The Top Ten Reasons Why Apple Rejects Apps

Illustration for article titled The Top Ten Reasons Why Apple Rejects Apps

Some of the mystery behind Apple's app rejection decisions has been solved. Now, the powers-that-be behind the App Store have finally revealed why software is so often rejected. You might be surprised by how mundane its reason are.

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Apple's new Common App Rejections page explains the top ten reasons why apps were rejected at the end of August 2014. Here's the run-down:

14% : More information needed

8% : Guideline 2.2: Apps that exhibit bugs will be rejected

6%: Did not comply with terms in the Developer Program License Agreement

6% : Guideline 10.6: Apple and our customers place a high value on simple, refined, creative, well thought through interfaces. They take more work but are worth it. Apple sets a high bar. If your user interface is complex or less than very good, it may be rejected

5%: Guideline 3.3: Apps with names, descriptions, or screenshots not relevant to the App content and functionality will be rejected

5%: Guideline 22.2: Apps that contain false, fraudulent or misleading representations or use names or icons similar to other Apps will be rejected

4%: Guideline 3.4: App names in iTunes Connect and as displayed on a device should be similar, so as not to cause confusion

4%: Guideline 3.2: Apps with placeholder text will be rejected

3%: Guideline 3.8: Developers are responsible for assigning appropriate ratings to their Apps. Inappropriate ratings may be changed/deleted by Apple

2%: Guideline 2.9: Apps that are "beta", "demo", "trial", or "test" versions will be rejected

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The page also provides a series of tips for app developers, like ensuring no links are ever broken, that there's no place-holder content and a bunch more, too. Go take a read. [Common App Rejections via Cult of Mac]

Image by Massie under Creative Commons license


Illustration for article titled The Top Ten Reasons Why Apple Rejects Apps

This post originally appeared on Gizmodo UK, which is gobbling up the news in a different timezone.

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DISCUSSION

thegregorius
thegregorius

I develop mobile apps as a hobby, and this is the reason why I really don't see myself porting one of my apps to iOS anytime soon.

After taxes and app store fees, an app that is sold for $0.99 will land me maybe $0.30-0.40. Unless you have an advertising budget, a private developer can rarely expect more than 100-500 downloads for a paid app during its lifetime, which would amount to a few hundred bucks as income. This presumes that it's a useful, innovative and well-written apps, that can take weeks of full-time work to program and bugfix. A free app would yield more downloads, but so far I haven't found a single advertising network that pay per user or per viewed ad. All of them pay per click (often less than $0.10 per click), and let's be honest - when was the last time you clicked an in-app ad on purpose?

In short, unless you are fantastically lucky and manage to strike gold, or have the budget for a large developer team and marketing, the profit margin of apps are often incredibly low compared to the time it takes to make them. I can develop Android apps for free, but in order to create iOS apps I will need to pay $99/year, as well as running a large risk of Apple arbitrarily rejecting my app.

This is probably the reason why there "are fewer fart apps on Apple's app store", but it seriously sucks for those of us who develop apps for fun rather than for profit.