How to publish your first game on the App Store (no coding required)
A complete, non-technical walkthrough of getting your game from finished product to live on the Apple App Store — developer accounts, submissions, screenshots, and everything in between.
Publishing a game on the App Store sounds like it should be straightforward. You made a game, Apple has a store, you put the game in the store. Done.
It is not that simple. But it is doable — even if you've never written a line of code in your life.
This guide walks you through every step. No hand-waving, no "just figure it out" sections. By the end, you'll know exactly what's required, what it costs, how long it takes, and where most people get tripped up.
Step 1: Set up an Apple Developer Account
Before anything else, you need to join the Apple Developer Program. This is non-negotiable — there is no way to publish an app on the App Store without it.
Cost: $99 per year. Not one-time. Every year. If you let it lapse, your apps get pulled from the store.
What you need to sign up:
- An Apple ID (create one at appleid.apple.com if you don't have one)
- A real name and address — Apple verifies your identity
- A credit card for the annual fee
- If you're enrolling as an organization, you'll also need a D-U-N-S number, which can take up to two weeks to obtain
Go to developer.apple.com/programs and click Enroll. The approval process takes anywhere from a few hours to several days. For individuals it's usually fast. For organizations, expect delays while Apple verifies your business entity.
Do this first. Everything else depends on having an active developer account.
Step 2: Certificates and provisioning profiles
This is the part that makes most non-technical people want to quit. Don't let it.
Here's what's happening in plain language: Apple needs to verify that you are the person who built this app and that you have permission to install it on real devices and distribute it through the store. They do this through a system of digital certificates and provisioning profiles.
What you need
- A distribution certificate. This is a cryptographic file that ties your app to your developer account. You create it in your Apple Developer account under Certificates, Identifiers & Profiles.
- An App ID. A unique identifier for your game, usually in reverse-domain format like
com.yourcompany.yourgame. This must be globally unique across all apps on the App Store. - A provisioning profile. This bundles your certificate and App ID together and tells Apple "this person is allowed to distribute this app."
How to create them
Log into developer.apple.com, navigate to your account, and go to Certificates, Identifiers & Profiles. From there you can create each piece step by step. Apple's interface walks you through it, but it's dense.
If you're using Xcode (Apple's development tool), it can manage certificates and profiles automatically — look for the "Automatically manage signing" checkbox in your project settings.
If this sounds intimidating, that's because it is. This is genuinely the most confusing part of the entire process. But you only need to do it once per app, and once it's configured, you rarely touch it again.

Step 3: Prepare your app metadata
Apple requires a surprisingly large amount of information before they'll even look at your game. All of this is entered through App Store Connect, Apple's portal for managing app submissions.
Required metadata
- App name. Up to 30 characters. Must be unique on the App Store. Check availability before you get attached to a name.
- Subtitle. Up to 30 characters. This appears right below your app name in search results. Use it wisely — it's prime keyword real estate.
- Description. Up to 4,000 characters. The first few sentences matter most because users see them before tapping "more." Lead with what makes your game interesting, not a generic statement about gaming.
- Keywords. 100 characters total, comma-separated. Research what terms people actually search for. Don't waste characters on your app name (Apple already indexes it).
- Category. Pick a primary and optional secondary category. For games, you'll also select a sub-category like Action, Puzzle, Strategy, etc.
- Support URL. A webpage where users can get help. This can be as simple as a single-page site with a contact email.
- Privacy policy URL. More on this in Step 5. But yes, you need one even if your game collects zero data.
- Promotional text. Up to 170 characters. Unlike the description, you can update this anytime without submitting a new version. Great for announcing updates or seasonal events.
What makes good metadata
Be specific. "An amazing puzzle game" tells users nothing. "Solve physics puzzles by building bridges out of weird objects" tells them exactly what they're getting. The App Store is crowded — specificity is how you stand out.
Step 4: Screenshots, previews, and the app icon
This is where most first-time publishers underestimate the work involved. Apple has very specific requirements for visual assets, and they reject apps that don't comply.
Screenshots
You need screenshots for every device size you support. At minimum, that means:
- 6.7-inch display (iPhone 15 Pro Max, iPhone 16 Plus) — 1290 x 2796 pixels
- 6.5-inch display (iPhone 11 Pro Max, iPhone 14 Plus) — 1242 x 2688 pixels
- 5.5-inch display (iPhone 8 Plus) — 1242 x 2208 pixels
You can provide up to 10 screenshots per device size. Provide at least 5. The first three are visible in search results without tapping, so make them count.
Screenshots don't have to be raw gameplay captures. Most successful games use designed screenshots — gameplay with text overlays, feature callouts, and context. Think of them as advertising, not documentation.
App previews (optional but recommended)
You can upload up to three 30-second video previews. These autoplay in the App Store and dramatically increase conversion rates. Show actual gameplay. Don't use pre-rendered cinematics unless your game actually looks like that.
App icon
Your app icon must be:
- 1024 x 1024 pixels (Apple scales it down for different contexts)
- PNG format, no transparency, no rounded corners (Apple applies the corner rounding)
- sRGB color space
The icon is the single most important visual asset for your game. It appears in search results, on the home screen, in notifications, everywhere. Invest time in making it distinctive and readable at small sizes. If it looks like a blurry mess at 60x60 pixels, go back to the drawing board.
Step 5: Privacy policy and compliance
Even if your game collects absolutely no user data, Apple requires a privacy policy URL. This is not optional.
Privacy policy
Your privacy policy needs to accurately describe:
- What data you collect (if any)
- How you use that data
- Whether you share it with third parties
- How users can contact you about their data
If your game truly collects no data, your privacy policy can be short and simple. If you use analytics, ads, or any third-party services, you need to declare every piece of data they collect. Apple takes this seriously.
App Tracking Transparency (ATT)
If your game tracks users across other apps or websites — typically through advertising SDKs — you must implement Apple's App Tracking Transparency prompt. This is the popup that asks "Allow [App] to track your activity across other companies' apps and websites?"
If you don't show this prompt when required, your app will be rejected. If you show it when it's not required, that's also a problem. Understand your tracking situation before submitting.
App Privacy Details
In App Store Connect, you'll fill out Apple's privacy nutrition labels. These are the "App Privacy" sections users see on your App Store listing. You must declare every type of data your app collects, whether it's linked to the user's identity, and whether it's used for tracking.
Be accurate. Apple audits these, and discrepancies between your declarations and your app's actual behavior are grounds for rejection.
Step 6: Age ratings and content declarations
Apple uses a questionnaire-based system to determine your game's age rating. You'll answer questions about:
- Violence — cartoon, realistic, graphic
- Mature content — profanity, sexual content, drug references
- Gambling — simulated or real-money
- Horror and fear themes
- User-generated content — if players can share content with each other
- Unrestricted web access — if your app includes a web browser
Based on your answers, Apple assigns a rating: 4+, 9+, 12+, or 17+. Answer honestly. If Apple's reviewers find content that doesn't match your declared rating, your app gets rejected. If it happens after launch, your app can be removed entirely.
For most simple games without violent or mature content, you'll land at 4+. If your game includes any user interaction features (chat, shared levels, multiplayer), expect a higher rating.
Step 7: Upload your build and submit
With all your metadata ready, it's time to actually upload the game binary.
Uploading
Apps are uploaded to App Store Connect through Xcode or the Transporter app. The build goes through automated processing on Apple's end — this usually takes 15-30 minutes. You'll see it appear in App Store Connect once processing is complete.
Build requirements
Your game must:
- Support the latest iOS SDK
- Include builds for all architectures you're targeting (arm64 at minimum)
- Not exceed 4GB for the initial download (use On Demand Resources if your game is large)
- Not crash on launch (this sounds obvious, but automated testing catches this)
Submitting for review
Once your build is uploaded and all metadata is filled in, you can submit for review. Apple's review team — actual humans — will test your game. They'll verify:
- The app does what the description says
- Screenshots match the real experience
- The app doesn't crash or have major bugs
- Privacy practices match your declarations
- Content matches your age rating
- The app follows Apple's Human Interface Guidelines
Typical review time: 24-48 hours for most submissions. Can be faster, can be longer. Plan for up to a week if it's your first submission.

Common rejection reasons (and how to avoid them)
Apple rejects a lot of apps. Here are the reasons that hit game developers most often.
Crashes and bugs. Test your game on real devices before submitting. Not just the newest iPhone — test on older hardware too. A crash during review is an automatic rejection.
Broken links. Your support URL and privacy policy URL must work. If they return a 404, you get rejected. Double-check them before you submit.
Misleading screenshots. If your screenshots show features that don't exist, or look significantly better than the actual game, Apple will reject you. What You See Is What You Get — make that true.
Incomplete metadata. Every required field must be filled in. Missing a support URL, a privacy policy, or a content rating questionnaire? Rejected.
Inadequate user experience. Apple explicitly rejects apps that feel like web wrappers or provide a "limited" experience. Your game needs to feel like a real, native app. It needs to perform well, handle device features properly, and provide a complete experience.
Privacy issues. Collecting data without proper disclosure, missing ATT prompts, or inaccurate privacy labels. Apple has gotten stricter about this every year.
Guideline 4.2 — Minimum Functionality. Apple will reject games they consider too simple or lacking in features. A single-screen, single-mechanic game with no progression, no settings, and no replay value can be flagged under this guideline. Add depth — menus, levels, scoring, settings.
When you get rejected, Apple tells you why. Read the rejection notes carefully, fix exactly what they flagged, and resubmit. Don't argue unless you genuinely believe the rejection was wrong. Most rejections are legitimate.
The full timeline, realistically
Here's what the process looks like from start to finish, assuming you already have a finished game:
| Step | Time |
|---|---|
| Apple Developer Account approval | 1-3 days |
| Certificates and provisioning setup | 1-2 hours (longer if you've never done it) |
| App metadata and store listing | 2-4 hours |
| Screenshots and visual assets | 3-8 hours (depending on quality of tools) |
| Privacy policy creation | 1-2 hours |
| Age rating questionnaire | 15 minutes |
| Build upload and processing | 30-60 minutes |
| App Store review | 1-7 days |
| Total | Roughly 1-2 weeks |
And that's the optimistic version. If you hit a rejection, add 2-5 days per round of resubmission. Two rejections is common for first-time publishers. Three isn't unusual.
The bottom line
Publishing a game on the App Store without coding experience is absolutely possible. It's not easy. The process is bureaucratic, fiddly, and occasionally maddening. But it is documented, it is learnable, and thousands of non-technical creators have done it.
The key is knowing what to expect before you start, so you don't hit a wall at step three and give up.
That said — if you'd rather skip the manual slog of certificates, provisioning profiles, screenshot generation, and metadata wrangling, that's exactly what platforms like Exekite are built for. The publishing pipeline is built in, handling the entire submission process from build to store listing. You focus on making the game. The infrastructure handles the rest.