Skip to content
Nuntius Games
EN
Contact
Developer Hub

How to launch your game on iOS (App Store)

How to launch a game on iOS: the Apple Developer Program, App Store Connect, TestFlight, the App Review Guidelines and the privacy labels.

Launching on the App Store sits somewhere between console and Android: there is no concept review before you start, as there is at Nintendo or Sony, but every version goes through a human review before it reaches the player, which does not happen on Google Play. Add to that two requirements that catch PC developers by surprise: the account is annual, and the build only comes out of a Mac. This guide covers the whole path.

The Apple Developer Program

The way in is the Apple Developer Program, with an annual subscription of US$ 99. Annual is the operative word: if it lapses, the game leaves the store until you renew.

The account can be individual or organization. The organization account requires the company to formally exist and to have a D-U-N-S number, and it is the one that makes the studio's name appear as the developer on the game's store listing. On an individual account, the name shown is the person's.

You need a Mac

There is no way around it: the final iOS build is signed and uploaded through Xcode, which only runs on macOS. Unity and Unreal export an Xcode project from any system, but someone has to open that project on a Mac to compile, sign and upload it.

The usual answers are an entry-level Mac Mini, a cloud Mac rented by the hour, or a build service that already runs on macOS machines. It is worth planning this before locking a schedule, because it is the one item on the list that software cannot solve.

App Store Connect and TestFlight

App Store Connect is the dashboard where the game's listing lives: name, description, screenshots per device size, price, region and the age form. It is also where every version gets submitted.

TestFlight is the testing stage before release. It takes an internal team and a large external group of invited testers, and the first version sent to external testers goes through a lighter review by Apple. Unlike Google Play, TestFlight is not mandatory in order to publish, but it is where you catch a crash on a specific model before the store rating starts counting.

Apple's review

Every version goes through the App Review Guidelines. The review usually comes back in under two days, and most rejections happen because of the store listing rather than the code:

  • a screenshot or description that does not match the game, including an image from another platform or concept art in place of the game running;
  • a missing test account, when the game has a login. Without a username and a password that work, the reviewer never gets past the first screen and rejects it;
  • in-game purchases outside Apple's system, or a link taking the player elsewhere to pay;
  • content without a matching age rating;
  • incomplete functionality, such as a button that leads nowhere or a build that crashes right at the start.

A rejection is neither rare nor serious: Apple points to the guideline, you fix it and resubmit. What costs you is finding that out the day before an announced date.

Privacy: the labels and the tracking prompt

The game's listing shows a summary of what it collects, and you fill that summary in by declaring each item. It has to match what the SDKs actually do, ads and analytics included.

If the game follows the player across other companies' apps or websites, App Tracking Transparency comes into it as well: that system prompt asking for permission. Without the prompt, rejection is certain. Worth knowing that most people say no, so planning your monetization around that tracking means planning around very few people.

A public, reachable privacy policy is mandatory too.

Monetization

In-game purchases go through Apple's system, with a 30% commission. The App Store Small Business Program brings that down to 15% for anyone earning below an annual ceiling on the store, which covers most independent studios. A subscription renewed for more than a year also drops to 15%.

In the European Union, recent regulatory changes have opened up alternative distribution and payment options, each with its own rules and conditions. Outside Europe, the path is still Apple's system.

What porting to iOS demands from the game

The devices are few and well known, which helps. What changes:

  • touch controls, designed for the hand holding the device and not for a gamepad drawn on the screen. iOS also accepts a physical controller over Bluetooth, and supporting that is cheap;
  • the screen cutout and the safe area, so you do not put a button under the camera or the gesture bar;
  • performance and heat, because the device slows down when it heats up. The weakest old iPhone on your support list is what sets the target, not the newest one;
  • iPad, which changes the screen ratio and may call for a second set of screenshots;
  • resuming, because calls and notifications interrupt the game all the time, and the system shuts down whatever is in the background without warning.

How Nuntius Games handles your iOS launch

iOS is part of the same porting and publishing fronts as the consoles. Nuntius handles the Apple Developer Program account, the macOS build environment, signing and uploading through Xcode, the touch controls, QA on real devices, the privacy labels, TestFlight and the rounds of review until approval comes through.

The studio keeps making the decisions about the game. The store paperwork and the engineering of the iOS version stay with Nuntius.

FAQ

Frequently asked questions

How much does it cost to publish a game on the App Store?

The Apple Developer Program costs US$ 99 a year, and the subscription has to stay active for the game to remain in the store. The commission on sales and in-game purchases is 30%, or 15% for anyone who joins the App Store Small Business Program.

Do I really need a Mac?

For the final build, yes. The upload is done through Xcode, which only runs on macOS. Unity and Unreal generate the project from any system, but compiling, signing and uploading all happen on a Mac, whether it is a physical one or rented in the cloud.

How long does the review take?

It usually comes back in under two days. What stretches that out is a rejection over an incomplete listing, not the size of the game.

Why was my game rejected?

Apple always points to the specific guideline. The most common reasons in games are a screenshot that does not match the game, a missing test account when there is a login, payment outside Apple's system, and an age rating that does not cover the content. Fixing it and resubmitting is the normal flow.

Do I need to launch on iPad as well?

It is not mandatory: you can publish an iPhone-only game. If you tick iPad support, it has to work properly there, with the matching screen ratio and screenshots, because the reviewer will test both.

Should I launch on Android or iOS first?

It depends on the audience. Android reaches far more people in Brazil and charges a one-time fee; iPhone has a human review, an annual cost and, on average, a player who spends more. A studio with a small team usually picks one, learns from it and takes the other on next.

Can I port my PC game straight to iOS?

The engine exports it, but the game does not make the crossing on its own. Mouse and keyboard controls, small text, long sessions and heavy scenes all have to be rethought for a screen held in one hand. That is the expensive part of porting, not generating the build.

For developers

Is your game ready to reach the whole world?

Tell us about your project. We reply to every pitch, even when the answer isn't the one you were hoping for.

Prefer to write to us directly? Send it to pitch@nuntiusgames.com