The Complete Checklist Before Launching Your Game on the App Store
A step-by-step checklist for indie developers preparing to submit a mobile game to Apple's App Store — account setup, App Review guidelines, metadata, TestFlight, and what to do after you go live.
Apple's App Review process is more particular than Google Play's, and the cost of getting it wrong is higher — a rejection here can cost you days, not hours, while a reviewer re-queues your build.
This checklist is built to get you through review on the first attempt, with a store listing that actually converts once you're live. Go through it in order. Skipping steps is how developers end up resubmitting three times in launch week.
1. Apple Developer account setup
- Apple Developer Program membership is active (individual or organization — organization requires a D-U-N-S number, which can take days to register, so start early)
- Agreements, Tax, and Banking sections in App Store Connect are fully completed, not just started
- Team roles and access are set up correctly if you're working with anyone else
- Privacy policy is written, publicly hosted, and matches your actual data collection
- App Privacy "nutrition label" details are ready — you'll need to know exactly what data your game collects and why before you can fill this in
The D-U-N-S number step catches more developers off guard than anything else on this list. If you're registering as an organization, do this weeks in advance, not days.
2. App Store Connect setup
- App record is created in App Store Connect with the correct bundle ID
- App name is available and set (Apple enforces uniqueness and has gotten stricter about generic or trademark-adjacent names)
- Primary and secondary category are chosen correctly — this affects both discovery and review expectations
- Age rating questionnaire is completed accurately
- SKU and pricing tier (or free) are set
3. App Review Guidelines compliance
This is where most first-time rejections happen. Read the actual guidelines, not just this summary, but these are the recurring failure points for indie games specifically:
- App is fully functional with no placeholder content, broken links, or "coming soon" screens visible to reviewers
- All in-app purchases are implemented using Apple's payment system — no external payment links or workarounds for digital goods
- Login is not required just to preview core functionality unless there's a genuine account-based reason
- Any account deletion feature is present and reachable if your app supports account creation (Apple checks this specifically)
- App does not reference other platforms' purchase options or pricing in a way that violates anti-steering rules
- Demo account credentials are provided in App Review notes if your game requires login
- Ads, if present, are appropriately rated and don't target inappropriate content to the wrong age group
- Metadata (name, screenshots, description) doesn't reference unsupported devices, other platforms, or make claims the app doesn't back up
4. Build readiness
- Build is archived and uploaded through Xcode or Transporter without errors or warnings that indicate missing configuration
- App icon set includes all required sizes with no transparency (a classic silent rejection cause)
- Launch screen is configured properly and doesn't hang or flash incorrectly on real hardware
- App has been tested on an actual physical device, not just Simulator — performance, touch response, and layout can all differ
- App has been tested across multiple screen sizes, including the smallest and largest currently supported iPhone
- iPad compatibility is explicitly decided — either properly supported or explicitly excluded, not left ambiguous
- Dark mode and Dynamic Type behavior have been checked if your UI uses system text styles
- Offline and poor-network states are handled without crashing
- Memory usage has been profiled — Apple's review devices are not always top-spec, and mid-session crashes are an easy rejection trigger
5. TestFlight before public submission
- Internal TestFlight group has run the build and confirmed core flows work
- External TestFlight group (if used) has had enough time to surface real-world issues, not just a same-day smoke test
- Crash reports from TestFlight sessions have been reviewed and addressed
- Feedback from testers on onboarding and first-session experience has been incorporated — first impressions matter more on iOS, where users churn fast
6. Store listing and screenshots
- App name and subtitle communicate what the game is without keyword stuffing
- Screenshots are provided for every required device size and actually show gameplay, not just splash screens
- App preview video is included if possible — Apple gives autoplay video real visibility on the product page
- Keywords field is filled thoughtfully — this is the one place keyword density actually helps, since it's not user-facing
- Promotional text is written and can be updated without a new build if your messaging needs to change
- Localized listings are prepared for any additional markets you're specifically targeting
7. Submission and review
- Export compliance questions are answered correctly (most games without custom encryption qualify for the standard exemption, but confirm this rather than guessing)
- Content rights and third-party content declarations are accurate if you use licensed assets, fonts, or music
- App Review notes explain anything non-obvious a reviewer might otherwise flag — unusual permissions, demo instructions, or context on your monetization model
- A release strategy is chosen: automatic release on approval, manual release, or a scheduled date
8. Beta testing and launch campaign on PixelPicked
TestFlight tells you your build runs. It doesn't tell you whether a stranger who's never seen your game understands the first thirty seconds, or whether they come back on day three. Getting that signal before App Review — not after — is the difference between a launch that needs damage control and one that doesn't.
- Game has a live page on PixelPicked with your store description and screenshots tested on real players before you lock in your App Store Connect metadata
- A playable beta build is hosted for testing so onboarding, session length, and drop-off points are visible well before submission
- Retention, crash rate, FPS, and funnel data are checked through automatic analytics — no SDK integration needed, so this runs in parallel with your TestFlight rounds instead of adding engineering work
- Any two competing versions of onboarding, monetization prompts, or a key level are run as an A/B test across build variants before you commit to one for the App Store build
- Devlogs documenting development have been published so there's an existing, engaged follower base by the time the App Store listing goes live
- A PixelPicked launch campaign is timed to launch alongside your App Store release, so followers are notified and voting in the same window Apple's review completes — rather than the game going live to silence
- Launch campaign date has a buffer built in for Apple's review timeline, since a campaign scheduled against an exact approval date can slip if review takes longer than expected
Real player feedback surfaces the kind of problems App Review won't — a confusing tutorial, a monetization prompt that feels aggressive, a level that's too hard to clear in one sitting. Fixing those before submission means one review pass instead of three, and a first-week audience instead of an empty one.
9. Post-launch monitoring
- App Store Connect analytics and crash logs are being checked daily for the first week
- A response plan exists for early reviews, since the first wave shapes the App Store's early impression of the game
- Phased release (available for updates, and worth understanding even for version 1.0 planning) is considered for future versions to limit blast radius if something goes wrong
- A hotfix and re-review plan is ready — Apple's review times for updates are usually fast, but not instant, so know your timeline before you need it
Quick reference
Account: Developer Program active, D-U-N-S number sorted early if needed, privacy policy live
Compliance: No placeholder content, IAP through Apple's system, account deletion present if accounts exist
Build: Tested on real hardware, multiple screen sizes, icon and launch screen correct
Testing: Internal and external TestFlight rounds completed before submission
Listing: Screenshots show real gameplay, keywords field used well, preview video if possible
Pre-launch on PixelPicked: Game submitted, beta build hosted, analytics reviewed, launch campaign timed to coincide with App Store approval
Post-launch: Analytics and crash logs checked daily, review response plan, hotfix path ready
Want real player feedback and a warm audience before you submit to the App Store? Submit your game to PixelPicked, run a beta test, and schedule a launch campaign timed to your App Store release.