Anpfiff1
Now on the App Store too
Anpfiff1 has been running on iPhone since 18 May 2026. Getting there took longer than any of the other three platforms.
Five rejections
Apple reviews every submission by hand. Five times the build came back. Two reasons stood out.
First an ARKit phantom: the export carried a camera permission even though the game never touches a camera. It sat inside an engine dependency and had to be removed from the project, not from the wording of the description.
Second a frozen splash screen. On the review devices the start screen stayed put, while it ran through on every test device here. The difference was a file created on first launch, and a device without that file.
What that means for planning
If you are heading to iOS from a Godot project, do not schedule review as the last step. Schedule it as its own stage with several rounds. The rejections themselves were factual and understandable. They only cost time.
Where to go next
The whole story with all five rounds is in the Dev Log. The version that went into the first submission is described here.