What is my app's availability on the iOS App Store? - app-store

I just changed my app to Ready for Sale. Does that mean it's immediately available in all geographic areas? If not, is there a way to track the rollout?

The usual rule of thumb mentioned a couple of times in the official docs is that it can take up to 24 hours for your app to become available/visible in all territories. From my own experience with our 50 apps and many updates there is no clear "rollout" and also no definitive way to track it.
https://developer.apple.com/library/content/documentation/LanguagesUtilities/Conceptual/iTunesConnect_Guide/Chapters/ChangingAppStatus.html

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Sudden strange spike in app downloads from china on iTunesConnect?

Several years ago I released an app (a free game) for iOS, which was largely unsucessful, settling to around an average of 5 downloads a month (terrible, I know). However, I recently happend to notice a huge (relatively) spike in downloads, up to around 300 downloads over the last 10 days.
Something seems strange about this latest batch of downloads however, for one thing they are all from China (My app is only localized for English, and never marketed outside the U.S.), and the "Active devices (opt-in only)" statistic shows 3 devices used over that same time period.
Even stranger, the "Product Page Views" statistic shows only 6 views over this same period that had 300 downloads?!
Is something nefarious going on, or might there be a benign explanation for this huge spike in downloads?
If anyone is curious, or if it helps find the cause, the app is Acorn Mayhem, as found here. (Note: this is not intended as self promotion, and if including the link violates stack overflow rules, feel free to edit it out)
in response to being put on hold:
This question appears to have been put on hold as "off topic", I don't belive it should be, it does involve tools used directly and exclusively for programming (iTunes connect, which is only used by programmers) It would not be seen by the people who actually use it if it was on superuser, and I think the number of other people who have experienced the same problem and replied in a short time shows that it is on topic and helpful to a large portion of the programming community.
There is a thread on Apple forums about the issue https://forums.developer.apple.com/thread/84146
I reported this to Apple yesterday through iTunesConnect and received a call back today (my spike started 8/16 and is just starting to trail off now). They are investigating this; the call lasted over 10 minutes. They promised to keep me in the loop so I will report back when I hear something.
same here too. a game I released a year ago had very few downloads. Over the last two months I have seen a slight increase in downloads, 1 or 2, maybe up to 5 per day, all from China. All of a sudden in the last week I have seen 50, 80, and yesterday it peaked at 123 downloads.
I should also mention, this is a free game, with AdMob adverts.
Either the people who download the game aren't actually playing it at all (not one single ad show in China) or AdMob just doesn't work in China ???
either way - I've had about 500 downloads in the last week compared to ~300 in the entire previous year.
there is an IAP to upgrade the game and remove ads, needless to say, not one single user has paid.
a very strange situation. I wish I knew what was driving the Chinese downloads but I can't find anything pointing to my game ?! Also iTunes Connect seems to say they are coming from store browsing ?!
curiouser and curiouser ...
Similar story here:
I have 2 apps, that I made about 2 years ago basically for fun. They get about 20-35 downloads per day. Since 17 Aug, they receive about 120-150 per day, all the extra downloads from China. These numbers don't have any effect on my admob performance, and no significant changes on firebase. I call them ghost-downloads.
I switched one of the apps from free to paid. The downloads for that app went down to zero (as I expected)
If you want to have an accurate real user traffic stats, check the "Daily Active Users" & "Daily Active Devices" from itunes connect as reference.
From my own stats, I can see there are extra ~100 download spike daily from Chinese market, but the DAU stays the same, which means these downloads were not initiated by users, might be a 3rd party app crawler automated the crawling for apps using simulators or automation iOS devices. So don't worry about it, the trend should go away in a while.
If you are curious which 3rd party app crawlers are downloading your apps, google "[your app name] + 应用", you should find tons of them. Websites like these crawl lots of app data and run SEO to attract traffic, and benefits from online advertisements (adsense, etc.)
I have the same phenomenon across free apps in the App store. It results in approximately 1000 downloads from China per day, spread pretty evenly across about 15 apps. Each app download is around 100-200MB so that implies a reasonable burden on the App store servers if it is happening with other apps also. I contacted Apple and they did not seem to ask anything but questions that clearly indicated a complete lack of interest in understanding the issue. They suggested that the problem was not a problem but a volume download program. They then asked to see screenshots from affected users.
The exact same thing happened to me (hundreds of extra downloads per day from China only) within the past week. It's not just one app but every one I have created so far. At first I thought it was an iTunes Connect bug but maybe my apps were just featured somewhere public? There are over a Billion people there after all. ;)
I would like to confirm this, and share some data as well. Take a look. The deviation in traffic started around mid of July, and all of my apps have been downloaded roughly in the same amount. Few days ago I noticed that downloads returned to their normal level. All of abnormal purchases took place from China. Maybe this will shed some light on the source, but I doubt that this traffic generated by real people.
At first I thought this was great news, a lot of downloads, but then my cynical side popped in. Perhaps they are downloading the IPAs unzipping them and looking at the source code. They would only have the front end, but that's half the solution. Here is an article about pirated apps
https://www.cultofmac.com/224075/china-has-its-own-app-store-that-lets-users-install-pirated-ios-apps-without-jailbreaking/
You want to look for ways to obfuscate your code.
Updates:
By the end of September my abnormal Chinese ghost-downloads have disappeared. Everything is back to normal.
On the 8th of September I experienced something much more extreme an unexpected: Approximately 6000 "downloads" from Sweden. It happened only once.

In app purchases and trial runs?

I am building an app for a client that will have 30 days of content for free, thereafter you are required to buy a subscription via in app store purchases.
However, I have read that you will get rejected if you have trials.
Don’t set time limits on any of the functionality of your app, either
for run times or life times. Applications that only run for a set
number of minutes per session, or that expire altogether after some
period of time, don’t recruit customers so much as leave a bad taste
in their mouths.
Finally, they also say "your app will be returned to you by the App Review Team for modification if it is found to have time limits".
This seems odd because I know the Guardian and all major newspaper apps have limited functionality.
The Guardian app is free but you get limited functionality?
The Daily app is free, but you have to pay for daily subscriptions
and has limited functionality for the period of your subscription.
The Times app is free, but is a free trial (of sorts) (plenty of
complaints about it)
There are other examples which seem to differ from Apple's policies.
Lets say you have an app that is free, but then you have to pay for subscriptions to gain access; however according to the rules this is considered limited functionality -- yet there are lots of newspaper apps that do exactly that.
I'm confused.
Can someone clarify the situation? Can apps have trials?
Thanks
It is difficult to clarify the situation because unfortunately the guidelines are not necessarily set in stone. They can and do vary on an app and publisher basis.
In the case of The Times and The Daily, both apps are produced by News Corp. It is perhaps safe to say that News Corp has a good deal more influence with Apple than a one-man development shop producing an iPhone game. Apple would be loath to admit it, but there are clear cases of popular apps on the store that don't conform to the guidelines, where they have tacitly made an exception.
So what I would say to you is this: be sensible. Don't have an app that quits automatically when your trial runs out. Think about what would be acceptable to users. It's very much a case of nothing ventured, nothing gained. Take a risk, submit your app with your limited trial, and see what happens.
With the Guardian app, we had to deliver an app where you always got at least some fresh content if you were using the free version. Subscribing opens up more content to the user.
I think, you are mixing up "content" and "functionality".
You can deliver content items (i.e. an magazine issue) for free or user has to pay for it — so the first n issues, or all issues in a certain timeframe, can be free, while the others need to be paid. But if an user purchased an content item before, you have to re-deliver it for free.
You can sell functionalities (i.e a search in the magazine's archive) as-well. But you cannot give it to the user for free for a certain time and them make him pay.
So the general rule is: What ever the user got from you — you cannot take it back from them and make them purchase it again.
There are plenty of free apps which provide limited functionality. They don't provide time limits though (or at least they shouldn't). I'm guessing it won't be as clear cut as accept or reject for Apple, because I did encounter an app which closes itself after 10 minutes, opening a web page to purchase it (closing an app is also against the Apple Human Interface Guidelines, as an app should never terminate itself).
The guidelines mention this is only allowed for specific types of content:
11.9 Apps containing content or services that expire after a limited time will be rejected, except for specific approved content (e.g. films, television programs, music, books)
11.15 Apps may only use auto-renewing subscriptions for periodicals (newspapers, magazines), business Apps (enterprise, productivity, professional creative, cloud storage), and media Apps (video, audio, voice), or the App will be rejected

How often I Can Update my Application on App Store?

How often I can update mobile application on App Store? Can I update every 2-3 days?
Thank you.
Highly unlikely.
Apple's review time for a completely acceptable app update varies from less than 2 days to over 2 weeks, and a developer has no control over that length of time. That will limit the rate of updating any app to Apple's pace. Trying to update more often than this will put your update back at the end of the queue and slow down your approvals, and thus App store releases even more.
Somewhere, maybe a developer's talk, they may have recommended non-critical (for bugs) updates no more often than once per month.
For more frequent updates of content, see Apple's WWDC 2010 video on data driven app design, and consider having the app update certain content from your web site.
Not really.
It usually takes Apple 7 days to review an app and if you upload a new update before the old one has been reviewed you go to the back of the queue. If you need to update your app more frequently than every ~7 days you should look into setting up a web-based update mechanism. Obviously, you won't be able to update any code this way, but you can update content as much as you like.
No you cannot change it every 2-3 days, because there can be only one version in review of a given application. If a binary is submitted for review and you upload a new version, the old binary is thrown away and the review process starts over with the new version.
So you loose your position in the review queue each time you submit a new binary while the old one is already submitted but not accepted yet.
If you want to, yes. But take into consideration, that it will take some time for your applications to be reviewed by Apple.

How to regularly check for RSS/email-like updates online with iOS4

Is it possible to have an App (running iOS4 on hardware supporting multi-tasking) which starts on iPhone startup and then regularly checks for online updates (every 15 minutes) and then refresh the badge, so the user can see how many unread items there are with-out having a push-server?
I was hoping this would be possible with iOS4 Programming Guide seems to suggest it is only possible to to this regarding Locations tracking, VoIP and playing background audio. There is also the possibility to do local-push notifications, but I don't see to find how to trigger a specific function that way.
Thanks in advance for any help!
edit:
Just having read a bit more, if the application is in the background/inactive state, and I son want to update the badge-number without displaying a message, is there an action triggered like didReceiveLocalNotification? There must be a way to schedule something on a regular basis (like email checking) without having to implement a full server-push-nitification system!
Is it possible to have an App ... which starts on iPhone startup and then regularly checks for online updates (every 15 minutes) and then refresh the badge
As you already figured out, the answer is no.

iPhone trial period for app

I need to implement trail period in my app. How to do it? Store day count in NSDefault? or some other?
You could store a counter in the preferences as you mention, although that counter would disappear if the user reset their phone.
However, I think it's all slightly besides the point. In general, Apple frowns upon apps that have this kind of functionality, so don't be surprised if your app gets rejected. Consider launching two different versions of your app instead, a "Lite" app and a "Full" app. The Lite app should have a reduced feature set, but it should never stop working.
Apple is against the idea of you disabling features to prompt people to pay money for something. Your app needs to be fully functional and a 'lite' version and a paid version seems to be how things work at the moment.
That being said - if you implemented it properly you could add in app purchase items to enhance your app. Your original 'lite' app could be $0 and additional features can be added for a fee.
The most bullet-proof method would be to send and maintain a copy of the iPhone's UUID in a database.
Then if the App is not "unlocked" it requires a "key" form the database every time it launches. You can then implement the trial period on the server side.
However, if you decide to use some type of encryption to store or transmit keys etc you will need a licence to distribute the App.
You make a light version of your app. There is no official way to have a trial version at this time. Hopefully Apple will eventually address the need, but I can't say I would hold my breath...