS Engineer:
Is there any way to ensure iOS apps we develop using Foundation Models can only be purchasable/downloadable on App Store by folks with capable devices? I would've thought there would be a Required Capabilities that App Store would hook into for Apple Intelligence-capable devices, but I don't seem to see it in the documentation here: https://developer.apple.com/documentation/bundleresources/information-property-list/uirequireddevicecapabilities
The closest seems to be iphone-performance-gaming-tier as that seems to target all M1 and above chips on iPhone & iPad. There is an ipad-minimum-performance-m1 that would more reasonably seem to ensure Foundation Models is likely available, but that doesn't help with iPhone. So far, it seems the only path would be to set Minimum Deployment to iOS 26 and add iphone-performance-gaming-tier as a required capability, but I'm a bit worried that capability might diverge in the future from what's Foundation Model / Apple Intelligence capable since we're really wanting the devices with Apple Neural Engine sufficient for Apple Intelligence features in the SDKs (like Foundaton Models, Image Playgrounds, Audio Transcription, etc.)
While I understand for the majority of apps they'll want to just selectively add in Apple Intelligence features and so can be usable by folks whose devices don't support it, the app experience I'm building doesn't make sense without the Foundation Models being available and I'd rather not have a large number of users downloading the app to be told "Sorry, your device is not capable of Apple Intelligence and so can't use this app"
I've created a Feedback Assistant ticket tracking the question/ask here: FB19366221
Topic:
App Store Distribution & Marketing
SubTopic:
App Store Connect
Tags:
App Store
iOS
Apple Intelligence
So basically Apple suspended my developer account for no reason, I just had a lot of purchases from my game, then Apple sent me an email saying they are investigating my account, and finally they suspended my account, I don't know why, so can anyone help me?
Topic:
Developer Tools & Services
SubTopic:
Apple Developer Program
Tags:
Developer Tools
Accounts
App Store
Our app (supports iOS and Mac Catalyst versions) is distributed as a Custom App via Apple Business Manager by generating redemption codes. We are experiencing issues with redemption of the generated codes on Mac devices via Mac Appstore. When attempting to redeem the codes, we encounter the error:
"This code must be redeemed in the AppStore found on devices and within iTunes." (Screenshot attached)
The codes redeem successfully on iOS devices through the iOS App Store, and then can be installed on Mac devices; the issue is specific to redemption on the Mac App Store.
Given that the app has both iOS and Mac Catalyst versions, we expect it to support direct redemption on Mac AppStore as well.
In the ABM portal, the platform is correctly shown as iOS and macOS.
Notably, the same redemption flow works well for another app that similarly supports iOS and Mac Catalyst versions.
From our side, we have compared and verified the configurations of both apps to be the same. We have also ensured the redemption is attempted in the correct App Store–enabled region for the app.
Please share any insights.
Topic:
App Store Distribution & Marketing
SubTopic:
General
Tags:
App Store
Custom Apps
Mac Catalyst
Apple Business Manager
Requesting you all any recommendations for iOS ASO tools covering keyword research, metadata optimisation, competitor tracking, and A/B testing.
Topic:
App Store Distribution & Marketing
SubTopic:
App Store Connect
Tags:
App Store
App Review
App Store Connect
Not able to enable external testing of my app due to phone number validation. The error reports "Make sure the contact phone number only contains numbers and try again.". Attached is a dummy phone number with the same validation result.
Topic:
App Store Distribution & Marketing
SubTopic:
TestFlight
Tags:
App Store
App Review
TestFlight
Hi,
We’re a large organization enrolled in the "Apple Developer Program" as an "Organization" (not individual), with multiple apps on the App Store.
We’ve run into the 100-device limit across our QA and development teams (split between Ad Hoc and Development provisioning profiles) and are exploring options.
I’ve seen that some organizations create separate, department-specific Apple Developer Program accounts (e.g., QA, Dev, Prod) to get an additional 100 device slots per account.
=> Is this a common and Apple-approved approach?
We’re also considering the Apple Developer Enterprise Program (https://developer.apple.com/programs/enterprise/).
=> A few questions:
If we enroll in this program, would we lose the ability to distribute apps via the App Store? Is it strictly for internal distribution?
If so, could we maintain a separate account for App Store distribution?
Thanks
Hi AppStore Connect Team,
We have an application that we were distributing to macOS and iOS via the same Bundle ID and App ID.
The macOS platform is no longer maintained and we would like to remove it from the store. At the same time iOS is still being worked on, receiving regular updates.
Is there a way to remove platform for an app in AppStore Connet?
Thanks
Topic:
App Store Distribution & Marketing
SubTopic:
App Store Connect
Tags:
App Store
App ID
App Store Connect
Hello,
I am trying to remove one of my apps from sale on the App Store, but I’m running into an error. I followed the steps provided by Apple Support:
Go to My Apps in App Store Connect and select the app
Open the Pricing and Availability tab
Under the Availability section, click Edit
Deselect all territories
Press Done
When I click Done/Confirm, I get this error:
"Your app availability changes could not be saved. Try again later.”
What I’ve tried:
Different browsers and devices
Multiple attempts on different days
Contacted Apple Support via email multiple times (no response so far)
Additional info:
My Developer Program membership has expired (not sure if that is the cause).
Screenshot of the error is attached.
Has anyone else experienced this? Do I need to renew membership just to remove the app, or is there another way to resolve this?
Thanks in advance!
Topic:
App Store Distribution & Marketing
SubTopic:
App Store Connect
Tags:
App Store
App Store Connect
As an indie iOS dev, ASO often feels frustrating and unpredictable. Any proven tips, or is it just a grind we all face.
Topic:
App Store Distribution & Marketing
SubTopic:
App Store Connect
Tags:
App Store
App Review
App Store Connect
If a phased release is paused (for example, at 10% rollout) and a new version of the app is subsequently submitted and released, does the previously paused version ever resume rollout to 100%? Or is it permanently halted once a newer version becomes available?
Understanding this process is important for our release management strategy. Thank you in advance.
In iOS 18 betas, the App Store search bar has been moved to the bottom of the screen. This breaks years of usability and is inconsistent with Apple’s own apps—Calendar, Reminders, Maps, Safari, Files, Wallet, and Shortcuts—all of which keep search at the top.
I (and many others) hold the phone in one hand and tap with the other. Top placement is faster, more natural, and aligns with established Apple design. The “thumb reach” argument does not fit real-world usage for a large portion of users.
What I want is consistency across all Apple apps: put the search bar at the top everywhere.
Apple already made this mistake with Safari’s bottom address bar in iOS 15 and had to add a toggle after backlash. Please don’t repeat history.
Feedback ID: FB19598638
If you agree, please follow your own feedback and reference this thread. The more reports Apple sees, the more likely this gets fixed.
Product Page Optimization reviews sometimes take longer than app updates and it is normal to wait a few days so no action is needed yet.
Topic:
App Store Distribution & Marketing
SubTopic:
App Store Connect
Tags:
App Store
App Review
App Store Connect
Hello fellow devs and Apple engineers,
I want to discuss with everyone about App Preview videos on the App Store.
My app NFC.cool is an NFC reading and writing app which interacts with NFC tags that need to be held to the top of device frame of an iPhone. As you can see, this is how my app works and I would like to show that to users on the App Store and present my app in the best way possible.
However I keep fighting with app review about device frames and/or "real" hands in my app preview videos. Sometimes I get a reviewer that is ok with the video and sometimes not. In screenshots device frames are accepted and very common. Why are they not allowed in app previews? It doesn't make a lot of sense to me. And to be honest, I regularly see app previews with device frames on other AppStore pages.
Here is the app preview that got rejected lately: https://www.youtube.com/shorts/qTDBGecK0w0
I can easily agree with the hands (even though they are not real, they are a render). But the device frame helps the user to understand what my app does and how it works.
Ideally I would like to have some Apple staff to see this post here and hopefully start a small wave that will change the guidelines in the future.
Here the message from the reviewer:
Product Page Optimization
Guideline 2.3.4 - Performance - Accurate Metadata
The app preview for NFC Read Write Socials Video includes content that does not sufficiently show the app in use. Specifically, the app preview:
Includes device images and/or device frames.
Displays real hands.
App previews should allow users to see what the app does and how it will >appear on their device when the preview is played in full screen.
My answer:
Hello, these are not real hands. These are renders. The video is accurately showing what the real use of my app. Please keep in mind that an NFC tag has to be held from the outside to the device to interact with my app. The guidelines definitely support what I did in my video. Please take another look. Thank you.
Following the guidelines:
2.3.4
…You can add narration and video or textual overlays to help explain anything that isn’t clear from the video alone.
https://developer.apple.com/app-store/review/guidelines/#accurate-metadata
Use graphics and transitions. If you need to demonstrate how interaction or navigation works within your app, you may add graphic elements, such as touch hotspots. We recommend capturing the native UI resolution rather than zooming in on the view. Ensure that any transitions between scenes don’t imply functionality that your app doesn’t include. Aim to use straightforward transitions, like dissolves and fades.
https://developer.apple.com/app-store/app-previews/
What's your opinion on this topic?
Hello everyone,
I am building a React Native (Expo) application where the customer requested a simple “Add to Wallet” button. However, instead of handling Wallet provisioning or passes, the requirement is just to open the Apple Wallet app when the user taps this button.
My questions are:
Is it allowed by App Store Review Guidelines to have a button that simply launches the Wallet app, without actually adding a pass (.pkpass) or card? After navigation to the Apple app user just can manually add the card to the Apple Wallet.
If so, should I avoid using the official “Add to Apple Wallet” badge, since nothing is being added? Would a custom label like “Open Wallet” be more appropriate to comply with Apple’s branding rules?
Could my app risk App Store rejection if I implement this simplified behavior?
I want to make sure I follow the guidelines and avoid misleading users or violating branding rules. Any clarification or experiences from others who have submitted apps with similar functionality would be greatly appreciated.
Thank you!
Should you rely only on organic installs, or would a mix of strategies work better? Isn’t optimizing keywords and refining creatives essential for higher visibility? Would running Apple Search Ads not further amplify reach? And doesn’t encouraging strong reviews ultimately help in improving both ranking and credibility?
Topic:
App Store Distribution & Marketing
SubTopic:
App Store Connect
Tags:
App Store
App Review
App Store Connect