Hello,
I hope you are doing well.
I recently submitted my app for review, and it was rejected. However, I am still unsure about the exact reason for this decision.
I carefully reviewed the feedback provided, but some points remain unclear to me. Could you please clarify which specific guidelines were not met, or which parts of the app need to be changed or improved?
My goal is to fully understand the issue so I can fix it properly and ensure that the app complies with all App Store Review Guidelines in the future.
Thank you in advance for your time and support.
Games
RSS for tagDiscuss games on Apple platforms.
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Was wondering if anyone from Apple could provide some clarification, The gaming studio "Epic Games" Is wondering if they could distribute the award winning game "Fortnite" back on MacOS without any retaliations.
I know Fortnite being back on MacOS would benefit thousands of MacOS Devs. Hoping to get a clarification so Epic could start on bringing Fortnite back.
Hello,
My app (App ID: 1616628950) is already published on the App Store, but recently we’ve been unable to install the TestFlight build for testing.
The TestFlight build shows the green “Testing” status, but whenever we try to install it, we get this message:
“Could not install / The requested application is not available or does not exist.”
The TestFlight version is the same as the one currently live on the App Store, and the App Store version installs without any issue.
I wanted to share this here in case someone from the team could check whether the TestFlight build might be stuck or misconfigured on the backend.
Thank you very much for your time and help!
Topic:
App Store Distribution & Marketing
SubTopic:
TestFlight
Tags:
Games
App Store Connect
TestFlight
Xcode Cloud
I think I really have tried everything and I did all according to official documentation to support game mode on iOS or iPadOS but it doesn't matter what I do it just doesn't get triggered. Funny enough it works during development when I install it via Xcode but as soon as it is live on the store and when I install it from there game mode doesn't get triggered anymore. What I have atm
I have added (even though it is deprecated)
<key>GCSupportsGameMode</key>
<true/>
I have set the (but it seems only supported for macOS)
<key>LSApplicationCategoryType</key>
<string>public.app-category.games</string>
I have added
<key>LSSupportsGameMode</key>
<true/>
It just doesn't work. Is there anything else what needs to be done? Should the flag LSSupportsGameMode not be enough normally?
The reason why this is so annoying is that my app is a real time streaming app and I want to profit from minimised background activities for smoother gameplay and more consistent frame rates like mentioned in the documentation.
During testing, we encountered an issue where when entering the game and starting audio playback, if I force-kill the app directly (by swiping up the app in the app switcher, rather than switching to the background first before killing it), a system crash prompt dialog appears after the app is killed.
We conducted numerous tests to troubleshoot the problem and found that this issue only occurs with our own TestFlight account. When we uploaded our app to another TestFlight account for testing, we were unable to reproduce this problem.
Topic:
Developer Tools & Services
SubTopic:
Apple Developer Program
Tags:
Games
TestFlight
Xcode Cloud
Hi!
We're trying to figure out how to specify a thumbnail image that appears in search results in the new Games app. Currently the thumbnail space just shows the first three preview images from the store page (see the attached file for reference -- our game is Primrows+, at the very top of the screenshot), but other games have a custom-designed image that fills the space and looks nicer, like Welcome to Primrose Lake which you can see at the bottom of the screenshot.
I've been searching both the App Store Connect interface and the developer documentation, and I can't find where to set this image or even what this image is called.
Here is another screenshot showing the kind of artwork I am trying to create and set in app store connect for our search results:
Any help would be appreciated!
在正常游戏中,如果非常频繁的调用assetBundle.Unload接口,会导致游戏应用画面卡死,但是游戏的背景音乐仍然正常播放。这类问题仅发生在iphone16 和iphone17的手机上,低版本的手机没有任何问题,请问该如何解决这个问题?
My game has been live since 2018 and I’ve been updating it recently to add some improvements because it’s been a few years (last update was 2020).
I got hit with a couple of basic issues with the screenshots but I was told I can release that version anyway and fix it in a later update. I spent yesterday fixing those issues because they were minor, and resubmitted my app to review.
This morning I was hit with another rejection for a new issue, 4.3(b) Design Spam. The reason being it’s a game in a saturated category (Beer Pong) and so I should reconsider the app concept. This game has been live for 7 years. In those 7 years the category may have become saturated, but it wasn’t when I originally released it, so stopping me from updating it feels extremely unfair. If this was a brand new app I would still be upset but I would understand.
Another reason was that it’s based on a drinking game, and that it encourages people to drink alcohol. I stated in the age rating section that it heavily contains alcohol references, although you never actually see anyone drinking. There are Beer Pong games that feature characters drinking the beer, mine is so inextreme in comparison.
What bugs me the most is if I hadn’t fixed the screenshots it would be live by now, yet I feel I’m being punished for following the rules.
Can anyone on here give me some advice on how to proceed? I have to say this entire dilemma has really taken the wind out of my sails. If this update doesn't get accepted I'll have wasted about two months of development time I could've spent on a different project.
My App is not compatible with iPhone 15 but can run on iPhone 14 perfectly fine, what could be the problem?
I am new to App development.
I’m encountering (or at least I think I am) a propagation issue between App Store Connect and the live App Store version of my app following an update that introduced Game Center leaderboards via GameKit.
The v1.0.1 build was developed and tested in Xcode 26, using GameKit integration for leaderboards. Everything functioned correctly on standalone devices under a signed production build. After submission, the build was approved and is currently live on the App Store, yet App Store Connect still shows the build status as “Ready for Distribution.”
This mismatch appears to be preventing proper Game Center leaderboard propagation, leaderboard data and player scores are not syncing (GC dot doesn’t appear) as expected on the production environment, despite all leaderboards being correctly configured under App Store Connect → Game Center → Leaderboards and the identifiers matching the app bundle configuration.
It’s been well beyond the typical propagation window, suggesting a potential desync between App Store Connect and Game Center services rather than a code-level issue. Before resubmitting, I’d like to confirm whether others have experienced similar propagation delays or if manual intervention from Apple is sometimes required to resolve the state mismatch.
Environment:
• Xcode 26 (Release build)
• GameKit framework (Swift)
• iOS 17.6 target
• Game Center leaderboards configured as a set within App Store Connect
Any guidance on triggering propagation or forcing a sync between App Store Connect and Game Center servers would be greatly appreciated!!
Hi everyone
I'm experiencing an issue with iPadOS 26 regarding multi-touch gesture detection. When performing a quick four-finger gesture (tap and swipe), the system often fails to recognize the input. This especially affects multi-touch gestures, such as rhythm games with difficult levels.
Steps to Reproduce:
Place four fingers on the screen.
Perform a quick tap or a quick horizontal swipe (like the one used to switch apps).
Observe whether the gesture is ignored or detected inconsistently.
Expected Behavior:
4-finger multitouch gestures should be recognized regardless of gesture speed, just like previous iPadOS versions.
Actual Behavior:
Gestures fail to be detected when executed quickly—same gestures still work, and miss notes in rhythm games.
You can check out my posts on Twitter/x and Facebook: [https://x.com/kokona_fwa/status/1978131164104728949?s=61]
Facebook: [https://m.facebook.com/groups/idipad/permalink/24438964899058806/?]
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
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.
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
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!
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.
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
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?