Bastion Mac App Store

  1. Among Us
  2. Bastion Mac App Store App

‎Bastion is an award-winning action RPG experience that redefines storytelling in games, with a reactive narrator who marks your every move. Find out why Game Informer Magazine said, 'Supergiant Games' debut effort isn't just good – it's a must-play.' Explore more than 40 lush hand-painted environmen. ‎.NOTICE. Play the beginning for free. A one-time in-app purchase unlocks the full game. AWARDS - App Store BEST of 2012 Pick - App Store EDITORS' CHOICE The original version of Bastion earned more than 100 industry accolades, including: - BEST DOWNLOADABLE GAME and BEST DEBUT, Game Develo.

App Store Badges

Include App Store badges in all digital and printed marketing materials as a clear call to action to get your app. App Store badges are available in 40 localizations to help you reach a broader audience. Versions are available for the App Store for iPhone and iPad, the Mac App Store, and Apple TV.

App Store Badge Downloads Hide allView all

Preferred Badges

Use the preferred black badge in all marketing communications promoting your app. The gray border surrounding the black badge is part of the badge artwork and should not be modified. Whenever one or more badges for other app platforms appear in the layout, use the preferred black badge. Place the App Store badge first in the lineup of badges.

Alternative Badges

The alternative white badge is designed to give you greater versatility and can be used when the preferred black badge appears visually heavy in the layout. The alternative badge is suitable when only one badge appears in the layout and when it complements the colors used in the layout. If badges for other app platforms appear in your communication, use the preferred black badge, not the alternative white badge.

Localized Badges

Apple provides badge artwork with the modifiers Download on the and Pre-order on the translated into regional languages. The service mark App Store always appears in English. Never translate App Store or create your own localized badge.

Available in Azərbaycan dili, Bahasa Indonesia, Bahasa Melayu, Čeština, Dansk, Deutsch, Eesti Keel, English, Español, Français, Italiano, Latviski, Lietuviškai, Magyar, Malti, Nederlands, Norsk, Polski, Português, Português Brasil, Pусский, Română, Slovenčina, Slovenščina, Suomi, Svenska, Tagalog, Tiếng Việt, Türkçe, Ελληνικά, български, עברית, العربية , ภาษาไทย, 한국어, 日本語, 简体中文, 繁體中文.

Badge Use

Use one App Store badge per layout or video. Place the badge in a subordinate position to the image or main message so that it isn’t the dominant artwork. Don’t modify, angle, or animate the App Store badge.

Use the pre-order badge to indicate that your app is available for pre-order on the App Store. Once the app is released for download, be sure to replace the pre-order badge with the download badge in all of your marketing materials. For more information on making your apps available for pre-order, see Offering Your Apps for Pre-Order.

Use only the badge artwork provided in these guidelines. Don’t use icons, logos, graphics, or images from www.apple.com to promote your app. Never use the Apple logo in place of the word Apple. Don’t use the standalone Apple logo.

Mac App Store

Graphic Standards

Minimum clear space is equal to one-quarter the height of the badge. Don’t place photos, typography, or other graphic elements inside the minimum clear space.

Minimum badge height is 10 mm for use in printed materials and 40 px for use onscreen. Select a size that is clearly legible but not dominant in the layout.

When the badge is placed on advertising with very limited layout space, such as banners for mobile devices, select a badge size that is clearly legible on the target mobile devices. Minimum clear space for very limited layout space is equal to one-tenth the height of the badge.

For printed materials, the badge can be printed in one color if black and white inks are not used on the layout. The line art portion of the badge (Apple logo, type, and outline rule) can be printed in the ink color used on the layout as long as it provides sufficient contrast for clear legibility.

10mm. 40px
One-tenth badge height for very limited layout space

Apple Product Images

Use Apple-provided product images in all your marketing materials to display your app on the Apple devices it supports. Always use the latest-generation product images for which your app is currently developed.

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Image Use

Feature Apple product images on their own in your communications, and don’t include images of competing products. References to multiple platforms and competing products can be made only in copy or with badges.

Use Apple product images “as is” and without modification. Modifications include adding reflections, shadows, highlights, or graphic elements that appear to enter or come out of the product screen; cropping, tilting, or obstructing any part of the images; animating, flipping, or spinning the images; or creating buttons or icons with a product image. You can place promotional copy or violators beside the product images, not on top of them.

Graphic Standards

Use Apple product images at a size that is clearly legible at the image resolution provided. Ensure that the minimum device size is no smaller than 25 mm in height for printed materials and 200 px onscreen. Maintain the correct relative product scale whenever multiple products are shown.

Unauthorized Uses

The following uses of Apple products are not permitted in marketing materials:

  • Rendering in 3D or creating any simulation of an Apple product
  • Illustrations that depict an Apple product, except for instructional material
  • Die-cut promotions in the shape of an Apple product
  • Food industry disposable packaging or promotions that use an Apple product or App Store badge
  • Decals, bumper stickers, or magnets placed on the outside of any vehicle that use an Apple product or App Store badge
  • Graphics, illustrations, or logotypes to represent an Apple product

If your marketing contains illustrations of generic devices, ensure that these devices do not include details that are unique to Apple products, such as the iPhone Home button, sensor housing, Ring/Silent switch, or volume controls.

Screen Content

Focus on the experience of using your app and not on Apple product functions. Display your app on the screen as it appears when your app is running. For apps that work within Messages, Siri, Phone, or Maps, display your app within the Apple UI exactly as it appears when your app is running. Be sure to create screens using the latest operating system version. Don’t display a blank screen on an Apple product, or on a television screen when showcasing Apple TV.

You are responsible for securing the rights to all materials used in screen content within your app, and you should display fictional account information instead of data from a real person. For the screen content of apps that work within Apple apps, you are responsible for securing the rights and approvals for third-party content such as store names or locations.

Status Bar

The status bar for iPhone, iPad, and iPod touch should show a full network icon or product designator, a full Wi-Fi icon, and a full battery icon. If your app runs full screen, you can extend your app screen image over the status bar.

Status bar options are provided on different layers within the Smart Object layer. Be sure to select the correct localized layer for the region in which your marketing communications will appear.

Home Screen

Bastion Mac App Store

Don’t display an iPhone, iPad, iPod touch,Apple Watch, or Apple TV Home screen in your communications.

For product images of iMac, MacBook Pro, and MacBook Air in the desktop display option, remember to add your icon to the Dock and customize the menu bar titles to match your app’s menu bar.

Custom Photography and Video

Custom photography and video of Apple products are allowed. Show people interacting with the Apple product in an authentic way, and feature your app in a realistic manner, exactly as a user will experience it.

Product Use

Straight-on product shots are preferred. Don’t use extreme angles or alter an Apple product in any way. The product’s color, shape, size, and form must be accurate. Don’t engage in “suspension of disbelief” by showing Apple products or your app in a fantastic or unrealistic manner.

Only show the back of a device in an authentic manner to illustrate natural use of the device. Don’t feature the Apple logo to take advantage of the promotional value of the Apple brand. Don’t obscure or cover the logo.

In video, once you show an establishing shot of the entire Apple device, you may pan and zoom to focus on your app. Present the movement in a simple, clear manner. Use straightforward transitions such as fade or dissolve. Don’t use Apple user interaction gestures such as Multi-Touch or trackpad swipes to perform scene transitions.

Start the app sequence with your app open. If app sequences are shortened, display a “sequences shortened” disclaimer. You can use the sounds that your app makes naturally as audio elements of your video, but don’t use the native sounds of the Apple device.

Screen Content

Focus on the experience of using your app and not on Apple product functions. For apps that work within Messages, Siri, Phone, or Maps, display your app within the Apple UI exactly as it appears when your app is running. Be sure to create screens using the latest operating system version. Don’t display a blank screen on an Apple product, or on a television screen when showcasing Apple TV.

You are responsible for securing the rights to all materials used in screen content within your app, and you should display fictional account information instead of data from a real person. For the screen content of apps that work within Apple apps, you are responsible for securing the rights and approvals for third-party content such as store names or locations.

Status Bar

The status bar for iPhone, iPad, and iPod touch should show a full network icon or product designator, a full Wi-Fi icon, and a full battery icon. Don’t show the name or identity of a carrier. If your app runs full screen, you can extend your app screen image over the status bar.

Home Screen

Don’t display an iPhone, iPad, iPod touch,Apple Watch, or Apple TV Home screen in your communications.

Trademark Attribution

Include Apple credit lines wherever legal information is provided. At the end of a video, display the correct credit lines for Apple trademarks used in your video as described in Legal Requirements below. Maintain clear-space requirements when credit lines follow the badge.

Push Notifications

When showing push notifications from your app in advertising, display a single push notification on the lock screen of the Apple device. Don’t include multiple push notifications from your app, or other app’s push notifications. If tapped, the push notification must open the app directly. Don’t show the home screen of the Apple device.

Messaging and Writing Style

When promoting your app, your headline and copy should focus on your app, not on Apple product features. Use clear, simple messaging. Always include a call to action to download your app.

Refer to the correct product names your app supports, and avoid referring to iOS, macOS, tvOS, or watchOS in your marketing communications. Don’t refer to Apple devices generically as “smartphones” or “tablets.” Use the product names.

Product Names

Use Apple product names such as Apple Watch, iPhone, iPad, iPod touch, or Apple TV in a referential phrase to indicate that your app is compatible with these products. For example, say app name for iPhone or app name for iPad, or use a phrase such as works with or compatible with. Don’t say iPhone app name.

List all the Apple products that your app runs on. Don’t list Apple products that are not compatible with your app.

When including your company name, lead with the company name followed by the app name and end with the appropriate Apple product names. For example, it is correct to say Company name App name for iPhone, iPad, and iPod touch.

Spelling and Language

Always use the correct Apple product names with the correct capitalization as shown on the Apple Trademark List. Always use Apple product names in singular form. Modifiers such as model, device, or collection can be plural or possessive. Never typeset Apple product names using all uppercase letters.

iPhone, iPad, and iPod touch

Always typeset iPhone, iPad, or iPod touch with a lowercase i and an uppercase P followed by lowercase letters. Always typeset touch with a lowercase t. The name iPhone, iPad, or iPod touch should start with a lowercase i even when it is the first word in a sentence, paragraph, or title. Don’t use variations such as touch or iTouch. Never use a lowercase i followed by all uppercase letters.

iPhone XS,iPhone XS Max, and iPhone XR
For headlines and copy, use an uppercase X, small cap S, and small cap R whenever technically possible and when you can ensure efficient and accurate implementation. For example: iPhone XS Max. When you cannot ensure that small caps will render accurately or when technical limitations may prevent the display of small caps, use an uppercase X,S, and R. For example: iPhone XS Max.

To implement small caps on webpages, make sure your specified font supports OpenType and use the font-variant CSS property font-variant: small-caps;.

MacBook Air, MacBook Pro, and iMac

Mac is always set with an uppercase M followed by lowercase letters; MacBook is one word with an uppercase M and B; and iMac always begins with a lowercase i followed by an uppercase M followed by lowercase letters. iMac begins with a lowercase i even when it is the first word in a sentence.

Apple Watch

Always typeset Apple Watch as two words with an uppercase A and an uppercase W followed by lowercase letters. Don’t break Apple Watch over two lines. Don’t use the article the before Apple Watch. Apple Watch apps are available on the App Store or can be downloaded on the App Store. It is acceptable to say Name of app for Apple Watch when your promotion is focused on your app features and benefits related to Apple Watch.

When promoting your app, your headlines and copy should focus on your app, not on Apple Watch features. Don’t use the word watch or time as a pun or verb in your marketing materials.

When referring to Apple Watch, use the term Apple Watch Series 1, Apple Watch Series 3, or Apple Watch Series 4, depending on the features and functionality available in your app.

Apple TV

Apple TV is typeset as two words with an uppercase A followed by lowercase letters, and an uppercase TV. If your app is offered only for Apple TV, clarify that your app is exclusive to Apple TV and available only from the App Store on Apple TV.

App Store

Always typeset App Store with an uppercase A and an uppercase S followed by lowercase letters.

Refer to just the App Store unless you need to be more specific; in that case, you can use App Store for iPhone, App Store for iPad, Mac App Store, App Store for Apple TV,App Store for Apple Watch, or App Store for iMessage. To refer to all the versions, use this order: App Store for iPhone, iPad, Mac, Apple Watch,Apple TV, and iMessage. Don’t use terms such as Apple WatchApp Store or App Store for watchOS.

Include only the article the before App Store and Mac App Store. Never include other descriptors; for example, don’t say iTunes App Store, Apple App Store, or iPhone App Store. Don’t add superlatives such as the bestApp Store. It is correct to say that an app is available on the App Store or can be downloaded from the App Store. Don’t use at the App Store. Don’t use the term downloadable.

Apple Apps and Services

When using the Apple names Apple Pay, Wallet, Messages, Siri, Phone, or Maps, always typeset with a capital letter. iMessage, the service within the Messages app, must be spelled with a lowercase i and an uppercase M followed by lowercase letters.

View Apple Pay guidelines
View Apple Wallet guidelines

Other Platforms

Apple product names can appear in copy along with the names of other app platforms or devices. List Apple products first. Although the names of other products can be used in promotional copy, never display Apple product images alongside the images of other products.

URL Address Naming

Apple trademark names can be included in your URL address only when the trademark follows your company and/or product name. Apple trademarks can be used in URLs only for web pages that feature apps developed specifically for the Apple product named. Never start a URL with an Apple trademark.

Acceptable: www.company.com/app/iphone or www.company.com/ipad
Not acceptable: www.iphoneapp.com or www.ipadweatherapp.com


Legal Requirements

Trademark Symbols

In communications distributed only in the United States, the appropriate symbol (™, ℠, or ®) must follow each Apple trademark the first time it is mentioned in body copy. Do not use trademark symbols on products, product documentation, or other product communications that will be distributed outside the United States.

For example, use Apple Watch®, iPhone®, iPad®, iPod touch®,Apple TV®, and App Store®,Mac App Store℠, Mac®, MacBook Pro®,MacBook Air®, and iMac®.

Don’t add symbols to headline copy or to the App Store badge artwork provided by Apple.

For the correct trademark symbols, refer to the Apple Trademark List.

Credit Lines

Use the appropriate credit lines in all communications worldwide, listing all the Apple trademarks and products included in your communication and advertising. Include the credit lines only once in your communication or website, and place the credit lines wherever you provide legal notification. Follow standard practices for the placement of legal copy, such as creating additional screens or providing interactive links. When the App Store badge is used, credit both Apple and the Apple Logo.

Refer to the Apple Trademark List for the correct trademark symbol, spelling of the trademark, and generic term to use with the trademark. Generally, the symbol appears at the right shoulder of the trademark (except the Apple Logo, where the logo appears at the right foot).

Use the following formats for distribution within the United States only:

______ and ______ are registered trademarks of Apple Inc.

______ and ______ are trademarks of Apple Inc.

For distribution outside the United States, use one of the following international credit notices:

______ and______ are trademarks of Apple Inc., registered in the U.S. and other countries.

______ and______ are trademarks of Apple Inc.

A translation of the legal notice and credit lines (but not the trademarks) can be used in materials distributed outside the U.S. Never translate an Apple trademark.

For more information on using Apple trademarks, see Using Apple Trademarks and Copyrights.

Association with Apple

Your app screen images, Mac, Apple Watch, iPhone, iPad, iPod touch, and Apple TV product images, or photographs thereof cannot be used in any manner that falsely suggests an association with Apple or is likely to reduce, diminish, or damage the goodwill, value, or reputation associated with the App Store, the Mac App Store, iPhone, iPad, iPod touch,Apple Watch,Apple TV, or Apple itself.

PLEASE READ THE FOLLOWING APP STORE MARKETING ARTWORK LICENSE AGREEMENT (“MARKETING AGREEMENT”) CAREFULLY BEFORE DOWNLOADING OR USING THE APPLE ARTWORK (AS DEFINED BELOW). THESE TERMS AND CONDITIONS CONSTITUTE A LEGAL AGREEMENT BETWEEN YOU AND APPLE.

BY CHECKING THE APPROPRIATE BOX IN THE APP STORE MARKETING GUIDELINES, YOU REPRESENT THAT YOU ARE AN AUTHORIZED REPRESENTATIVE FOR YOUR DEVELOPER ACCOUNT AND THAT YOU HAVE READ AND AGREE TO THE TERMS OF THIS MARKETING AGREEMENT.

App Store Marketing Artwork License Agreement

Whereas, Apple Inc. (“Apple”) and You (collectively, the “Parties”) have entered into the Apple Developer Program License Agreement (as amended from time to time, “Program Agreement”); and

Whereas, You desire to use certain artwork in connection with marketing Your applications available on the App Store pursuant to the Program Agreement, the Parties agree to enter into this Marketing Agreement effective as of the date clicked through by You. Except as expressed in writing herein, nothing in this document shall be construed to modify the Program Agreement in any way.

1. Subject to the terms of this Marketing Agreement, Apple grants You a limited, non-exclusive, non-transferable, royalty-free, worldwide license to use the App Store badge, the App Store icon, and certain product images provided to You by Apple under this Marketing Agreement for Apple-branded products running iOS, watchOS, tvOS, or macOS (or any successor thereto) (collectively, the “Artwork”) only in connection with Your applications that are available for download on the App Store (“Applications”) and only while You are a member of the Apple Developer Program.

2. You agree that Your use of the Artwork will be in strict compliance with the App Store Marketing and Advertising Guidelines for Developers found at https://developer.apple.com/app-store/marketing/guidelines/, which may be amended from time to time and also with Apple’s Guidelines for Using Apple Trademarks and Copyrights, found at https://www.apple.com/legal/intellectual-property/guidelinesfor3rdparties.html, which may be amended from time to time.

3. Apple may use Your name and the name of each of Your Applications in any index of products or developers that work with Apple-branded products running iOS, watchOS, tvOS, or macOS.

Among Us

4. Apple has no obligation to provide any type of support for the Applications.

5. Upon Apple’s request, You shall supply Apple, at no cost and with no obligation to return, suitable specimens of Your use of the Artwork to verify Your compliance with this Marketing Agreement.

6. Apple shall remain the exclusive owner of all rights in the Artwork. Your use of the Artwork shall exclusively inure to the benefit of Apple. You will not do anything to compromise Apple’s rights in and to the Artwork, such as filing any identical or confusingly similar trademark applications anywhere in the world.

7. THE ARTWORK IS PROVIDED TO YOU ON AN “AS IS” BASIS AND YOU ARE SOLELY RESPONSIBLE FOR YOUR USE OF THE ARTWORK. APPLE DISCLAIMS ALL WARRANTIES REGARDING THE ARTWORK, INCLUDING WARRANTIES OF NON-INFRINGEMENT. APPLE SHALL NOT BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, CONSEQUENTIAL OR PUNITIVE DAMAGES ARISING FROM OR RELATED TO YOUR USE OF THE ARTWORK, OR TERMINATION OF THIS MARKETING AGREEMENT.

8. To the extent permitted by applicable law, You agree to indemnify and hold harmless, and upon Apple’s request, defend, Apple, its directors, officers, employees, independent contractors and agents (each an 'Apple Indemnified Party') from any and all claims, losses, liabilities, damages, taxes, expenses and costs, including without limitation, attorneys’ fees and court costs, incurred by an Apple Indemnified Party and arising from or related to Your use of the Artwork in any manner except as expressly permitted by this Marketing Agreement, or for any personal injury, product liability or other claim arising from the production, promotion, distribution, sale and/or offer for sale, and/or the performance of the Applications.

9. This Marketing Agreement is valid and coterminous with the Program Agreement, unless otherwise terminated per the provisions below.

10. This Marketing Agreement shall terminate automatically upon Your breach of any of the terms of this Marketing Agreement. Apple may terminate this Marketing Agreement at will upon 10 days’ written notice. If Apple terminates this Marketing Agreement, You may, except in the event that the Artwork is subject of a claim of infringement, deplete existing inventory for a period of 30 days following the notice of termination, provided such inventory is in compliance with the terms of this Marketing Agreement.

11. Any litigation or other dispute resolution between You and Apple arising out of or relating to this Marketing Agreement will take place in the Northern District of California, and You and Apple hereby consent to the personal jurisdiction of and exclusive venue in the state and federal courts within that District with respect any such litigation or dispute resolution. This Marketing Agreement will be governed by and construed in accordance with the laws of the United States and the State of California, except that body of California law concerning conflicts of law.

Notwithstanding the foregoing, if You are an agency, instrumentality or department of the federal government of the United States, then this Marketing Agreement shall be governed in accordance with the laws of the United States of America, and in the absence of applicable federal law, the laws of the State of California will apply. Further, and notwithstanding anything to the contrary in this Marketing Agreement (including but not limited to Section 8), all claims, demands, complaints and disputes will be subject to the Contract Disputes Act (41 U.S.C. §§601-613), the Tucker Act (28 U.S.C. § 1346(a) and § 1491), or the Federal Tort Claims Act (28 U.S.C. §§ 1346(b), 2401-2402, 2671-2672, 2674-2680), as applicable, or other applicable governing authority.

If You (as an entity entering into this Marketing Agreement) are a U.S. public and accredited educational institution, then (a) this Marketing Agreement will be governed and construed in accordance with the laws of the state (within the U.S.) in which Your educational institution is domiciled, except that body of state law concerning conflicts of law; and (b) any litigation or other dispute resolution between You and Apple arising out of or relating to this Marketing Agreement will take place in federal court within the Northern District of California, and You and Apple hereby consent to the personal jurisdiction of and exclusive venue of such District unless such consent is expressly prohibited by the laws of the state in which Your educational institution is domiciled.

This Marketing Agreement shall not be governed by the United Nations Convention on Contracts for the International Sale of Goods, the application of which is expressly excluded. If a court of competent jurisdiction finds any clause of this Marketing Agreement to be unenforceable for any reason, that clause of this Marketing Agreement shall be enforced to the maximum extent permissible so as to effect the intent of the parties, and the remainder of this Marketing Agreement shall continue in full force and effect.

12. You shall promptly notify Apple in writing of any change in Your physical or electronic address via the App Store Connect tool and/or the Apple Developer website.

13. The terms of this Marketing Agreement are the entire and final understanding between You and Apple concerning the Artwork.

EA0861

08/15/17

You might think that the only thing standing between your brilliant idea for an iPhone app and a sweet little beachfront shack on the South Fork is a little technological know-how.

Hang on, hoss. Take off the fingerless programming gloves. Set that Red Bull down. Oh you already opened it? Well you might as well drink it if it’s already open.

But you’re forgetting one major hurdle standing between you and the Apple App Store: Apple.

The company says it’s sold some 100 million iPhones since its launch in 2007, with iPad sales probably nearing 10 million so, the reasons for wanting to be on the app store may seem self-evident, but go beyond the impressive install base. This isn’t just any software store, it’s an extension of the iTunes store, and your placement on it is a tacit endorsement by a company that’s known to be a stickler for quality. Add to that the curation done by Apple employees and Genius recommendations, and there’s no better place for a potential customer to find your app. And all of it comes at cost of just $99 dollars a year for a developer’s license, in addition to a $5 charge for the Xcode 4 development software.

But that doesn’t mean that the process of getting your app approved is easy. Most of the difficulties arise from the unfortunate reality that the application process is a complex game, and Apple holds all the cards. Once a developer applies, he or she can do nothing but wait for Apple to approve or reject the program. According to Alasdair Allan, a developer and author of the O’Reilly book Learning iPhone Programming, this Apple “wall of secrecy” is the most difficult challenge facing developers.

Here, a few rules for would be AppStore tycoons.

1. Make Sure it Works, Then Pray

“Basically you submit your app and you cross your fingers, and it probably shouldn’t be that way,” he said. As soon as Apple finds something objectionable, technically or otherwise, they reject it, meaning that you might have multiple, simple problems each time you submit, but each rejection will only yield the discovery of one. The latest version of the Xcode includes a feature called Fix-It that essentially “spell checks” your code, but all manner of minor annoyances, like an inaccurate version number, can hold up the review process. The square images that will serve as the icon on the iPhone and in the store, for example, must meet certain dimensions. If you offer a free version of your paid app, the two images must be distinct.

Bastion Mac App Store App

2. Keep It Deceptively Simple…at First

A streamlined version of your app will be simpler to get approved. If you can hold off on some bells and whistles, they’re easier to add later.

“Usually the best strategy is to just do whatever you can to get it approved the first time,” said developer Gen Kiyooka, noting that the response time for updates tends to be faster than it is for initial submissions. “And then once it’s been approved, then you can start exploring, like, ‘Oh can I put this feature in?’ It’s definitely its own learning process because it’s so opaque. You hardly get any feedback about what’s going on.”

Of course, it can’t be too simple. The App Submission Guidelines are fairly explicit that any app in “beta,” “trial,” demo” or “test” phase will be rejected.

3. Follow the Rules, Even If They Seem Dumb, or Involve Circumstances Beyond Your Control

The Submission Guidelines are actually a treasure trove of quirky little reasons your app may be rejected. You can’t misspell the names of Apple products, to quote the guidelines, “(i.e., GPS for Iphone, iTunz).” “Apps that include games of Russian roulette will be rejected,” it warns, at the end of the “Violence” section, though “include” is an awfully loaded verb. User interfaces also may not “mimc any iPod interface.”

Tarun Nimmagadda, co-founder and COO of the app development company MutualMobile recalled that the company’s very first app, which he developed personally, was rejected, but only after it was accepted and people started using it in a way that Apple deemed unsuitable. The app was called “Hangtime,” and it encouraged users to toss their phones and catch them, timing how long the phone stayed in the air. It was okay, at first, but it wasn’t long before it started violating a ban on apps that encourage users to damage their phones.

“PC World named it the dumbest iPhone app of the year,” Mr. Nimmagadda said, laughing. “People started to go skydiving with their iPhones so they could get a high score.”

Yank!

4. Expect the Worst


Apple’s new publishing model has only complicated matters, and led to a recent high profile rejection of the Instapaper-esque app, Readabilty. Rich Ziade, the app’s creator, says the program’s rejection took the team by surprise, if only because they didn’t know that the company’s publishing rules, released under new general guidelines for the store, applied to them. It’s a little tricky to understand why. Unlike a traditional “publisher” that produces content, Readbility simply allows users to access others’ content, and the subscription model is an effort to cover their own costs, as well as remunerate actual publishers like, the New York Review of Books. So they can be forgiven for thinking their app didn’t fit the submission guideline’s definitions of selling “content, functionality, or services.”

“It’s one of those things where there’s a little bit of mind-reading with Apple and it’s hard to really know if this is the deal,” Mr. Ziade said. “It’s kind of similar to when laws come down and then the courts interpret them over time, they deal with those edge cases and stuff.”

5. If All Else Fails, There’s Always Android, or HTML5

By contrast, Google’s Android Market is simple for developers to enter: Google really only checks to make sure a program works before making it available on Android devices. The company’s so dedicated to ease and openness, in fact, that information-stealing malware recently managed to make it past the barriers, infecting some 50 programs and 260,000 users. Whatever that says about quality control, you have to admit it demonstrates a dedication to the open market.

6. Be Patient

Mr. Allan says Apple, on the other hand, sat on one of his apps for four months before delivering its verdict. The app managed information related to Google’s App Engine, which he says was the source of the delay.

“As far as I can tell it bounced from the review team to Apple’s lawyers to Google lawyers to the App Engine team inside Google, back to Google’s lawyers, back to Apple’s lawyers and then back to the review team,” he said. “Typically you can get an app approved in a couple days. I think my shortest time was under two hours from submission to approval.”

7. Make It As Inoffensive As Possible

Compare that to Apple’s high profile rejections based on content it deems inappropriate. Steve Jobs famously told Gawker tech writer Ryan Tate that the iPad offers “freedom from porn” through its censorship, but last year’s crackdown on bikini-related material shows how serious Apple is about keeping everything PG.

8. Win a Pulitzer

Moreover, politics have been a thorny issue for the App Store since its debut in the summer of 2008, which wasn’t exactly a time of great national unity, you’ll recall. The store rejected a clock counting down the minutes until George W. Bush left office, complete with a tiled pretzel-themed background, on the grounds that it was defamatory. In an email to the developer, Steve Jobs reportedly wrote, “I think this app will be offensive to roughly half our customers,” which indicated that he wasn’t probably paying attention to the polling at the time. There’s indication that Apple’s becoming a little more lenient in this department, though. The San Francisco Chronicle online political cartoonist Mark Fiore was invited to resubmit his app after it was rejected, and Mr. Jobs, upon its final approval, called the initial rejection a mistake. Granted, between the initial thumbs down and the invitation to resubmit, Mr. Fiore won a Pulitzer, and since this is a how-to column, we strongly urge developers to earn the prerequisite Pulitzer before attempting to make statements with their apps.

9. Be Original


Development has become harder as more Apps have joined the store. Apple now also expects a degree of creativity in App creation. “We have over 250,000 apps in the App Store. We don’t need any more Fart apps,” the company wrote in its latest review guidelines. “If your app doesn’t do something useful or provide some form of lasting entertainment, it may not be accepted.”

10. Not That Original!

Not that developers should be too revolutionary in their ideas! Apple reserves the right to reject an app if it’s too similar to something the company does or plans to do, as some podcasting programs learned the hard way. This has given way to a series of blogs dedicated to analyzing developer-submitted app rejections, for hints as to what’s next from the turtlenecked one.

11. Seriously, Follow the Rules

All these difficulties have led developers to ply their wares via the Android store instead, or even bypass native apps altogether through HTML5. These apps are accessible through the browser of most smartphones, meaning they escape regulation of any kind. Mr. Ziade’s small team has pursued this route while the Readability decision is in appeal.

“Coding one set of codes and not having to deal with multiple platforms was hugely beneficial to us,” he said.

All this is to say that patience is key for a potential iPhone developer. And as the platform’s proliferate, there’s reason to believe that Apple may become even more strict about what is and isn’t allowed in the store. After all, there’s no constitutional amendment guaranteeing App Store placement.

“When it comes down to it if you want to sell in the app store you play by people’s rules,” Mr. Allan said. “And to a certain extent I could see why people might want different rules, but it’s Apple’s ball and if they want to pick it up and go home they can.