Our game was written by Cocos Creator version 3.8.5 TypeScript, which took the team nearly 2 years to complete.
At the beginning, my application was not defined as 4.3a. The first four reviews were all normal feedback questions. We revised the questions. After the last review rejected 4.3A, we also suspected that the reasons such as game creativity, game copywriting and game art might be close to other applications. Then our team added functional innovations that other applications in the Apple Store didn't have, and the original art was original. We created new art again because of 4.3a, and also revised many places that may be similar to other developers, including that we removed all SDK modules except Apple Pay and Apple Login, and it also showed that 4.3a refused, and we have revised no less than 20 versions or failed.
Our business code except the game engine code is newly developed by us and should not be duplicated with other developers' code. Is it because the JSC file and binary file output by JavaScript code are similar to those of other developers? Can we check our original code? We really want to put it on the Apple Store. We guarantee that the game was originally written. We can provide any proof, including but not limited to (GIT code submission records and codes from the beginning to today, art original proof, proof that the game mode innovation ability is not consistent with other developers' concepts, etc.)
Cocos creator Engine Address: https://www.cocos.com/creator-download
We have been put on the shelves in app stores such as WeChat applet and Android, and we are deeply loved by users in other channels.
Dear audit, can you manually check our game code and look at the game to experience it? I believe that as the greatest technology company in the world, Apple's official staff are very professional, knowledgeable and innovative, so that Apple players can get a unique and high-quality experience. However, this repeated 4.3a refusal makes me very suspicious. So many games that use cocos game engine in the world are on the Apple store, why do we independently write the rest of the code except the game engine?
Every time the reason for refusing is this passage, we have revised it for half a year, and no less than 20 game versions have been changed in half a year.
Hello,
The issues we previously identified still need your attention.
If you have any questions, we are here to help. Reply to this message in App Store Connect and let us know.
Review Environment
Submission ID: 68bd1e18-6eaa-4a19-976e-c7b2e1ff0e44
Review date: June 28, 2025
Version reviewed: 2.3.0
Guideline 4.3(a) - Design - Spam
We noticed your app still shares a similar binary, metadata, and/or concept as apps submitted to the App Store by other developers, with only minor differences.
Submitting similar or repackaged apps is a form of spam that creates clutter and makes it difficult for users to discover new apps.
Next Steps
Since we do not accept spam apps on the App Store, we encourage you to review your app concept and submit a unique app with distinct content and functionality.
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Reply to this message in your preferred language if you need assistance. If you need additional support, use the Contact Us module.
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Games
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App Name: Endless Zombies
Platform: iOS
Genre: Roguelike / Survival / Action
TestFlight Link: https://testflight.apple.com/join/DEIN-CODE
Status: Open Beta – limited seats available
🎮 What is Endless Zombies?
Endless Zombies is a fast-paced, top-down roguelike shooter where you must survive increasingly intense zombie waves — with fully separated movement and aiming controls for maximum precision and tactical depth.
Players can upgrade their weapons, unleash special attacks, and face progressively stronger threats including Baby Waves (fast mini-zombies) and Boss Battles against giant elite enemies with unique behavior.
This is not just about survival — climb the global leaderboard and fight your way to the top!
🏆 Compete for high scores, dominate the kill count, and earn bragging rights (and potential rewards in future tournaments).
Endless Zombies is currently in its first public beta and we’re looking for players who want to help us improve mechanics, test new systems, and shape the final experience.
🧪 Looking for beta testers to:
Test gameplay fluidity and aiming responsiveness
Evaluate performance on different iOS devices
Provide feedback on UI, game balance, and spawn pacing
Report bugs and edge-case issues
🚀 Features:
🎯 Dual control movement + aiming
🧠 Smarter, optimized enemy spawn logic
⚔️ Upgradeable weapons and energy system
👥 Online friends chat and leaderboard system (PlayFab-based)
📊 Stats, progress tracking, and UI improvements
Join via TestFlight:
👉 https://testflight.apple.com/join/DEIN-CODE
We’d love to hear what you think!
I'm experiencing a specific issue where when using any of the MacOS 26 Tahoe betas with Low Power Mode enabled and using Vsync in fullscreen, my application framerate gets limited to a hard 30 fps. I have not experienced this on any older OS. For example Low Power Mode on 13.6 Ventura with Vsync fullscreen lets my application run at full 60 fps without issues.
Is this a bug or a change in behavior of Low Power Mode on Tahoe?
My application is 3D, runs at 60 fps and is sensitive to tearing, so I need Vsync and it is mostly utilized in fullscreen. And Low Power Mode is a default for many Macs, so default experience on Tahoe currently is a halved 30 fps. However there also seems to be inconsistencies of on which machines this happens, but older OSes are always fine.
After updating my iPhone 16 Pro Max to iOS 26, I began experiencing serious performance issues while playing Delta Force Garena. The game struggles to maintain a stable 120 FPS, frequently dropping to 30 FPS or lower, causing severe lag and stuttering especially during intense action or in open environments.
There’s also a critical bug when I open the in-game chat: once the chat is opened, I become completely unable to move or perform any actions. The only solution is to force close and restart the game. The chat feature becomes totally unusable in this state.
What makes this even more frustrating is that I’ve seen Android devices running the game at higher resolutions and with stable 120 FPS, despite having technically weaker processors than the A18 Pro chip in my iPhone which Apple claims is the most powerful mobile chip. In reality, the game runs significantly better on my Galaxy S23 Ultra, with no frame drops and much smoother performance overall.
This makes my iPhone feel like an outdated device with poor optimization, which is disappointing given its specs and price.
I am creating a shooting game which uses Game Center for multiplayer and I want to make the Matchmaker view look different. How can I do that?
During the development of our 3D game project, we encountered high memory usage requirements. To address this, we enabled Apple’s Extended Virtual Addressing (EVA) and Increased Memory Limit services.
We have confirmed that both services were enabled in the developer backend as well as in Xcode, and we also used updated development and distribution certificates when building the app. However, in our validation process, it seems that EVA and Increased Memory Limit are not taking effect — the game still experiences memory overflow and crashes.
Could you please advise:
The correct steps to properly use Extended Virtual Addressing and Increased Memory Limit;
How we can confirm whether these services are functioning as expected?
GKAccessPoint triggerAccessPointWithState handler not invoked on iOS 26.0 and iOS 15.8.4
Incorrect/Unexpected Behaviour:
When calling [GKAccessPoint.shared triggerAccessPointWithState:GKGameCenterViewControllerStateAchievements handler:^{}] on a real device running iOS 26 beta (iOS 26), the overlay appears as expected, but the handler block is never called. This behavior also not working correctly on previous iOS versions(tested on iOS 15.8.4)
Steps to Reproduce:
Authenticate GKLocalPlayer
Call triggerAccessPointWithState:handler: with a block that logs or performs logic
Observe that overlay appears, but block is not executed
Behavior:
UI appears correctly
Handler is not invoked at all
Expected Result:
The handler should fire immediately after the dashboard is shown.
Actual Result:
The handler is never called.
Usecase:
As GKGameCenterViewController is deprecated we are moving to GKAccesspoint but due to above functionality issue we are unable to.
Environment:
Device: iPhone 16, iPhone 7
iOS: 26.0 and iOS 15.8.4
Xcode: 26.0 beta and Xcode 16.4
Hello,
We are experiencing an issue with apparent lag or latency when interacting with objects in Unity using the XR Interaction Toolkit. Even when interactables are configured with the Movement Type set to Instantaneous, objects exhibit a noticeable delay when following hand movement. This issue is particularly apparent when the hand moves at higher speeds.
We would like to know: is any additional configuration required, or is there something else we need to do to resolve this?
Thank you very much for your assistance.
Hi, I'm developing a prototype VisionOS game.
How to access the bones or joints information when exporting a USD file from Blender to RCP?
The animation in RCP works fine and the joints' information is correctly embedded in the USDA file (with usdchecker). However, RCP does not read it in USDA, USDC or USDZ. It should be possible based on Apple WWDC24 (Compose Interactive 3D content in RCP).
I want to attach and detach an entity to a particular bone in certain moments. So I need the bones' data. They are standard mixamo animations. My mesh is a single unified mesh. Using Blender 4.4
We have been developing our game “Ailem Olur Musun” for 8 months and submitted it to the App Store. However, our application was rejected under Guideline 4.1 – Copycats.
Our game is a completely original project. Its story, visuals, logo, and design were all created from scratch by our team members. The main character of the game is a delivery worker, and the drawing we made for this character is used as the game’s symbol.
Despite this, our application was rejected on the grounds that it was considered to be “imitating another popular game.”
This game has also been published on the Play Store and has achieved a significant number of downloads and reviews. How can I best explain this to the review team?
Hi everyone,
I’m currently learning about ParticleEmitterComponentParticleEmitterComponent and exploring the sample app provided in the Simulating particles in your visionOS app documentation.
In the sample app, when I set the EmitterPreset to fireworks from the settings panel on the left side of the window and choose SystemImage, I noticed two issues:
The image applied to mainEmitter appears clipped or cropped.
The image on spawnedEmitter does not update to the selected SystemImage.
What I want to achieve:
Apply the same SystemImage to both mainEmittermainEmitter and spawnedEmitterspawnedEmitter so that it displays correctly without clipping.
Remove the animation that changes the size of spawnedEmitterspawnedEmitter over time and keep it at a constant size.
Could someone explain which properties should be adjusted to achieve this behavior? Any guidance or examples would be greatly appreciated.
Thanks in advance!
I am creating a vision pro app with a 3D model, it has a mesh hierarchy of head, hands, feet etc. I want the character to look towards the camera, but am not able to access head of character through sceneKit nor reality kit. when I try to print names of the child meshes, it only prints till the character, it does iterate through all the body parts. Can anyone help?
Hello!
I am trying to automate iOS builds for my Unreal Engine game using Unreal Automation Tool, but I cannot produce a functionnal build with it, while packaging from XCode works perfectly.
I have tracked down the issue to a missing file. I'm using the Firebase SDK that requires a GoogleService-Info.plist file. I have copied this file at the root of my project, as the Firebase documentation suggests. I have not taken any manual action to specify that this file needs to be included in the packaged app.
The Firebase code checks the existence of this file using
NSString* Path = [[NSBundle mainBundle] pathForResource: @“GoogleService-Info” ofType: @“plist”];
return Path != nil;
If I package my app from XCode using Product -> Archive, this test returns true and the SDK is properly initialized. If I package my app using Unreal Engine's RunUAT.sh BuildCookRun, this test returns false and the SDK fails to initialize (and actually crashes upon trying).
I have tried several Unreal Engine tricks to include my file, like setting it as a RuntimeDependecies in my projects Build.cs file. Which enables Unreal Engine code to find it, but not this direct call to NSBundle.
I would like to know either how to tell Unreal Engine to include files at the root of the app bundle, or what XCode does to automatically include this file and is there a way to script it? I can provide both versions .xcarchive if needed.
Thanks!
Hi,
Since iOS 26 introduced the new Games app, I’ve noticed a problem when using a Nintendo Switch Pro Controller in wired USB-C mode, and also with third-party controllers that emulate it (like the GameSir X5 Lite).
In the Games app interface, only the L/R buttons respond, but the D-Pad and analog sticks don’t work at all. Once inside actual games, the controller works fine — the issue only affects the Games app UI.
What I’ve tested so far:
Xbox / PlayStation controllers → work fine in both wired and Bluetooth, including inside the Games app.
Switch Pro Controller (Bluetooth) → works fine, including in the Games app.
Switch Pro Controller (wired) → same issue as the X5 Lite, D-Pad and sticks don’t work in the Games app.
This makes it hard to use the new Games app launcher with these controllers, even though they work perfectly once a game is launched.
My question: is this an iOS bug (Apple needs to add proper support for wired Switch Pro controllers in the Games app), or something that Nintendo / GameSir would need to address?
Thanks in advance to anyone who can confirm this or provide more info.
This is my first launch, and i submitted 4 versions of my app. All the versions were reviewed and accepted.
For each submission i filled in the Age Rating questionnaire, but after all the 7 steps, it shows UnRated.
When i fill in the questions for the Age Rating, and in my game app i have no nudity/obscene or defamatry content of any sort, and i eplxicitly mark this questions to NONE, but after answering all questions, on the final step i see the warning:
"Based on your selections, this app can't be made available on the App Store.
Apps on the App Store can’t contain any obscene, pornographic, offensive or defamatory content or materials of any kind (text, graphics, images, photographs, and so on)."
Which is BS because the app contains nothing of the sort and epxlicitly answered all related questions that it contains nothing of the sort and the app submissions are reviewed and accepted for distribution,.
Topic:
App Store Distribution & Marketing
SubTopic:
App Store Connect
Tags:
Games
App Store
App Review
App Store Connect
Hello,
I found an issue with the Games app on macOS 26 (Tahoe) when viewing achievements:
In App Store Connect, each achievement has different values set for the pre-earned description and the post-earned description.
When testing with GameKit directly (GKAchievementDescription), both values are returned correctly.
However, in the macOS Games app, the post-earned description is shown even before the achievement is earned.
This seems to be a display issue specific to the Games app on macOS.
Could you confirm if this is a known bug in the Games app, or if there is a reason why pre-earned descriptions are not being shown?
Thank you.
Hello,
I found an issue with the Games app on macOS 26 (Tahoe) when viewing achievements:
In App Store Connect, each achievement has different values set for the pre-earned description and the post-earned description.
When testing with GameKit directly (GKAchievementDescription), both values are returned correctly.
However, in the macOS Games app, the post-earned description is shown even before the achievement is earned.
This seems to be a display issue specific to the Games app on macOS.
Could you confirm if this is a known bug in the Games app, or if there is a reason why pre-earned descriptions are not being shown?
Thank you.
After updating to MacOS 26.1 I encountered an issue that Roblox tends to freeze quite often for 10 - 60 seconds at most, this is really annoying that it is doing this as i play the game a lot. My theory is that it is like a driver issue with metal or something, I have reinstalled MacOS, reinstalled the game and lowed the performance manually but nothing is working.
Wondering if you could help, when it will be fixed and if others are having the same issue.
Many thanks, William.
Hey everyone,
I'm beyond excited to share that I've been selected as a Distinguished Winner in this year's Swift Student Challenge! 🎉
It all started last summer, in the middle of a Western Culture class. I was zoning out , and my attention drifted to the Apple Pencil in my hand.
And then ,it hit me — this thing is literally a next-level game controller.
Think about it:
pixel-perfect precision, haptic feedback, multiple built-in sensors...
Why aren't we using this for gaming?
And that got me thinking — why have we spent the last 500 years treating the "pencil" as just a tool for creation, and not for play? Since graphite pencils were invented in 1564, we've had this incredibly natural way to interact with 2D and 3D space... and nobody's fully tapped into it for games.
So, I did something about it.
I built a game that's 100% controlled by the Apple Pencil yep, just the Pencil. I know what you're thinking: "How does that even work??" And honestly, I'd love to tell you... but I'm in the final stages of getting it onto the App Store, and it should be live within the next couple of weeks. So for now... 🤐😄
In the meantime, I've set up a Discord server for anyone who's curious about the gameplay, the design, or just wants to brainstorm ideas with me. If you're into creative controls, game design, or just want to hang — come join the conversation!
[Join the Discord here!]
https://discord.gg/5Rm8WKbekf
Can't wait to share more soon!
i play Roblox and ever since I've got this update the quality graphics stability Internet ping and a lot of other stuff has drastically been worse