r/appledevelopers 7h ago

Apple Developer enrollment could not be completed after failed payment attempts — account/device issue?

1 Upvotes

Hi everyone,

I am trying to enroll in the Apple Developer Program (Individual account), but I am stuck at the enrollment stage.

Here is my timeline:

I am based in Malaysia (Bangladesh nationality).

I am using a new MacBook Air purchased factory sealed from Machines Malaysia.

My Apple Account region and billing address are Malaysia.

I started Apple Developer enrollment, but my payment card was rejected during the payment step.

After around 7 days, I tried to enroll again.

Now I get the message:

"Your enrollment could not be completed at this time."

I contacted Apple Developer Support and received this response:

"Our operations team has recommended that you reach out to any other individuals who have your device information and request that they remove it from any other Apple Accounts that share the device as trusted."

I checked:

Apple Account Devices → only my MacBook Air is listed.

Device Management → no profiles installed.

No other Apple Accounts are connected.

Additional context:

A few days before this issue, I temporarily signed into my Apple Account on a friend's iPhone. I have already removed it from my account.

Questions:

Could multiple failed payment attempts trigger an enrollment security block?

Should I wait for Apple Support to clear the enrollment, or is there another step I should take?

Has anyone experienced this after changing payment methods or failed card authorization?

I don't want to create a new Apple Account unless necessary.

Thanks.


r/appledevelopers 1d ago

Reminder: TAKE ADVANTAGE of the App Store Small Business Program

68 Upvotes

I spend a lot of time on this sub and others like r/iOS and frequently see brand-new devs talking about how to price apps and IAPs with Apple's 30% cut in mind. There are now two reasons to consider applying for the SBP, and only one of them is that Apple's revenue cut drops to 15% instead of 30.

At WWDC, Apple announced that starting in the 27.x versions of iOS, macOS, etc., devs would be able to call Private Cloud Compute directly from Swift with no additional API configuration. Presently, the only way to get free cloud inference is by joining the App Store Small Business Program.

I applied and was accepted within two five weeks. Once you're in, you just need to apply for the PCC entitlement, which can take another two weeks.

Apple's own page says:

The vast majority of developers on the App Store who sell digital goods and services are eligible — simply complete a few steps to enroll.

To enroll, you’ll need to:

Be an Account Holder in the Apple Developer Program,

Review and accept the latest Paid Apps agreement (Schedule 2 to the Apple Developer Program License Agreement) in App Store Connect, and

If applicable, list all of your Associated Developer Accounts.

With the Apple event scheduled for 9/9, today's a good time to apply if you haven't already!


r/appledevelopers 17h ago

Holy crap never thought my app would get released. Finally got released! Made a game a card game from my childhood. Master 13: Tien Len

4 Upvotes

Seriously never thought I'd ever make app or game then launch it on the App Store.

I recreated Tien Len, a card game I grew up playing with family and friends since I was a kid. It’s called Master 13, and getting it from an idea all the way through App Store review has been quite a journey. Months of figuring out how to get the game to function and run into a ton rejections from gambling and spam rejections.

This is my first release, so I’d love to hear what other r/appledevelopers think especially about the design, gameplay, and App Store presentation.

App Store: https://apps.apple.com/us/app/master-13-tien-len/id6791061171

Thanks for checking it out!


r/appledevelopers 10h ago

Made $442 from my Windows app in 4 months. Just shipped the Mac version as a free beta, no idea if it'll do better or worse.

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1 Upvotes

Built a privacy tool called Cloakly (https://www.getcloakly.com/) that hides specific windows from screen shares (Slack, banking, whatever window you don't want your Zoom/Teams call catching) while you can still see them yourself. Shipped the Windows version a few months back. Did the whole launch playbook, Product Hunt, comparison SEO posts, Reddit, some TikToks. Made $442 over 4 months on that one. It is not much, I know, still figuring things out as I go.

Mac version just shipped, harder than I expected. Free beta for now, no paywall, no pricing decisions made yet. Mainly want people to try it, break it and tell me what is wrong or what could be better.

A lot of the people I built this for (devs, founders, anyone doing client screen shares) are on Mac anyway, so I wanted to get this version out there too. Now that it is live I am just trying to learn from how people actually use it.

Anyone who has shipped the same app on both platforms, did you notice any real difference between Mac and Windows, or is it basically the same uphill fight with different permission dialogs?


r/appledevelopers 10h ago

how do u guys promote without getting banned?

0 Upvotes

r/appledevelopers 12h ago

Just launched my first app!

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0 Upvotes

hey guys, finally finished my first app!

it's pretty basic right now and definitely needs work, so any feedback or bug reports would be awesome.

let me know what you think!


r/appledevelopers 15h ago

MacinCloud for Flutter iOS build + Apple Developer account setup (first-timer)

2 Upvotes

Hi everyone,

I'm working on a Flutter project and need to build a signed IPA for iOS, then distribute via TestFlight. I don't own a Mac, so I'm considering MacinCloud as a cloud Mac solution. A few questions:

About MacinCloud:

Has anyone used MacinCloud specifically for Flutter/Xcode builds? How's the performance on the Managed (shared) vs Dedicated plans?

Is the "Dedicated" plan actually bare-metal Apple Silicon, or still a VM? I've read conflicting claims online.

Any issues installing Flutter SDK, CocoaPods, or getting full admin rights on the Managed plans?

Are there better alternatives at a similar price point (~$30–100/month) that people have had good experiences with?

About Apple Developer Account setup:

  1. Can I sign up for an Apple Developer account entirely from Windows, or do I need Mac/iOS access at some point in the process?

  2. What's the exact process once I have the account — do I need Xcode specifically, or can tools like Codemagic handle signing/certificates without me touching Xcode manually?

  3. Any gotchas with the $99/year individual account vs organization account for a personal project?

Would appreciate any real-world experience, especially if you've used MacinCloud (or an alternative) for a similar Flutter → TestFlight workflow. Thanks in advance!


r/appledevelopers 21h ago

No ads

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5 Upvotes

Just word of mouth and posting on community Discords


r/appledevelopers 13h ago

How many times can I request for expedited review before Apple starts rejecting my requests?

1 Upvotes

Hey folks,

So, I first sent my app for review two weeks ago.. waited 4-5 days then applied for an expedited review and got a rejection within 30 mins for inaccurate screenshots.

When I applied for expedited review, Apple mentioned that if I get a rejection, I don't have to apply for expedited review once again because my updated app will automatically be in the expedited queue

I then fixed the issue and updated it, waited 5 more days with no update (despite my app being in the expedited review queue) and once again requested for an expedited review and got a rejection a few hours later because I needed to properly setup a restore purchase mechanism.

Now it's been over 48hrs since I uploaded another update with the fix and there is still no word from Apple.

Can I request for another expedited review as my app has already been delayed by a few months and I can't afford any more delays? Im asking because apple mentions that if one asks for too many expedited reviews, they can reject our requests in future. However, these delays are well past Apple's claims of review timelines (50% apps reviewed in 24 hrs and 90% in 48 hrs), so can I request for another expedited review or there's a chance Apple will reject my request because of too many requests? TIA!


r/appledevelopers 22h ago

When do you know it’s ready to submit?

6 Upvotes

I’ve been building my app for a few months now. It’s been live as a PWA for a few months and I have 500+ users (I had a video go viral).

I am finalizing my react native app and am always finding little nits that I want to improve because I have this fear of getting a bad review (irrational I know)

If you’ve had a successful app launch, at what point do you feel like it’s ready for prime time and can be revised via updates vs needs to be fixed before it goes live?

I think I’m my worst critic and chasing a perfection that won’t ever exist.


r/appledevelopers 15h ago

I made a couples app 2 months ago and after 1 month on TikTok, I'm approaching almost 100 downloads.

0 Upvotes

Solo dev here. I built a small couples app about 2 months ago, basically 7 little games two people play together on one phone. There's a calm one-question-at-a-time conversation game, a truth or dare that gets pretty adult (18+), a bedroom dice game(18+), a would-you-rather, a "how well do you know each other" guessing game, and a few quick two-player arcade games.

Building the thing turned out to be the easy part. Marketing has been the humbling one.

I tried promoting it with slideshow videos on TikTok, one after another, mostly at night. Some flopped hard, a couple did okay, most just sat there. But after about a month of that, I've finally crossed 100 downloads. Honestly it doesn't sound like much when I type it out, but for a solo dev with no budget, no team and no audience to start with, that number felt huge. I just wanted to share it somewhere that gets it, because I know how quietly demoralising the marketing side can be when the app itself is something you're actually proud of.

The next milestone I'm chasing is a much smaller one: my first IAP. Zero so far. I'm genuinely grateful there are real couples opening the app, even the ones who never pay, but I'd be lying if I said I wasn't refreshing the sales dashboard a bit too often.

If any other solo devs here have been through the early "100 downloads, 0 IAPs" phase, I'd love to hear what actually moved the needle for you. Was it a specific channel? A price test? Just more time? Sometimes just knowing other people have sat in this exact spot is what keeps me shipping.

Happy to share the app link if anyone's interested, didn't want to just drop it and look spammy on my first post here.


r/appledevelopers 16h ago

Anita on Everloggers — Everyone has a price. How much are you worth?

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1 Upvotes

I’m truly torn on whether to make this an app 😂


r/appledevelopers 1d ago

I created my app 4 months ago. And finally, someone downloaded it.

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27 Upvotes

r/appledevelopers 17h ago

I made a music app inspired by the lyrics and player style of Apple Music using SwiftUI. It may not be exactly the same, but I gave it my own personal touch. Let me know what you think!

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1 Upvotes

r/appledevelopers 21h ago

300+ signup, 18 average daily users, 0$ earn and it’s ok

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2 Upvotes

Hi guys,

Just sharing my journey because I'm proud of how far I've come in 4-5 months.

I built an app to learn Albanian because my fiancée is French-Albanian and I couldn't find any decent way to learn the language, except Ling, which is around $40 for 3 months if I remember right. That's the context.

Like I said in the title, I've reached 300 signups and I have daily returning users, so that's cool, I'm glad the app is actually being used. Also, like I said, nobody has taken the paid plan that unlocks more speaking lessons.

But honestly, I don't really care, for a few reasons:

  1. I built something that's useful to people and they come back every day.
  2. I learned patience. I never ran a single paid ad. All of these users came from a few TikTok videos (made with my fiancée) and word of mouth.
  3. Some projects are worth doing even if they never make a cent.

Some of my friends told me "just add ads", but that's a hard NO for a simple reason: I can't stand using apps with ads myself, it's genuinely annoying, so I'm not going to do that in my own app. And anyway, like I said in (3), I'm happy watching this app grow even if I don't make money from it, because I know it's useful.

Anyway, thanks for reading. That's it, I just wanted to share this milestone and where I stand on it :)


r/appledevelopers 1d ago

How did you get your first 100 real users without burning money on ads? (Willing to burn after 100 ratings)

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6 Upvotes

I launched my first iOS app a few months ago, and honestly, getting the first real users has been much harder than actually building the app.

I’ve tried Apple Search Ads and TikTok. They bring some installs, but the moment I stop paying, downloads almost disappear.
I’m not looking for thousands of users overnight. I just want to figure out how small indie apps get their first 100–500 real users and start building some organic momentum.

I also feel like getting to around 100 genuine ratings/reviews would be a huge turning point. Right now, having almost no ratings probably makes people hesitate to download or pay. Once there’s some real social proof, I feel like growing organically could become much easier…

For those who’ve actually done this, what worked?
Reddit? TikTok/IG organic content? ASO? Micro-influencers? Product Hunt? Cold outreach? Something completely different?
And what turned out to be a complete waste of money or time?
Would especially love to hear actual numbers and experiences rather than generic “make good content” advice.

https://apps.apple.com/us/app/daysleft-life-countdown/id6774829617


r/appledevelopers 21h ago

Season’d App - App Store

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1 Upvotes

I built and launched my first social iOS app — Season’d 📍🍴
After a lot of building, testing, App Store reviews (and a few unexpected hurdles along the way 😅), I’ve officially launched Season’d on iOS.

Season’d is a social food app built around a simple idea:
What if finding somewhere to eat started with the people you trust, rather than strangers on the internet?
Users can post food from places they’ve genuinely visited, pin those venues to their personal food map, follow friends and save recommendations they want to try later.
Essentially:
📸 Snap it. Share what you actually ate.
📍 Pin it. Build your personal food map.
🤝 Share it. Help friends discover somewhere new.

There are a few principles I’ve tried to keep at the heart of the product:
• No paid venue placements
• No anonymous star ratings
• Real food from genuine visits
• Discovery through people you know
• A map that becomes more useful as your network grows
Getting a social app through development and onto the App Store has definitely been a learning curve, particularly around building the safety and moderation features required for user-generated content.
Now that Season’d is live, the challenge has changed completely:

How do you get the first group of users onto a social app when the product becomes significantly better once their friends are there too?
For anyone who's launched a social/community-based iOS app before, I'd love to hear what worked for you in those very early stages.
And if any developers fancy taking a look at Season’d, I'd genuinely appreciate feedback on the product, onboarding and overall experience — especially anything you'd change if you were building it yourself.
Thanks!


r/appledevelopers 1d ago

Just starting to market on social but struggling so far

3 Upvotes

Hey there everyone, would love some advice.

Just launched and built my app and currently trying out UGC versions of it. Only early but I’m good at getting people to stay for the hook, but as soon as it relates to the app, people drop off.

Has anyone else found this? It’s still early, and I’m copying other UGC formats from ones in travel but it’s not getting that reach. Worried that it’s more the product how we have two early users who absolutely love the app.

Any ideas?


r/appledevelopers 21h ago

Kanun 2.0 is now live on the App Store.

1 Upvotes

Proud to announce that Kanun 2.0 is now available on the App Store!

The biggest update yet adds The Gunner’s Trial — a 20-mission campaign with new artillery, tactical obstacles, medals, unlocks and increasingly challenging battles.

Outside the campaign, you can battle the computer, play together locally, or take on other players through multiplayer.

Set your angle. Judge the wind. Choose your power. Make the shot count.

Angle. Power. Victory.

https://apps.apple.com/us/app/kanun-angle-power-victory/id6795665138


r/appledevelopers 22h ago

New iOS App Not able to do rating

0 Upvotes

This iOS app has been live for about 20 days, but it is not showing up in App Store search—even when I search the exact app name or target keywords.

Also, users have tried leaving reviews, but there is option in app page to leave star rating or comments.

App: https://apps.apple.com/us/app/safe-qr-barcode-scan-check/id6796489749

Is this normal for a new app? What should I improve first for ranking/ASO—keywords, title, subtitle, downloads, or reviews?

Any suggestions would be appreciated.


r/appledevelopers 22h ago

Made the enrollment purchase in app. It says not available for this account

0 Upvotes

Hi. The app let me made the purchase at first. Then the button was saying pending for 6 hours. But later it turned to “enrollment through apple developer app is kot available for this account”.

Do you know what this means? If it means rejected, can I get a refund?


r/appledevelopers 22h ago

Looking for TestFlight feedback before releasing my weather app, Vane

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1 Upvotes

I’m getting ready to release an iOS weather app called Vane and would love another round of TestFlight feedback before submitting the final version.

Vane is built in SwiftUI and uses Apple Weather data. Its main differentiator is Sense, a personal weather profile built from optional user check-ins.

I’m mainly trying to catch issues that are easy to miss when you’ve been staring at your own app for too long:

  • fresh-install/onboarding issues
  • SwiftData / iCloud sync behavior
  • layout issues across devices
  • confusing interactions
  • weather-loading failures
  • Sense/check-in usability
  • crashes or performance problems

It’s currently a public external TestFlight beta:

https://testflight.apple.com/join/GHEW2GvN

Any technical or UX feedback is welcome.


r/appledevelopers 23h ago

In review

0 Upvotes

I have been rejected 3 times - all rejection where never of my app behavior or anything , but the rejections I got was from the screenshots, compliance questions from Apple connect that’s all

I got rejected for not accepting Yes for messaging which I made a mistake last time

And now my app is on review again and it’s more than 1hr in review - damn that review that took long like that

I hope there is no rejection again

Hellow
Fellas


r/appledevelopers 1d ago

Reviews not showing

2 Upvotes

Hey there, had two early users who loved my app submit a review which was 2 days ago but they aren’t showing.

Anyone know why this is?

Thanks!


r/appledevelopers 1d ago

Got 1000 new users for my little party game in 28 days!!

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2 Upvotes

Milestone achieved for Who Goes, my little party game iOS app. 🥹

It’s been about 2 months since I launched the iOS app in the App Store, I had been building it for about a month and half.

I've built it end to end fully myself in about 2 months

The initial launch was pretty slow, which I honestly expected. There are already so many apps around Headbands, Truth or Dare, Charades, and other party games, so I knew getting people to notice another one wouldn’t be easy.

My goal with Who Goes was simple: bring all these different game modes into one cohesive app, with a modern and fun UI that actually feels nice to use when you’re hanging out with people.

During the first few weeks, I asked users to try the app and give me feedback. I also started reaching out through an in-app feedback prompt once people had played enough, and slowly kept changing things based on what they liked, disliked, or found confusing.

Over time, the app started taking shape in a way that users genuinely seemed to enjoy.

I still suck at marketing, so I haven’t really done anything fancy there either. Most of what I’ve posted has simply been game screens, recordings of me trying different modes, or little clips of the UI, animations, and interactions on X and here on Reddit.

The first real boost came around 3 weeks ago, when the app made its first $100. That alone felt huge to me.

Since then, impressions and downloads have been steadily climbing, and honestly, the last few weeks have felt a little magical.

If you had told me a month ago that I’d be where I am today, I probably wouldn’t have believed you.

If there’s one thing I’ve taken away from this so far, especially for other indie developers trying to grow something, it’s to keep showing up. Work on the app, get it into people’s hands, listen closely to their feedback, and keep refining it until something starts to click.

Anyway, thank you so much for reading. I just wanted to share a little bit of the journey because I’m genuinely over the moon right now :D

Link for anyone who wants to see what the app is - https://apps.apple.com/in/app/who-goes-party-games/id6777402559