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Jul 23 2021
Your app is finally complete. You're tracking subscriptions in Sandbox, your Testflight users love it, you've followed our Launch Checklist, and you're finally ready to launch your app to the world.
After a few days in review, you get the dreaded 'Rejected' message. Now what? Let's work through some common rejection reasons and the best way to get your app back on track.
According to Apple's App Review Center, over 40% of app rejections are for Guideline 2.1 – Performance: App Completeness - this means that something didn't work in your app during review. We can't help with those rejections, obviously.
If you're here, we'll assume that your app was rejected for some problem with purchases. There are three places in the purchase flow that cause the majority of App Store rejections we hear about:
Usually the reviewer will include a screenshot with the problem they encountered. This can be helpful for you to track down where to look for the problem in your app. Always try to reproduce the issue first in a local build or Testflight. RevenueCat will behave the same way in your environment and the reviewers, so if there's any problem with your integration it should be able to be reproduced.
If developers want to unlock access to things like subscriptions, in-game currency, game levels, etc. in the App, they must use the In-App Purchase program, which is divided into four main presentations, as follows.
On the product page, developers can promote up to 20 in-app purchases at once and prepare for the promotion of other approved in-app purchases at the same time.
This gives developers the flexibility to change the in-app purchases displayed on the product page based on business needs (for example, when they want to offer limited-time promotions or exclusive content).
Note that if your product is one that requires regular renewal, then you need to select the subscription type; however, if it is a one-time purchase that you do not want to subscribe again, then select the non-subscription type.
This time, there are two types of Apple in-app purchase products used by our company: one that is a subscription that automatically renews, and one that is a non-subscription product that does not automatically renew.
Here we need to pay attention to the fact that the inbound products must be submitted together with the package on the App shelf for review, not separately.
If you choose to submit separately, the insider purchase can never be successful on the shelves.
Sometimes, our products are not only available in one region, but also in multiple regions or even multiple countries.
If there are too many regions on the App, then the products on the App, including the in-app purchases, should also be adapted for the localization.
For example, if your product is available in China, Russia, France, and the United States, then the language of the in-app purchases should also include Chinese, Russian, French, and English.
The App Store review terms also state that "if we can't understand how the App works, or if the in-app purchases are not as clear as they could be, the review will be delayed and may result in the App being rejected.
"So, if your product is available in multiple regions, developers are advised to localize in-app purchases to avoid rejection.
The inbound product must be submitted for review together with the App launch package, not separately. If you choose to submit them separately, then the insider can never be successful.
If you have an automatic subscription product type in your product, you need to include a continuous monthly subscription agreement statement. Also, include an auto-renewal statement on the App product page.
If you are still concerned about the rejection of in-app purchases, you can choose to add an automatic subscription to the app description so that Apple reviewers can see the in-app purchases more clearly and visually.
If all the above is ready, then the last thing you need to pay attention to is: if your in-app purchase items are virtual products, not including physical, please do not join the SDK of the payment third party, otherwise it may be detected and rejected.
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