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Moved from macOs 15.8.1 to 27.0.1 and now my osascript runs dog slow
Years ago I used the Last.fm website to keep track of the music I played. It was great because it kept track of music that I played from iTunes and when I connected my iPhone to my computer. The Last.fm software could determine which songs I played on my phone and the software would update the last.fm website. I don't using streaming sites because I don't believe in paying to rent music. I have all my music on my phone and I want to keep track of what I played each month and hence each year. When iTunes went away my iPhone was now mounted under Finder. The Last.fm software could no longer see what songs I played on my phone. So I looked into using osascript to read the Music app and write out each song to a flat file. I would do this after connecting my phone and after playing songs from Music (on the actual computer). I would then do a diff of the two database files to create a counts file. (This is a pretty brute force way of doing things. I get that.) The thing it it took less than 2 minutes to accomplish so I was satisfied with it. A typical flat file resulted over 20,000 lines. Now that I have moved to macOs 27 this is taking too long (less than 2 minutes to hours). So, could some one help and see how I could improve this script, I would appreciate it. Also, I am open with getting the songs I played another way if it is simpler. #!/usr/bin/osascript set p to "./" set a to POSIX file p set filepath to (a as «class utf8») & "out.txt" set openfile to open for access file filepath with write permission tell application "Music" set allTracks to tracks repeat with index from 1 to the count of allTracks set theTrack to item index of allTracks get {artist, album, name, played date, played count, time, media kind} of theTrack set theArtist to artist of theTrack if (theArtist is not "NPR" and theArtist is not "") and (theArtist is not "MusicRadar.com") then set theAlbum to album of theTrack if (theAlbum is not "KEXP Video of the Week") then set mediakind to media kind of theTrack if mediakind as text is "song" then set theArtist to my makePretty(theArtist) set theName to name of theTrack set lastPlayDate to played date of theTrack set thePlayCount to played count of theTrack set theTime to time of theTrack set theLine to theArtist & " -;- " & theAlbum & " -;- " & theName & " -;- " & lastPlayDate & " -;- " & thePlayCount & " -;- " & theTime write theLine & " " to openfile end if end if end if end repeat end tell close access openfile on makePretty(theArtist) set myName to theArtist if myName is "some artist" then set myName to "some new artist" end if return myName end makePretty
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**Stuck in "Waiting for Review" since October 8 — no response from App Review**
Hello Apple App Review Team, I'm reaching out regarding my application, which has remained in "Waiting for Review" since October 8, 2026. My previous submissions were typically reviewed within 2–3 days, but this submission has now been waiting for over 9 days without progressing to "In Review." I've submitted expedited review requests and attempted to contact App Review, but have received no response or explanation regarding the delay. I completely understand that review times can vary. However, as an independent developer working to launch my business, this extended delay without communication is concerning. Could someone from the App Review team please confirm whether my submission is progressing normally, or whether there is an issue that requires attention? Any assistance or clarification would be greatly appreciated. Thank you.
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SFSpeechRecognizer is unavailable or fails to initialize on iOS 26.4 and 26.5 Simulators
I am testing SFSpeechRecognizer using the en_US locale. When the iPhone Simulator’s system language is set to Japanese, SFSpeechRecognizer.isAvailable returns false for en_US, so speech recognition is unavailable. As far as I have tested, this issue does not occur on iOS Simulator 26.2 or earlier. Is this a Simulator-specific issue, or is it a behavior change that could also occur on physical devices? Has any additional setup become necessary to use speech recognition in Simulator? I then changed the iPhone Simulator’s system language to English. After doing so, SFSpeechRecognizer.isAvailable returned true for en_US. However, starting a recognition task still failed immediately with kLSRErrorDomain Code=300, “Failed to initialize recognizer.” The following error was returned: Error Domain=kLSRErrorDomain Code=300 "Failed to initialize recognizer" UserInfo={ NSLocalizedDescription=Failed to initialize recognizer, NSUnderlyingError={ Error Domain=kLSRErrorDomain Code=300 "Failed to create recognizer from=/Users/<USERNAME>/Library/Developer/CoreSimulator/Devices/<DEVICE-UUID>/data/private/var/MobileAsset/AssetsV2/com_apple_MobileAsset_UAF_Siri_Understanding/purpose_auto/ c079bfa6b8856202dc8cb2135fef3b06229ced6e.asset/AssetData/mini.json" UserInfo={ NSLocalizedDescription=Failed to create recognizer from=/Users/<USERNAME>/Library/Developer/CoreSimulator/Devices/<DEVICE-UUID>/data/private/var/MobileAsset/AssetsV2/com_apple_MobileAsset_UAF_Siri_Understanding/purpose_auto/ c079bfa6b8856202dc8cb2135fef3b06229ced6e.asset/AssetData/mini.json } } } I have not observed either of these issues on iOS Simulator 26.2 or earlier: With the Simulator language set to Japanese, the en_US recognizer does not become unavailable. When SFSpeechRecognizer.isAvailable is true, recognition does not fail with kLSRErrorDomain Code=300. Environment Xcode: 26.6 (17F113) iOS Simulator 26.5 (23F77), iPhone 17 (A3258J/A) iOS Simulator 26.4 (23E244), iPhone 17 (A3258J/A)
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Appeal Dismissed Because of Resubmission That Never Happened
After I had my desktop application rejected for spam, I filed an appeal telling that there were no similar software titles at Mac App Store. I then received the following message from the appeal board several hours ago. While processing your request, we noticed that you have since resubmitted the app for review. To ensure the new submission is processed as quickly as possible, we will close your appeal at this time and expedite the app's review. The case is dismissed after I waited for nearly 3 weeks. There has been only one submission, though, as you see in the screenshot. That's why the appeal board can never be trusted. People at Apple, Inc often point to things that don't exist.
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iPhone Duo - UIViewController viewWillTransition(to:with:) is not called when fold is changed
Let's say we start with a fully open iPhone Duo. We then present a view controller as a form sheet or page sheet. If the device is then rotated between landscape and portrait, the view controller's viewWillTransition(to:with:) is called to reflect the change in size between orientations. So far so good. Now put the fully open Duo in landscape. Then partially close the Duo. The presented view controller will automatically move off to the left half of the screen to avoid the fold. That's expected. However, the view controller's viewWillTransition(to:with:) is NOT called in this case even though its size has changed. Does this seem like a bug or is this somehow expected? I have a particular view controller that needs to know its size has changed so it can make some adjustments. Other lifecycle methods such as viewDidLayoutSubviews are called but I'd prefer to have viewWillTransition(to:with:) called.
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FileManager.ubiquityIdentityToken returns nil despite correct entitlements, iCloud sign-in, and app-level iCloud Drive permission
I have a shipped App Store app (bundle ID com.stoolkit.app) using a private iCloud container (iCloud.com.stoolkit.app) purely for file-based backup via FileManager's ubiquity container APIs, not CloudKit database/CKContainer. The availability check is as simple as: FileManager.default.ubiquityIdentityToken != nil This consistently returns nil, even though: the app's embedded provisioning profile (verified by extracting embedded.mobileprovision from the built .ipa and parsing it) correctly includes com.apple.developer.icloud-container-identifiers, com.apple.developer.ubiquity-container-identifiers (both = iCloud.com.stoolkit.app), and com.apple.developer.icloud-services. The app's entitlements plist correctly declares com.apple.developer.icloud-container-identifiers: [iCloud.com.stoolkit.app] and com.apple.developer.icloud-services: [CloudDocuments]. The test device is signed into iCloud. Settings > Apple ID > iCloud > Apps Using iCloud shows the app listed and toggled on. The device-wide iCloud Drive toggle is on. No Content and Privacy / Screen Time restrictions are active. It reproduces identically on two separate physical devices (an iPad via TestFlight, an iPhone via the live App Store), both running the same signed build. Relaunching the app and toggling iCloud Drive off/on device-wide did not change the behavior. I don't currently have access to a Mac/Xcode to produce a verified minimal reproduction project, but the check itself is a single system API call, so I'd expect a fresh single-view app with the same iCloud container entitlement to reproduce it directly. What could cause ubiquityIdentityToken to return nil under these conditions? Is there an account- or container-side initialization step I might be missing beyond registering the container under the App ID's capabilities?
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CloudKit JS private zone lookup fails authentication while record lookups succeed
I’m investigating an authentication discrepancy in CloudKit’s Development private database, using a Safari Dock web app on macOS 26.5. All records contain fabricated test data. Names below are anonymized. In one signed-in SDK session, records/lookup successfully read a private default-zone marker. The following zones/lookup for TestZone failed with auth-failed/noAccount. Two private reads, zero writes. A separately inspected full-trial zone request returned AUTHENTICATION_FAILED with the reason: “Authentication failed. Please check you have the correct API token for this container.” In a fresh session, records/lookup directly read metadata for TestHead in TestZone and returned revision 1. It used zoneID and non-asset desiredKeys, without zones/lookup. One private read, zero asset downloads, zero writes. The existing website API token was recopied from the selected container, not regenerated. The inspected request Origin matched the configured allowed origin. The app uses a custom fetch adapter and RAM-only authTokenStore. It checks identity before private requests and rebinds only ckWebAuthToken to the token validated by that check. This is not an unmodified SDK request path. Does private zones/lookup have a documented authentication requirement that differs from records/lookup? Could this custom request handling explain these results? The root cause is still unconfirmed.
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macOS/APFS: Is there a supported way to create a hard link from an open file descriptor without pathname substitution?
We are developing a security-sensitive local execution system on macOS and need clarification about supported Darwin/APFS filesystem APIs. Our requirement is to create an additional directory entry (hard link) for an existing, authorized regular-file object while retaining its original directory entry. SECURITY REQUIREMENTS The source file has already been opened and its identity verified using a held file descriptor and fstat(). The source must remain the exact same filesystem object (device/inode identity), not a copy or clone. An attacker operating under the same user account may concurrently rename, unlink, or replace the source pathname. The publication operation must not create a hard link to, or otherwise mutate, a substituted source object. The new link must be created within an already-open, authorized destination directory. Unsupported configurations must be detectable before attempting a potentially unsafe publication mutation. The original source directory entry must remain present. We have reviewed linkat(), fclonefileat(), rename-based approaches, filesystem flags, and directory-descriptor-relative operations. The difficulty is that linkat() identifies its source through a pathname. Holding a verified source file descriptor does not appear to guarantee that the pathname still identifies the same object when linkat() performs the mutation. A subsequent fstat() or pathname identity check cannot undo an already-created link to a substituted object. QUESTIONS Does macOS provide a supported public API that creates an additional hard link directly from an existing open file descriptor, without resolving a replaceable source pathname? Does Darwin support an equivalent of Linux linkat() with AT_EMPTY_PATH, or another documented descriptor-based source-linking mechanism? Can any supported macOS filesystem API guarantee that a concurrent same-user replacement of the source directory entry cannot redirect the publication mutation? If descriptor-based hard linking is unavailable, is there a supported filesystem or namespace protection mechanism that prevents same-owner source-entry substitution throughout the operation? Do AT_SYMLINK_FOLLOW, AT_SYMLINK_NOFOLLOW, AT_RESOLVE_BENEATH, AT_RESOLVE_NOFOLLOW_ANY, or related Darwin flags provide any guarantee that the linked source is the previously verified inode rather than a replacement? Are the relevant guarantees dependent on macOS version, APFS volume configuration, filesystem flags, privileges, or entitlements? Is there a supported way to determine whether the required operation and guarantees are available before performing the publication mutation? We are specifically interested in documented and supported APIs, their identity guarantees, availability conditions, and limitations. We are not seeking a workaround based solely on comparing file identities after the operation, copying/cloning the file, or assuming that same-user pathname replacement cannot occur. If no supported public API provides these guarantees, confirmation of that limitation would also be helpful. Thank you.
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Endpoint Security authorization guarantees after client failure or disconnection
I’m reviewing a hypothetical macOS worker controlled through Endpoint Security authorization events. The design uses synthetic fixtures only; no Endpoint Security client has been created for this candidate. The worker’s prohibited operations must be denied before access occurs and remain denied throughout its lifetime. The documentation for es_set_deadline_miss_mode describes missed authorization deadlines and queue overflow. I need clarification on the separate case where the authorization client disappears. For both es_new_client and es_new_descendants_client: What verdict applies to an outstanding AUTH request if the client crashes, disconnects or is deleted before responding? What governs subsequent operations after the last matching client disappears or unsubscribes? Does ES_DEADLINE_MISS_MODE_FAIL_CLOSED cover any of those situations, or only missed deadlines and queue overflow? Is there a supported mechanism that preserves the required denials for an already-running worker throughout client loss and recovery? Which guarantees differ between the two client types or across released macOS versions? Please distinguish pending requests from later requests. A watchdog that eventually terminates the worker would not establish denial during the intervening period. I’m seeking a public, versioned contract or clarification of the specific limitation requiring another independent enforcement mechanism. Relevant references: Deadline miss policy Client deletion Descendant-scoped client No real credentials, backups or customer data are involved. This request does not seek entitlement grants, permission changes or access to private APIs.
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Apple Developer Program Membership Terminated Despite Transparent Simulation App Disclosures — No Meaningful Response to Appeals
Hello Apple Developer Community, I’m posting here because I have exhausted the available channels to resolve an issue concerning the termination of my Apple Developer Program membership, and I’m struggling to obtain a meaningful response or clarification. After receiving the termination notice, I submitted an appeal and attempted to contact the Apple Developer Support team by phone to understand the decision and explore whether there was any possibility of resolving the issue. Unfortunately, I was told that the matter was not within the team's control. This was extremely disappointing because I was seeking a clear explanation and guidance on what I could do next. Since then, I have been unable to establish meaningful further communication through phone support. I submitted another appeal through the available channel, provided identity verification documents, and explained my application's functionality and disclosures. However, I have still not received a meaningful response addressing the specific concerns I raised. My application is a simulation-based mining app, not an actual cryptocurrency mining service. I have made efforts to disclose its simulation-based nature transparently throughout the app's presentation, including: App metadata and description Promotional text In-app disclosures Supporting documentation submitted during the appeal Despite these efforts, my Developer Program membership was terminated, and I have not received sufficient clarification about the specific issue that remains unresolved or whether the information and documentation I submitted were properly considered. I fully understand that Apple has developer policies and that developers are expected to comply with them. I am not asking Apple to ignore its guidelines. I am asking for a fair opportunity to understand the decision, clarify any remaining concerns, and determine whether any further action is possible. What makes this situation particularly frustrating is that I have invested considerable time, effort, and money into developing and maintaining my applications and participating in the Apple Developer Program. Paying the membership fee while being unable to obtain meaningful clarification or a substantive response to my appeals leaves me feeling that my investment and efforts have not been adequately acknowledged. I am not expecting a guaranteed reinstatement. I am requesting transparency, a meaningful explanation, and clarity on whether my case has received a proper review. I would appreciate guidance on the following questions: Is there any official escalation channel available when a developer has exhausted the usual appeal and support channels? Can Apple clarify whether the simulation-based nature of an app, when disclosed in its metadata, promotional text, in-app content, and supporting documentation, is sufficient to address the relevant policy concerns? I understand that compliance depends on the complete app and applicable guidelines. Is there any further review process available after an appeal has been rejected or has gone unanswered? If a membership termination decision is final, is there a way to obtain a clear explanation of the specific policy concerns that led to it? I am sharing this experience publicly because I genuinely want to understand what happened and whether any legitimate path forward remains. I have tried to resolve this through the official channels before bringing the matter to the community. I may also share my experience on Reddit so that other developers facing similar situations can learn from it. My intention is to raise awareness about the difficulty of obtaining meaningful communication during a serious account-related dispute, not to attack individual support representatives. If anyone from Apple or anyone who has experienced a similar situation can offer factual guidance about the available options, I would sincerely appreciate it. Thank you for taking the time to read my post.
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Apple Developer account denied - Support not going anywhere
Hello all, I could use some advice here. We have attempted to register an Apple Developer account, it's been rejected every time with the response that our company (name + DUNS) already has an account. We are a startup (about 4 years old) and no existing employee (founders down) know who would have registered for this account. Apple Support will not provide any details on the account due to privacy concerns and even after being escalated to a senior support rep, the only response I'm able to get from Apple is that I need to know the Team ID and contact persons details in order to do anything with the account. We are completely stuck and may just have to abaondonly building products for the Apple eco-ssytem because of this. IS there any other contact that we can reach out to provide any legal evidence of the companies ownership so we can register our account?
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CloudKit CKShare: storage ownership, quota accounting and shared-zone failures
I am evaluating the storage architecture for a native iOS family-organising application using CloudKit. The design is preliminary, and I am seeking clarification before native testing and production deployment. Proposed test scenario Apple Account A owns a custom record zone in its private CloudKit database. Account A creates a root CKRecord and CKShare. Independent Apple Account B accepts the share with read/write permissions. Account B accesses and updates shared records through sharedCloudDatabase. Both accounts initially have separate iCloud storage allocations. 1. Storage ownership and quota accounting Apple's documentation appears to describe shared CloudKit storage using different terminology. The native sharedCloudDatabase documentation references the application's iCloud storage quota, while CKError.Code.quotaExceeded describes a shared-zone write failing when the zone owner's iCloud storage is full. For records, shares, metadata and CKAssets created or modified by Account B in Account A's shared zone: Whose iCloud storage allocation is consumed? Is any additional storage counted against Account B? Does any usage count against a developer-level CloudKit quota or generate operator charges? 2. Storage exhaustion and error behaviour If Account A reaches its iCloud storage limit while Account B has available storage, should B's writes to A's shared zone fail with quotaExceeded? Conversely, if B's storage is full but A has capacity, should B still be able to modify A's shared records? How should the application distinguish quota failures affecting B's private database from failures affecting A's shared zone? Does behaviour change when both accounts use the same Apple Family iCloud storage pool or when an account downgrades its storage plan? 3. Current CloudKit limits and costs Could Apple clarify or identify authoritative documentation for: Current native CloudKit storage, request and data-transfer allowances. Whether 400 records/shares per operation and 2 MB per request remain current guidelines. How change fetches, retries and partial failures are accounted for. Any differences between CloudKit development and production environments. Whether private/shared CloudKit usage can result in developer-billed charges. Where developers can verify the applicable allowances for their own containers before production deployment. I have not yet reproduced a quota-exceeded scenario in a focused Xcode project. I am seeking architectural clarification to design appropriate storage limits, recovery behaviour and native verification tests. Links to authoritative Apple documentation or clarification from an Apple frameworks engineer would be greatly appreciated.
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Seven original apps rejected in the same minute under 4.3(a). How can a solo developer get a human review?
Hi everyone, and hopefully someone from App Review. I am a solo developer in Spain (Lianes8 Studio). I joined the Apple Developer Program in September after saving up for the membership, and uploaded the games I already had finished and published on Google Play and Steam. Since then my apps have been rejected in batches under Guideline 4.3 Spam, always with the same generic text: 16 October: six apps rejected in the same minute. 23 October, 18:08: seven apps rejected in the same minute (Pidgeon Pocket, Maneki Mania, Pigeons Away, Two Winds, I Wanna Be a Supernova, Vestidor and another one). They are not templates or reskins. Each one is a different game I designed and built myself: a pigeon heist incremental, a lucky-cat shrine game, a rooftop logic puzzle, a hot-air balloon puzzle, a physics roguelike and a wardrobe organizer. They share my in-house engine, the same way games built on Unity or Godot share an engine, but the gameplay, art, audio and text are different. Pidgeon Pocket alone has more than 1,200 commits, a Steam page with Early Access on 9 November, press coverage and player reviews. My art process is public on my YouTube channel (Lianes8 Studio). I answered every question App Review asked, filed appeals with the App Review Board and booked an App Review appointment. I have stopped resubmitting so I do not add to the problem. My question for the community: has anyone in the same situation (a new account uploading several finished apps at once) managed to get each app reviewed on its own? What worked for you? Any guidance from App Review would be very welcome. Almost a month of the paid membership has gone without being able to ship anything. Thank you. Javier, Lianes8 Studio
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Paid in the Developer app with a different Apple ID – website still asks me to pay
Hi everyone, I'm enrolling in the Apple Developer Program as an individual and I'm a bit stuck, so I hope someone from Apple can take a look. A few days ago I paid the €98.99 membership fee in the Apple Developer app on my iPhone. The money was taken from my bank account right away, and the "Apple Developer Program Membership" subscription shows as Active in my subscriptions. The problem is that my iPhone was signed in to the App Store with a different Apple ID than the one I use for my developer account. I only realized that afterwards. Around the same time, Apple asked me to verify my ID. I sent my documents and got the email "We received your documents". Right now: • My developer account on the website shows "Pending" and keeps asking me to "Complete your purchase". • The Apple Developer app says enrollment through the app isn't available for my developer account. • The paid subscription is sitting on my other Apple ID.I don't want to pay a second time. Could you please link the payment I already made to my developer account and activate my membership? I've opened a case with Developer Support (case 103005180042) and added all the details there. Has anyone had this happen with two different Apple IDs? And could someone from Apple Developer Support please check my case? I'm building a game for iOS and can't go any further until the membership is active. Thanks a lot!
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Paid in the Developer app with a different Apple ID – website still asks me to pay
Hi everyone, I'm enrolling in the Apple Developer Program as an individual and I'm a bit stuck, so I hope someone from Apple can take a look. A few days ago I paid the €98.99 membership fee in the Apple Developer app on my iPhone. The money was taken from my bank account right away, and the "Apple Developer Program Membership" subscription shows as Active in my subscriptions. The problem is that my iPhone was signed in to the App Store with a different Apple ID than the one I use for my developer account. I only realized that afterwards. Around the same time, Apple asked me to verify my ID. I sent my documents and got the email "We received your documents". Right now: My developer account on the website shows "Pending" and keeps asking me to "Complete your purchase". The Apple Developer app says enrollment through the app isn't available for my developer account. The paid subscription is sitting on my other Apple ID. I don't want to pay a second time. Could you please link the payment I already made to my developer account and activate my membership? I've opened a case with Developer Support and added all the details there. Has anyone had this happen with two different Apple IDs? And could someone from Apple Developer Support please check my case? I'm building a game for iOS and can't go any further until the membership is active. Thanks a lot!
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Error 7000 "Team is not yet configured for notarization" since June 2026 - case 102998191235, Team ID 8PKGR2HTA7
Our organization team (OMNIX TECH LTD, Team ID 8PKGR2HTA7, enrolled 6 June 2026) has never been able to notarize. Every notarytool submission since 9 June 2026 is rejected with statusCode 7000 "Team is not yet configured for notarization", including a 33 KB test zip containing only /bin/ls (latest: baacf441-da6e-4cbf-8b90-04a9e7bc179c, 16 Oct 2026, minutes after accepting the October 2026 Program License Agreement). Signing with our Developer ID Application certificate works; the notary service never evaluates the upload. An earlier case (102913653946, 30 June 2026) got no resolution. A new case 102998191235 was filed today under Development and Technical / Other Development or Technical Questions. Could someone confirm the team has been enabled for the notary service, or tell us what is missing on our side?
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App Review Delay – TalkCity 1.0.3 (Build 23648159) – 12 Days Without Resolution
Is Anyone Else Experiencing This? I'm curious to know whether other developers are experiencing unusually long App Review delays. My app, TalkCity (version 1.0.3, build 23648159), has been in the review process since October 1. Today is October 13, and 12 days later, all five submitted items remain under review, with no final decision or explanation. Frankly, I find this situation frustrating As an independent developer, I've invested significant time, money, and effort into building this application. Having an entire launch held hostage by an unpredictable review process, with absolutely no transparency, is incredibly frustrating. I fully understand that Apple needs to review applications carefully. But how can developers reasonably plan launches, marketing campaigns, or business operations when reviews can drag on for nearly two weeks without any meaningful communication? We are expected to follow Apple's guidelines to the letter, yet there seems to be very little accountability when it comes to review timelines. I'd genuinely like to hear from other developers: Are you also experiencing unusually long review times recently? Has anyone had an app stuck in review for this long? Did you eventually receive an explanation, or did the review simply move forward without one? Is there anything that actually helped resolve the delay? I believe this deserves a broader discussion. Independent developers shouldn't have to operate in complete uncertainty while their businesses are on hold.
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TestFlight builds expired across multiple apps; new builds cannot be installed (“Requested app is not available or doesn’t exist”)
Hi, I’m experiencing a TestFlight issue affecting multiple apps in my account. Issue summary: • Several TestFlight builds across all of my apps expired at the same time. • After uploading new replacement builds, neither I nor my testers are able to install them. • Installation fails with the message: “Could not install {App Name}. The requested app is not available or doesn’t exist.” • The build shows as processed and available in App Store Connect. • Testers are already invited and active. • No redeem code is required. I am seeing the same issue on my own device as well. What I’ve tried: • Uploading new builds (incremented version + build number). • Confirmed builds are visible and available in App Store Connect. • Removing and re-adding testers. • Logging out of the app. • Deleting the app from the device. • Restarting the device. • Reinstalling directly from TestFlight. • Restarting TestFlight. Despite this, installation consistently fails with the “requested app is not available or doesn’t exist” error. Expected behavior: • New TestFlight builds should be installable once processed and available. • Testers (and the developer) should be able to install directly from TestFlight. • Expired builds should not block installation of newly uploaded builds. Additional context: • This started immediately after multiple TestFlight builds expired across my apps. • All affected apps were previously installing and testing without issue. • Apple Developer Support has been contacted, but I wanted to check whether others are seeing the same behavior or if there is a known workaround. Has anyone else encountered TestFlight builds becoming unavailable across multiple apps at once, or an install failure after replacing expired builds
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Design-Copycats Rejection
Hi, since last month, I’ve been trying to publish my new game "Fractured Lands: Adventure RPG". Me and the marketing team with which I work believe that this game is unique and has strong potential. But unfortunately, the game is not being accepted on the App Store due to a Design - Copycats issue related to guideline 4.1, and now the verification times are taking more than a week. I’ve tried everything to resolve the problem by changing the screenshots, description, keywords, game name, icons, and even all metadata that could cause issues in the build like the trees/rocks models and all textures. But nothing seems to work. I keep receiving the same rejection after several days of waiting. Here is the full message: Guideline 4.1(a) - Design - Copycats Issue Description The app still contains third-party content similar to a popular app or game already available on the App Store, from a developer's website or distribution source, or from a third-party platform. This creates a misleading association with another developer's app or intellectual property. Specifically, the app includes references to Minecraft. Also I've already tried contacting the Apple Review Team with no responses yet since 30 September. I don't know what to do and I would need help. Thank you
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Moved from macOs 15.8.1 to 27.0.1 and now my osascript runs dog slow
Years ago I used the Last.fm website to keep track of the music I played. It was great because it kept track of music that I played from iTunes and when I connected my iPhone to my computer. The Last.fm software could determine which songs I played on my phone and the software would update the last.fm website. I don't using streaming sites because I don't believe in paying to rent music. I have all my music on my phone and I want to keep track of what I played each month and hence each year. When iTunes went away my iPhone was now mounted under Finder. The Last.fm software could no longer see what songs I played on my phone. So I looked into using osascript to read the Music app and write out each song to a flat file. I would do this after connecting my phone and after playing songs from Music (on the actual computer). I would then do a diff of the two database files to create a counts file. (This is a pretty brute force way of doing things. I get that.) The thing it it took less than 2 minutes to accomplish so I was satisfied with it. A typical flat file resulted over 20,000 lines. Now that I have moved to macOs 27 this is taking too long (less than 2 minutes to hours). So, could some one help and see how I could improve this script, I would appreciate it. Also, I am open with getting the songs I played another way if it is simpler. #!/usr/bin/osascript set p to "./" set a to POSIX file p set filepath to (a as «class utf8») & "out.txt" set openfile to open for access file filepath with write permission tell application "Music" set allTracks to tracks repeat with index from 1 to the count of allTracks set theTrack to item index of allTracks get {artist, album, name, played date, played count, time, media kind} of theTrack set theArtist to artist of theTrack if (theArtist is not "NPR" and theArtist is not "") and (theArtist is not "MusicRadar.com") then set theAlbum to album of theTrack if (theAlbum is not "KEXP Video of the Week") then set mediakind to media kind of theTrack if mediakind as text is "song" then set theArtist to my makePretty(theArtist) set theName to name of theTrack set lastPlayDate to played date of theTrack set thePlayCount to played count of theTrack set theTime to time of theTrack set theLine to theArtist & " -;- " & theAlbum & " -;- " & theName & " -;- " & lastPlayDate & " -;- " & thePlayCount & " -;- " & theTime write theLine & " " to openfile end if end if end if end repeat end tell close access openfile on makePretty(theArtist) set myName to theArtist if myName is "some artist" then set myName to "some new artist" end if return myName end makePretty
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Activity
8h
**Stuck in "Waiting for Review" since October 8 — no response from App Review**
Hello Apple App Review Team, I'm reaching out regarding my application, which has remained in "Waiting for Review" since October 8, 2026. My previous submissions were typically reviewed within 2–3 days, but this submission has now been waiting for over 9 days without progressing to "In Review." I've submitted expedited review requests and attempted to contact App Review, but have received no response or explanation regarding the delay. I completely understand that review times can vary. However, as an independent developer working to launch my business, this extended delay without communication is concerning. Could someone from the App Review team please confirm whether my submission is progressing normally, or whether there is an issue that requires attention? Any assistance or clarification would be greatly appreciated. Thank you.
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19
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2
Views
1.3k
Activity
8h
SFSpeechRecognizer is unavailable or fails to initialize on iOS 26.4 and 26.5 Simulators
I am testing SFSpeechRecognizer using the en_US locale. When the iPhone Simulator’s system language is set to Japanese, SFSpeechRecognizer.isAvailable returns false for en_US, so speech recognition is unavailable. As far as I have tested, this issue does not occur on iOS Simulator 26.2 or earlier. Is this a Simulator-specific issue, or is it a behavior change that could also occur on physical devices? Has any additional setup become necessary to use speech recognition in Simulator? I then changed the iPhone Simulator’s system language to English. After doing so, SFSpeechRecognizer.isAvailable returned true for en_US. However, starting a recognition task still failed immediately with kLSRErrorDomain Code=300, “Failed to initialize recognizer.” The following error was returned: Error Domain=kLSRErrorDomain Code=300 "Failed to initialize recognizer" UserInfo={ NSLocalizedDescription=Failed to initialize recognizer, NSUnderlyingError={ Error Domain=kLSRErrorDomain Code=300 "Failed to create recognizer from=/Users/<USERNAME>/Library/Developer/CoreSimulator/Devices/<DEVICE-UUID>/data/private/var/MobileAsset/AssetsV2/com_apple_MobileAsset_UAF_Siri_Understanding/purpose_auto/ c079bfa6b8856202dc8cb2135fef3b06229ced6e.asset/AssetData/mini.json" UserInfo={ NSLocalizedDescription=Failed to create recognizer from=/Users/<USERNAME>/Library/Developer/CoreSimulator/Devices/<DEVICE-UUID>/data/private/var/MobileAsset/AssetsV2/com_apple_MobileAsset_UAF_Siri_Understanding/purpose_auto/ c079bfa6b8856202dc8cb2135fef3b06229ced6e.asset/AssetData/mini.json } } } I have not observed either of these issues on iOS Simulator 26.2 or earlier: With the Simulator language set to Japanese, the en_US recognizer does not become unavailable. When SFSpeechRecognizer.isAvailable is true, recognition does not fail with kLSRErrorDomain Code=300. Environment Xcode: 26.6 (17F113) iOS Simulator 26.5 (23F77), iPhone 17 (A3258J/A) iOS Simulator 26.4 (23E244), iPhone 17 (A3258J/A)
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1
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1
Views
1.5k
Activity
9h
Appeal Dismissed Because of Resubmission That Never Happened
After I had my desktop application rejected for spam, I filed an appeal telling that there were no similar software titles at Mac App Store. I then received the following message from the appeal board several hours ago. While processing your request, we noticed that you have since resubmitted the app for review. To ensure the new submission is processed as quickly as possible, we will close your appeal at this time and expedite the app's review. The case is dismissed after I waited for nearly 3 weeks. There has been only one submission, though, as you see in the screenshot. That's why the appeal board can never be trusted. People at Apple, Inc often point to things that don't exist.
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0
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0
Views
67
Activity
9h
iPhone Duo - UIViewController viewWillTransition(to:with:) is not called when fold is changed
Let's say we start with a fully open iPhone Duo. We then present a view controller as a form sheet or page sheet. If the device is then rotated between landscape and portrait, the view controller's viewWillTransition(to:with:) is called to reflect the change in size between orientations. So far so good. Now put the fully open Duo in landscape. Then partially close the Duo. The presented view controller will automatically move off to the left half of the screen to avoid the fold. That's expected. However, the view controller's viewWillTransition(to:with:) is NOT called in this case even though its size has changed. Does this seem like a bug or is this somehow expected? I have a particular view controller that needs to know its size has changed so it can make some adjustments. Other lifecycle methods such as viewDidLayoutSubviews are called but I'd prefer to have viewWillTransition(to:with:) called.
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0
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0
Views
302
Activity
10h
FileManager.ubiquityIdentityToken returns nil despite correct entitlements, iCloud sign-in, and app-level iCloud Drive permission
I have a shipped App Store app (bundle ID com.stoolkit.app) using a private iCloud container (iCloud.com.stoolkit.app) purely for file-based backup via FileManager's ubiquity container APIs, not CloudKit database/CKContainer. The availability check is as simple as: FileManager.default.ubiquityIdentityToken != nil This consistently returns nil, even though: the app's embedded provisioning profile (verified by extracting embedded.mobileprovision from the built .ipa and parsing it) correctly includes com.apple.developer.icloud-container-identifiers, com.apple.developer.ubiquity-container-identifiers (both = iCloud.com.stoolkit.app), and com.apple.developer.icloud-services. The app's entitlements plist correctly declares com.apple.developer.icloud-container-identifiers: [iCloud.com.stoolkit.app] and com.apple.developer.icloud-services: [CloudDocuments]. The test device is signed into iCloud. Settings > Apple ID > iCloud > Apps Using iCloud shows the app listed and toggled on. The device-wide iCloud Drive toggle is on. No Content and Privacy / Screen Time restrictions are active. It reproduces identically on two separate physical devices (an iPad via TestFlight, an iPhone via the live App Store), both running the same signed build. Relaunching the app and toggling iCloud Drive off/on device-wide did not change the behavior. I don't currently have access to a Mac/Xcode to produce a verified minimal reproduction project, but the check itself is a single system API call, so I'd expect a fresh single-view app with the same iCloud container entitlement to reproduce it directly. What could cause ubiquityIdentityToken to return nil under these conditions? Is there an account- or container-side initialization step I might be missing beyond registering the container under the App ID's capabilities?
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1
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0
Views
193
Activity
10h
CloudKit JS private zone lookup fails authentication while record lookups succeed
I’m investigating an authentication discrepancy in CloudKit’s Development private database, using a Safari Dock web app on macOS 26.5. All records contain fabricated test data. Names below are anonymized. In one signed-in SDK session, records/lookup successfully read a private default-zone marker. The following zones/lookup for TestZone failed with auth-failed/noAccount. Two private reads, zero writes. A separately inspected full-trial zone request returned AUTHENTICATION_FAILED with the reason: “Authentication failed. Please check you have the correct API token for this container.” In a fresh session, records/lookup directly read metadata for TestHead in TestZone and returned revision 1. It used zoneID and non-asset desiredKeys, without zones/lookup. One private read, zero asset downloads, zero writes. The existing website API token was recopied from the selected container, not regenerated. The inspected request Origin matched the configured allowed origin. The app uses a custom fetch adapter and RAM-only authTokenStore. It checks identity before private requests and rebinds only ckWebAuthToken to the token validated by that check. This is not an unmodified SDK request path. Does private zones/lookup have a documented authentication requirement that differs from records/lookup? Could this custom request handling explain these results? The root cause is still unconfirmed.
Replies
1
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0
Views
178
Activity
10h
macOS/APFS: Is there a supported way to create a hard link from an open file descriptor without pathname substitution?
We are developing a security-sensitive local execution system on macOS and need clarification about supported Darwin/APFS filesystem APIs. Our requirement is to create an additional directory entry (hard link) for an existing, authorized regular-file object while retaining its original directory entry. SECURITY REQUIREMENTS The source file has already been opened and its identity verified using a held file descriptor and fstat(). The source must remain the exact same filesystem object (device/inode identity), not a copy or clone. An attacker operating under the same user account may concurrently rename, unlink, or replace the source pathname. The publication operation must not create a hard link to, or otherwise mutate, a substituted source object. The new link must be created within an already-open, authorized destination directory. Unsupported configurations must be detectable before attempting a potentially unsafe publication mutation. The original source directory entry must remain present. We have reviewed linkat(), fclonefileat(), rename-based approaches, filesystem flags, and directory-descriptor-relative operations. The difficulty is that linkat() identifies its source through a pathname. Holding a verified source file descriptor does not appear to guarantee that the pathname still identifies the same object when linkat() performs the mutation. A subsequent fstat() or pathname identity check cannot undo an already-created link to a substituted object. QUESTIONS Does macOS provide a supported public API that creates an additional hard link directly from an existing open file descriptor, without resolving a replaceable source pathname? Does Darwin support an equivalent of Linux linkat() with AT_EMPTY_PATH, or another documented descriptor-based source-linking mechanism? Can any supported macOS filesystem API guarantee that a concurrent same-user replacement of the source directory entry cannot redirect the publication mutation? If descriptor-based hard linking is unavailable, is there a supported filesystem or namespace protection mechanism that prevents same-owner source-entry substitution throughout the operation? Do AT_SYMLINK_FOLLOW, AT_SYMLINK_NOFOLLOW, AT_RESOLVE_BENEATH, AT_RESOLVE_NOFOLLOW_ANY, or related Darwin flags provide any guarantee that the linked source is the previously verified inode rather than a replacement? Are the relevant guarantees dependent on macOS version, APFS volume configuration, filesystem flags, privileges, or entitlements? Is there a supported way to determine whether the required operation and guarantees are available before performing the publication mutation? We are specifically interested in documented and supported APIs, their identity guarantees, availability conditions, and limitations. We are not seeking a workaround based solely on comparing file identities after the operation, copying/cloning the file, or assuming that same-user pathname replacement cannot occur. If no supported public API provides these guarantees, confirmation of that limitation would also be helpful. Thank you.
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5
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0
Views
221
Activity
10h
Endpoint Security authorization guarantees after client failure or disconnection
I’m reviewing a hypothetical macOS worker controlled through Endpoint Security authorization events. The design uses synthetic fixtures only; no Endpoint Security client has been created for this candidate. The worker’s prohibited operations must be denied before access occurs and remain denied throughout its lifetime. The documentation for es_set_deadline_miss_mode describes missed authorization deadlines and queue overflow. I need clarification on the separate case where the authorization client disappears. For both es_new_client and es_new_descendants_client: What verdict applies to an outstanding AUTH request if the client crashes, disconnects or is deleted before responding? What governs subsequent operations after the last matching client disappears or unsubscribes? Does ES_DEADLINE_MISS_MODE_FAIL_CLOSED cover any of those situations, or only missed deadlines and queue overflow? Is there a supported mechanism that preserves the required denials for an already-running worker throughout client loss and recovery? Which guarantees differ between the two client types or across released macOS versions? Please distinguish pending requests from later requests. A watchdog that eventually terminates the worker would not establish denial during the intervening period. I’m seeking a public, versioned contract or clarification of the specific limitation requiring another independent enforcement mechanism. Relevant references: Deadline miss policy Client deletion Descendant-scoped client No real credentials, backups or customer data are involved. This request does not seek entitlement grants, permission changes or access to private APIs.
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2
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0
Views
82
Activity
10h
Apple Developer Program Membership Terminated Despite Transparent Simulation App Disclosures — No Meaningful Response to Appeals
Hello Apple Developer Community, I’m posting here because I have exhausted the available channels to resolve an issue concerning the termination of my Apple Developer Program membership, and I’m struggling to obtain a meaningful response or clarification. After receiving the termination notice, I submitted an appeal and attempted to contact the Apple Developer Support team by phone to understand the decision and explore whether there was any possibility of resolving the issue. Unfortunately, I was told that the matter was not within the team's control. This was extremely disappointing because I was seeking a clear explanation and guidance on what I could do next. Since then, I have been unable to establish meaningful further communication through phone support. I submitted another appeal through the available channel, provided identity verification documents, and explained my application's functionality and disclosures. However, I have still not received a meaningful response addressing the specific concerns I raised. My application is a simulation-based mining app, not an actual cryptocurrency mining service. I have made efforts to disclose its simulation-based nature transparently throughout the app's presentation, including: App metadata and description Promotional text In-app disclosures Supporting documentation submitted during the appeal Despite these efforts, my Developer Program membership was terminated, and I have not received sufficient clarification about the specific issue that remains unresolved or whether the information and documentation I submitted were properly considered. I fully understand that Apple has developer policies and that developers are expected to comply with them. I am not asking Apple to ignore its guidelines. I am asking for a fair opportunity to understand the decision, clarify any remaining concerns, and determine whether any further action is possible. What makes this situation particularly frustrating is that I have invested considerable time, effort, and money into developing and maintaining my applications and participating in the Apple Developer Program. Paying the membership fee while being unable to obtain meaningful clarification or a substantive response to my appeals leaves me feeling that my investment and efforts have not been adequately acknowledged. I am not expecting a guaranteed reinstatement. I am requesting transparency, a meaningful explanation, and clarity on whether my case has received a proper review. I would appreciate guidance on the following questions: Is there any official escalation channel available when a developer has exhausted the usual appeal and support channels? Can Apple clarify whether the simulation-based nature of an app, when disclosed in its metadata, promotional text, in-app content, and supporting documentation, is sufficient to address the relevant policy concerns? I understand that compliance depends on the complete app and applicable guidelines. Is there any further review process available after an appeal has been rejected or has gone unanswered? If a membership termination decision is final, is there a way to obtain a clear explanation of the specific policy concerns that led to it? I am sharing this experience publicly because I genuinely want to understand what happened and whether any legitimate path forward remains. I have tried to resolve this through the official channels before bringing the matter to the community. I may also share my experience on Reddit so that other developers facing similar situations can learn from it. My intention is to raise awareness about the difficulty of obtaining meaningful communication during a serious account-related dispute, not to attack individual support representatives. If anyone from Apple or anyone who has experienced a similar situation can offer factual guidance about the available options, I would sincerely appreciate it. Thank you for taking the time to read my post.
Replies
1
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0
Views
163
Activity
10h
Apple Developer account denied - Support not going anywhere
Hello all, I could use some advice here. We have attempted to register an Apple Developer account, it's been rejected every time with the response that our company (name + DUNS) already has an account. We are a startup (about 4 years old) and no existing employee (founders down) know who would have registered for this account. Apple Support will not provide any details on the account due to privacy concerns and even after being escalated to a senior support rep, the only response I'm able to get from Apple is that I need to know the Team ID and contact persons details in order to do anything with the account. We are completely stuck and may just have to abaondonly building products for the Apple eco-ssytem because of this. IS there any other contact that we can reach out to provide any legal evidence of the companies ownership so we can register our account?
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0
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0
Views
311
Activity
10h
CloudKit CKShare: storage ownership, quota accounting and shared-zone failures
I am evaluating the storage architecture for a native iOS family-organising application using CloudKit. The design is preliminary, and I am seeking clarification before native testing and production deployment. Proposed test scenario Apple Account A owns a custom record zone in its private CloudKit database. Account A creates a root CKRecord and CKShare. Independent Apple Account B accepts the share with read/write permissions. Account B accesses and updates shared records through sharedCloudDatabase. Both accounts initially have separate iCloud storage allocations. 1. Storage ownership and quota accounting Apple's documentation appears to describe shared CloudKit storage using different terminology. The native sharedCloudDatabase documentation references the application's iCloud storage quota, while CKError.Code.quotaExceeded describes a shared-zone write failing when the zone owner's iCloud storage is full. For records, shares, metadata and CKAssets created or modified by Account B in Account A's shared zone: Whose iCloud storage allocation is consumed? Is any additional storage counted against Account B? Does any usage count against a developer-level CloudKit quota or generate operator charges? 2. Storage exhaustion and error behaviour If Account A reaches its iCloud storage limit while Account B has available storage, should B's writes to A's shared zone fail with quotaExceeded? Conversely, if B's storage is full but A has capacity, should B still be able to modify A's shared records? How should the application distinguish quota failures affecting B's private database from failures affecting A's shared zone? Does behaviour change when both accounts use the same Apple Family iCloud storage pool or when an account downgrades its storage plan? 3. Current CloudKit limits and costs Could Apple clarify or identify authoritative documentation for: Current native CloudKit storage, request and data-transfer allowances. Whether 400 records/shares per operation and 2 MB per request remain current guidelines. How change fetches, retries and partial failures are accounted for. Any differences between CloudKit development and production environments. Whether private/shared CloudKit usage can result in developer-billed charges. Where developers can verify the applicable allowances for their own containers before production deployment. I have not yet reproduced a quota-exceeded scenario in a focused Xcode project. I am seeking architectural clarification to design appropriate storage limits, recovery behaviour and native verification tests. Links to authoritative Apple documentation or clarification from an Apple frameworks engineer would be greatly appreciated.
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1
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0
Views
396
Activity
10h
Seven original apps rejected in the same minute under 4.3(a). How can a solo developer get a human review?
Hi everyone, and hopefully someone from App Review. I am a solo developer in Spain (Lianes8 Studio). I joined the Apple Developer Program in September after saving up for the membership, and uploaded the games I already had finished and published on Google Play and Steam. Since then my apps have been rejected in batches under Guideline 4.3 Spam, always with the same generic text: 16 October: six apps rejected in the same minute. 23 October, 18:08: seven apps rejected in the same minute (Pidgeon Pocket, Maneki Mania, Pigeons Away, Two Winds, I Wanna Be a Supernova, Vestidor and another one). They are not templates or reskins. Each one is a different game I designed and built myself: a pigeon heist incremental, a lucky-cat shrine game, a rooftop logic puzzle, a hot-air balloon puzzle, a physics roguelike and a wardrobe organizer. They share my in-house engine, the same way games built on Unity or Godot share an engine, but the gameplay, art, audio and text are different. Pidgeon Pocket alone has more than 1,200 commits, a Steam page with Early Access on 9 November, press coverage and player reviews. My art process is public on my YouTube channel (Lianes8 Studio). I answered every question App Review asked, filed appeals with the App Review Board and booked an App Review appointment. I have stopped resubmitting so I do not add to the problem. My question for the community: has anyone in the same situation (a new account uploading several finished apps at once) managed to get each app reviewed on its own? What worked for you? Any guidance from App Review would be very welcome. Almost a month of the paid membership has gone without being able to ship anything. Thank you. Javier, Lianes8 Studio
Replies
1
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0
Views
78
Activity
10h
Paid in the Developer app with a different Apple ID – website still asks me to pay
Hi everyone, I'm enrolling in the Apple Developer Program as an individual and I'm a bit stuck, so I hope someone from Apple can take a look. A few days ago I paid the €98.99 membership fee in the Apple Developer app on my iPhone. The money was taken from my bank account right away, and the "Apple Developer Program Membership" subscription shows as Active in my subscriptions. The problem is that my iPhone was signed in to the App Store with a different Apple ID than the one I use for my developer account. I only realized that afterwards. Around the same time, Apple asked me to verify my ID. I sent my documents and got the email "We received your documents". Right now: • My developer account on the website shows "Pending" and keeps asking me to "Complete your purchase". • The Apple Developer app says enrollment through the app isn't available for my developer account. • The paid subscription is sitting on my other Apple ID.I don't want to pay a second time. Could you please link the payment I already made to my developer account and activate my membership? I've opened a case with Developer Support (case 103005180042) and added all the details there. Has anyone had this happen with two different Apple IDs? And could someone from Apple Developer Support please check my case? I'm building a game for iOS and can't go any further until the membership is active. Thanks a lot!
Replies
0
Boosts
0
Views
338
Activity
11h
Paid in the Developer app with a different Apple ID – website still asks me to pay
Hi everyone, I'm enrolling in the Apple Developer Program as an individual and I'm a bit stuck, so I hope someone from Apple can take a look. A few days ago I paid the €98.99 membership fee in the Apple Developer app on my iPhone. The money was taken from my bank account right away, and the "Apple Developer Program Membership" subscription shows as Active in my subscriptions. The problem is that my iPhone was signed in to the App Store with a different Apple ID than the one I use for my developer account. I only realized that afterwards. Around the same time, Apple asked me to verify my ID. I sent my documents and got the email "We received your documents". Right now: My developer account on the website shows "Pending" and keeps asking me to "Complete your purchase". The Apple Developer app says enrollment through the app isn't available for my developer account. The paid subscription is sitting on my other Apple ID. I don't want to pay a second time. Could you please link the payment I already made to my developer account and activate my membership? I've opened a case with Developer Support and added all the details there. Has anyone had this happen with two different Apple IDs? And could someone from Apple Developer Support please check my case? I'm building a game for iOS and can't go any further until the membership is active. Thanks a lot!
Replies
0
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0
Views
68
Activity
11h
Error 7000 "Team is not yet configured for notarization" since June 2026 - case 102998191235, Team ID 8PKGR2HTA7
Our organization team (OMNIX TECH LTD, Team ID 8PKGR2HTA7, enrolled 6 June 2026) has never been able to notarize. Every notarytool submission since 9 June 2026 is rejected with statusCode 7000 "Team is not yet configured for notarization", including a 33 KB test zip containing only /bin/ls (latest: baacf441-da6e-4cbf-8b90-04a9e7bc179c, 16 Oct 2026, minutes after accepting the October 2026 Program License Agreement). Signing with our Developer ID Application certificate works; the notary service never evaluates the upload. An earlier case (102913653946, 30 June 2026) got no resolution. A new case 102998191235 was filed today under Development and Technical / Other Development or Technical Questions. Could someone confirm the team has been enabled for the notary service, or tell us what is missing on our side?
Replies
3
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0
Views
500
Activity
11h
App Review Delay – TalkCity 1.0.3 (Build 23648159) – 12 Days Without Resolution
Is Anyone Else Experiencing This? I'm curious to know whether other developers are experiencing unusually long App Review delays. My app, TalkCity (version 1.0.3, build 23648159), has been in the review process since October 1. Today is October 13, and 12 days later, all five submitted items remain under review, with no final decision or explanation. Frankly, I find this situation frustrating As an independent developer, I've invested significant time, money, and effort into building this application. Having an entire launch held hostage by an unpredictable review process, with absolutely no transparency, is incredibly frustrating. I fully understand that Apple needs to review applications carefully. But how can developers reasonably plan launches, marketing campaigns, or business operations when reviews can drag on for nearly two weeks without any meaningful communication? We are expected to follow Apple's guidelines to the letter, yet there seems to be very little accountability when it comes to review timelines. I'd genuinely like to hear from other developers: Are you also experiencing unusually long review times recently? Has anyone had an app stuck in review for this long? Did you eventually receive an explanation, or did the review simply move forward without one? Is there anything that actually helped resolve the delay? I believe this deserves a broader discussion. Independent developers shouldn't have to operate in complete uncertainty while their businesses are on hold.
Replies
14
Boosts
5
Views
1.2k
Activity
11h
TestFlight builds expired across multiple apps; new builds cannot be installed (“Requested app is not available or doesn’t exist”)
Hi, I’m experiencing a TestFlight issue affecting multiple apps in my account. Issue summary: • Several TestFlight builds across all of my apps expired at the same time. • After uploading new replacement builds, neither I nor my testers are able to install them. • Installation fails with the message: “Could not install {App Name}. The requested app is not available or doesn’t exist.” • The build shows as processed and available in App Store Connect. • Testers are already invited and active. • No redeem code is required. I am seeing the same issue on my own device as well. What I’ve tried: • Uploading new builds (incremented version + build number). • Confirmed builds are visible and available in App Store Connect. • Removing and re-adding testers. • Logging out of the app. • Deleting the app from the device. • Restarting the device. • Reinstalling directly from TestFlight. • Restarting TestFlight. Despite this, installation consistently fails with the “requested app is not available or doesn’t exist” error. Expected behavior: • New TestFlight builds should be installable once processed and available. • Testers (and the developer) should be able to install directly from TestFlight. • Expired builds should not block installation of newly uploaded builds. Additional context: • This started immediately after multiple TestFlight builds expired across my apps. • All affected apps were previously installing and testing without issue. • Apple Developer Support has been contacted, but I wanted to check whether others are seeing the same behavior or if there is a known workaround. Has anyone else encountered TestFlight builds becoming unavailable across multiple apps at once, or an install failure after replacing expired builds
Replies
117
Boosts
8
Views
8.9k
Activity
11h
Design-Copycats Rejection
Hi, since last month, I’ve been trying to publish my new game "Fractured Lands: Adventure RPG". Me and the marketing team with which I work believe that this game is unique and has strong potential. But unfortunately, the game is not being accepted on the App Store due to a Design - Copycats issue related to guideline 4.1, and now the verification times are taking more than a week. I’ve tried everything to resolve the problem by changing the screenshots, description, keywords, game name, icons, and even all metadata that could cause issues in the build like the trees/rocks models and all textures. But nothing seems to work. I keep receiving the same rejection after several days of waiting. Here is the full message: Guideline 4.1(a) - Design - Copycats Issue Description The app still contains third-party content similar to a popular app or game already available on the App Store, from a developer's website or distribution source, or from a third-party platform. This creates a misleading association with another developer's app or intellectual property. Specifically, the app includes references to Minecraft. Also I've already tried contacting the Apple Review Team with no responses yet since 30 September. I don't know what to do and I would need help. Thank you
Replies
0
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0
Views
79
Activity
11h