Posted on Leave a comment

Upcoming changes to age ratings in Australia and Vietnam

Starting June 18, 2026, age ratings on the App Store will be updated in Australia and Vietnam.

Australia

The 15+ age rating will no longer be available on the App Store in Australia. Apps currently rated 15+ with the following content descriptors will be updated to 16+:

  • Unrestricted web access
  • Frequent medical or treatment information
  • Loot boxes

The new rating will appear on your app’s product page in Australia. Please ensure your responses to the age rating questionnaire in App Store Connect accurately reflect your app’s content.

Vietnam

To align with Article 38 of Vietnam Decree 147, apps available on the App Store in Vietnam will require a region-specific age rating. Based on your age rating questionnaire responses in App Store Connect, your app will receive one of four ratings (00+(all ages), 12+, 16+, or 18+) which will appear on its product page in Vietnam. Additional details, including age rating values, will be available in App Store Connect and App Store Connect Help on June 18.

Posted on Leave a comment

Hello Developer: May 2026

Hello Developer: May 2026 – Discover – Apple Developer

<!–

–>

Hello Developer: May 2026

A grid of 20 headshot portraits arranged in four rows, showing a diverse group of people of varying ages, genders, and ethnicities. Each person is photographed against a different background — ranging from plain studio backdrops to outdoor settings and colorful environments — and most are smiling or have a friendly, approachable expression.

In this edition:

  • Meet inspiring developers, advocates, and educators.
  • Prepare your app for Accessibility Nutrition Labels.
  • Meet the team behind the stylish open-world adventure Infinity Nikki.
  • Get the most out of your Apple Developer account.
  • Update your Intel-based Mac apps to Apple silicon.

Read now

Posted on Leave a comment

Get the most out of your Apple Developer account

An overhead view of two people working side by side at a light wood table, each on a MacBook Pro. The foreground laptop displays Xcode with an iOS app simulator showing a colorful travel or photo-browsing app on a virtual iPhone screen. The second person’s hands are visible in the upper portion of the frame, typing on their MacBook, suggesting a collaborative development or code review session.

A free Apple Developer account provides access to the tools, resources, and support you need to build and test apps and games. A free developer account is separate from an Apple Developer Program membership. Even if your organization holds the paid membership, creating your own free account gives you direct access to downloads and support resources.


Don’t have an account?

To create your Apple Developer account, sign in to your Apple Account. If you don’t have an Apple Account, you can create one during Apple Developer account registration.

Sign in >


What you get:

Access beta versions of Xcode and Apple operating systems: Test your apps with upcoming features and API changes before release. Betas allow you to submit feedback and ensure your app works on day one of each new OS release. And you can test your apps directly on your own devices.

With Xcode beta versions, you have access to the complete toolchain to explore new SDKs, test enhanced APIs, and debug compatibility issues using the latest development tools and simulators.

Learn more about Xcode >

Learn more about Apple beta testing software >

Meet with Apple: Attend developer events that take place in person and online all year long. Events range from design workshops on UI/UX best practices to technical deep dives on frameworks and business sessions about App Store optimization.

Sign up for developer activities >

Apple Developer Forums: Join the forums to ask questions and share knowledge with developers worldwide. The forums cover specific frameworks and technologies, serving as a space to troubleshoot issues and share code samples.

Browse the forums >

Help shape the platform: Report bugs and submit feature requests with Feedback Assistant. File detailed reports with sample code, crash logs, and reproduction steps. Request new APIs or suggest enhancements. Some of the tools you use today started as developer feedback.

Download Feedback Assistant >


Looking for more?

An Apple Developer Program membership unlocks all the resources and support you need to build, test, share, and distribute apps and games.

  • Integrate Apple services: Configure your app with powerful features like the Foundation Models framework, CloudKit, MusicKit, and Apple Pay.
  • Beta test at scale: Use TestFlight to distribute beta builds to up to 10,000 external testers before your public release.
  • Unlock exclusive opportunities: Access more in-person Meet with Apple events and WWDC activities, including one-on-one appointments with Apple experts.
  • Distribute worldwide: Publish your apps and games on the App Store and grow your business. Easily share with people in 175 countries and regions and 50 languages.
  • Offer content and services for purchase: Help make purchases effortless in your app or game using Apple In-App Purchase, with secure authentication, and over 200 payment methods supported globally.

Learn more about membership >


Keep in mind:

As always, you can explore Apple Developer videos, documentation, tutorials, sample code, API references, and the Human Interface Guidelines without an Apple Developer account.

Posted on Leave a comment

Brazilian betting license requirement for App Store availability

Following changes to Brazil’s fixed-odds betting regulation, apps with fixed-odds betting (gambling) features can now be distributed on the App Store in Brazil with a valid fixed-odds betting license from the Secretariat of Prizes and Bets (SPA). If any of your apps include these features (indicated by selecting “Yes” to the gambling question in the age rating questionnaire in App Store Connect), you’ll need to provide this license. Keep in mind that answering “Yes” to the gambling question in the age rating questionnaire will set your Brazil age rating to A18.

A new app version must be submitted to initiate the license verification process. Updating the App Review Information section in App Store Connect alone won’t start a review. When submitting a new version of your app for review:

  • Include your license information in the App Review Information section in App Store Connect.
  • Enter your license details in the Notes field.
  • Attach any supporting documents using the file attachment field.

Please ensure that your app complies with all disclosures and warnings requirements, including but not limited to age restrictions and gambling risks, as required under the law. For questions regarding your legal obligations, please contact your legal counsel.

Learn more about Brazil age ratings

Learn more about Brazil’s fixed-odds betting regulation

Posted on Leave a comment

To those who build community

A grid of 20 headshot portraits arranged in four rows, showing a diverse group of people of varying ages, genders, and ethnicities. Each person is photographed against a different background — ranging from plain studio backdrops to outdoor settings and colorful environments — and most are smiling or have a friendly, approachable expression.

All around the world, Apple developers do meaningful work that extends beyond great apps and games. They organize events, write tutorials, mentor others, and create spaces to learn and grow. By sharing their expertise and championing each other, they represent the best of the community.

Meet some of the inspiring people who are making a difference in the Apple developer community through technical contributions, thoughtful mentorship, and a commitment to helping others succeed.

Meet the community >

Posted on Leave a comment

Now Available: Monthly Subscriptions with a 12-Month Commitment

Screens showing monthly subscriptions with a 12-month commitment feature, payment schedule and commitment details for App Store subscriptions.

Today, we’re introducing a new way that people can pay for your auto-renewable subscriptions on the App Store: monthly subscriptions with a 12-month commitment. This new payment option allows you to offer subscribers more affordable options. People can cancel their subscription at any time, which will prevent the subscription from renewing after they’ve completed their agreed-to payments to fulfill their commitment.

To provide transparency, people can easily view the number of completed and remaining payments for the subscription in their Apple Account. Apple will also send email and, if opted in, push notifications ahead of their renewal date to remind them of their upcoming purchase.

You can now configure this type of subscription in App Store Connect and test it in Xcode. With the exception of the United States and Singapore, monthly subscriptions with a 12-month commitment will be available worldwide to people on iOS 26.4, iPadOS 26.4, macOS Tahoe 26.4, tvOS 26.4, and visionOS 26.4, or later, with the release of iOS 26.5, iPadOS 26.5, macOS Tahoe 26.5, tvOS 26.5, and visionOS 26.5 in May.

Learn about configuring subscriptions

Learn about auto-renewable subscriptions

Posted on Leave a comment

Lykke Studios: In pursuit of puffy perfection

DEVELOPER STORIES

Screenshot of the Puffies mobile game showing a sticker pack selection screen. Approximately 24 colorful sticker packs are arranged in a grid on a wooden table background. Each pack displays a unique illustrated theme (such as "Duck Duck Quack," "Cosmic World," "Alice," "Monday Challenge," "Mer-Piggy," and others) along with a size label and difficulty rating. A task banner at the top reads "Collect 35 stickers from Packs with Easy difficulty" with a progress indicator showing 0/35.

THE POWER OF PUFFIES.

The delightful game puffies. combines the satisfying snap of a jigsaw puzzle with the nostalgic delight of a sticker book.

This 2025 Apple Design Award finalist for Inclusivity is brimming with virtual puffy stickers, the sort that ’80s kids would slap on their binders or trade at recess. Players tear open themed packs of vibrant, kitschy decals — maybe punk-rock capybaras, maybe sporty sushi rolls — and place them on a blank sheet so everything fits without overlapping.

The stickers are rendered with such accuracy that players can almost feel the slight give of their glossy surfaces under their fingertips — and the gentle haptic “blop” that accompanies each placement is supremely satisfying. Those sensations are no accident: puffies. developer Lykke Studios spent months fine-tuning these small moments.


puffies.

  • Available on: iPhone, iPad, Mac, Apple TV
  • Team size: 8
  • Based in: Thailand and Cyprus

Download puffies. from Apple Arcade >


“We always start with a material that we like,” says Lykke Studios founder Jakob Lykkegaard. For the company‘s 2023 Apple Design Award winner, stitch., that material was thread woven into whimsical embroidery puzzles. For their 2022 Apple Design Award finalist, tint., it was watercolor paint on thick, textured paper.

When the team began brainstorming the project that would become puffies., they set their sights on a jigsaw-style experience that would feel natural on touchscreens. Their eureka moment was landing on puffy stickers as the puzzle pieces; they’re tactile, nostalgic, and far more interesting to look at than a lone jigsaw piece.

And then it all blew up. “Because of the game physics, our first prototypes pretty much exploded,” laughs Lykkegaard.

Sticker shock

Screenshot of a Puffies sticker album puzzle screen featuring a "Mer-Piggy" ocean-themed collection. A teal sticker board is nearly complete, filled with whimsical pig-mermaid hybrid characters in various underwater scenes. A large gray blob shape in the center indicates empty slots yet to be filled. Four loose stickers — all featuring mermaid-pig characters — sit at the bottom of the screen, waiting to be placed.

Every one of the game’s 4,000 stickers is a 3D-modeled object that’s beholden to the game’s physics engine — and early tests proved they did not play well together. Once the team figured out how to stop pieces from ricocheting around the virtual tabletop, they turned to the problem of what should happen when a player tries to place one sticker on top of another. Is that something that comes up a lot during play? Not really. Did they spend months perfecting it anyway? Absolutely.

Lykkegaard recalls discussing the optimal outcome of this sticker-on-sticker scenario with the team. “Does it stick where it’s at? Does it slide down? And if it slides down, in what direction, and at what speed?” he says. They ultimately decided to simply have the sticker zip back to the edge of the puzzle where it came from, but “it’s not inaccurate to say we spent three months on this,” says Lykkegaard. “We scrapped the entire code base and started over again until it felt right.”

That pursuit of perfection is threaded throughout the game’s design. The cutouts around each sticker were drawn by hand because automated tracing looked too sterile. Tilting a device causes a subtle parallax effect on a sticker’s vinyl surface, as though it were catching the light in the room. And the team iterated endlessly on snap distances — how close a piece needs to be to its proper spot before it will gently click into place when released — down to the last pixel.

“Players can feel it subconsciously,” says Tanin-Andre Hohmann, producer at Lykke Studios. “They may not know it, but they say, ‘Oh, I like this more.’ And then if you ask why, they’re like, ‘I don’t know, really. It just fits better.’”

Cactuses and plungers

A group photo of nine people posing cheerfully on the bow of a ship. They are dressed in casual warm-weather clothing — shorts, T-shirts, and a floral wrap. Several people are waving, making peace signs, or giving thumbs-up. Behind them, dramatic green limestone cliffs rise above vivid turquoise water under a bright blue sky.

That best-it-can-possibly-be philosophy also extends to the game’s art. From cute cactus creatures to anthropomorphic toilet plungers, puffies. stickers are brought to life by talented illustrators around the world. “It’s literally the artist’s art,” says Hohmann. “We wanted it as unfiltered as possible.”

The game also benefits from its home country. While the Denmark-born Lykkegaard and many of his teammates hail from Europe, Lykke Studios is based in Phuket, Thailand — far from stuffy boardrooms and packed conference halls, close to a slower pace of life and easygoing creativity. “I tend to like coming into the bubble of the Bay Area or Europe, exploring things, and leaving that bubble again,“ says Lykkegaard. “And then having an unlimited amount of time to think and come up with new ideas.”

That unhurried mindset can be felt in the puzzles themselves. Each sticker-sheet level is painstakingly designed by hand — no algorithms, no automation. Timers and “game over“ screens aren’t a thing in puffies.; difficulty comes entirely from how many stickers are in the pack the player chooses. And to ensure larger puzzles don’t overwhelm players on smaller devices, the camera gently zooms in to frame the area where the current handful of stickers belongs.

Maximizing accessibility

A wide-angle view of a fully completed Puffies sticker album page, photographed at a slight angle on a wooden surface. The sheet is densely packed with Alice in Wonderland-themed cartoon stickers on a gray background, featuring characters such as a Mad Hatter, the Queen of Hearts, Tweedledee and Tweedledum, a Cheshire Cat-like creature, flamingos, Alice herself, and various Wonderland props including a "Drink Me" bottle and pocket watches.

Accessibility follows the same no-compromises logic. Players can enable more generous snap distances, toggle sticker-placement outlines, and use a finger-offset option that accommodates reduced motor function — or just very large hands. The guiding principle is simple: If a player comes up with a valid barrier the team hadn’t considered, and it’s feasible to fix, the team adds a solution.

The cost of all this craft? Time. Thankfully, the team’s previous successes have given them the freedom to polish their games without rigid milestones. But even so, is it worth it? To obsess over squish and snap, to tune the “rip” of opening a sticker pack, to jettison heaps of code because a few interactions don’t feel perfect?

“There are many things in the game that nobody will ever see, that we put energy into just because we know it’s there,” says Lykkegaard. “And that makes us proud.”


Keep reading

Developer stories explore best practices and philosophies from some of the most inventive developers in the Apple community. In each story, we go behind the screens with developers, designers, and engineers to find out how they brought their remarkable creations to life.

Browse all developer stories >

Posted on Leave a comment

Hello Developer: April 2026

Hello Developer: April 2026 – Discover – Apple Developer

<!–

–>

Hello Developer: April 2026

The words "Hello World" floating against a space background with the Earth floating beneath.

In this edition:

  • Join us on bilibili and LinkedIn.
  • Catch up on essential sessions before WWDC26.
  • Build a travel app with sample code.
  • Browse the latest edition of our new design gallery.
  • Learn about the biggest-ever update to Analytics in App Store Connect.

Read now

Posted on Leave a comment

How Infold Games fashioned an open world for Infinity Nikki

Promotional key art for Infinity Nikki featuring the game’s main character in a red and white archer’s outfit, holding a bow, standing on a wooden bridge beside her small white cat companion. A vibrant fantasy village with waterfalls, colorful banners, and layered cliffside buildings stretches out in the background.

Infinity Nikki is a literally glowing example of what video game graphics can be.

The fifth in a series of dress-up titles from Infold Games, Infinity Nikki is also the first to embrace elements of RPG action-adventure. But instead of tracking down weapons and battling bad guys, this installment finds its wide-eyed heroine solving puzzles by collecting enchanted outfits found throughout a series of wondrous lands.


Infinity Nikki

  • Available on: iPhone, iPad
  • Based in: Singapore
  • Awards: Apple Design Award winner for Visuals and Graphics (2025), App Store Awards Game of the Year finalist (2025), App Store Editors’ Choice

Download Infinity Nikki from the App Store >


The fashion-forward gameplay still remains, of course. Nikki’s dress sways and waves every step of the way, while capes sparkle and drift in the wind. Different outfits are imbued with different abilities that allow players to guide Nikki — and her cat companion, Momo — through clever puzzles. And from quaint cobblestone towns to distant mountains, every corner of the game’s Miraland — brought to life with cutting-edge visuals — is awash in beautifully realized lighting and effects from advanced shading techniques like Global Illumination. (Executive producer Kentaro Tominaga previously worked on several installments of the Legend of Zelda series.)

It’s a wonderland of texture, light, and animation — and the 2025 Apple Design Award winner for Visuals and Graphics. To find out more, we caught up with Douhu, Infinity Nikki’s lead gameplay systems designer for outfits; Ade, lead programmer; and Dodie, art director.

Viewed from inside a cave opening, a fantasy game character in a white gown hangs from a zipline cable, soaring above a colorful village nestled among rocky cliffs and autumn-colored trees, with a waterfall in the background.

Why did you decide to make this fifth installment an open-world RPG?

Douhu: When we started thinking about this six years ago, we already knew it would be an open-world game. So we asked ourselves: How do we go about bringing Nikki into that space? And how do we set it apart from other open-world games on the market?

To make these worlds as immersive as we can, we keep an eye on all the details, all the time.

Douhu, lead gameplay systems designer for outfits

This is the first Nikki game to include action-adventure elements and light combat.

Douhu: Yes, but we knew that combat wouldn’t be part of the game’s core play. The Nikki series has such a defined style. We thought a lot about how to maintain that.

How many people worked on the visuals for this?

Douhu: Oh, it’s a huge team — roughly 800 people. It’s a fun but a complicated job. We have a lot of visual pipelines all going at once: cutscenes, the NPC ecosystem, lighting, performance. The production complexity is so high.

A close-up of a highly ornate red and gold garment featuring a brightly colored, embroidered butterfly design on the chest, accented with glowing lights, draped pearls, and large red lotus flowers on the shoulders.

The payoff for that work seems to be everywhere: The game is full of fabrics, sparkles, environments, and natural elements.

Douhu: And we think about all of them. For instance, when Nikki runs up a flight of steps in a cutscene, we don’t want her to stamp her feet down. We want her to move lightly and elegantly. All the sounds you hear are based on real-world sounds, though we’ve added some imagination to them in post-production editing. To make these worlds as immersive as we can, we keep an eye on all the details, all the time.

Nikki’s double-jump is especially elegant; it’s almost like a glider coming in for the softest of landings.

Douhu: That’s because we want players to have plenty of time to experience the world. Our core gameplay is based on jumping, but it’s not a very quick motion. It’s slow, like a micro-response for that specific floating motion. And that’s because we want to let players breathe and appreciate all the details of Miraland.

A portrait of a fantasy game character wearing an elaborate tall gold filigree crown adorned with red gemstones, with cascading crystal face chains and a sheer veil framing her face. She wears a white lace gown with ruby jewels at the neckline, set against a dark blue twilight sky.

What is Day 1 like on the visuals for something like this?

Douhu: Because this is our fifth game with Nikki, we already have the character and philosophy built out, so those first days are more about sketching out the new world and its different maps.

Ade: To start, we reconstruct the structure and physical performance of the fabrics in the engine, based mostly on reality. Then we’ll do extreme evolutions on the fabrics. We have so many fabric categories in our library, and a lot of those are heritage from previous titles. But we make all kinds of adjustments, and add all kinds of effects to make the game feel like it’s beyond reality.

Douhu: We do have a big closet in our office! But we want to emphasize that we’re not just exporting real fabrics or trying to recreate reality. We’re adding layers of fantasy. We add complicated embroideries, more patterns, and glittering special effects to depict a more whimsical, fantastic version of reality. That’s why Nikki’s outfits look more gorgeous than they would in real life. Hopefully!

A fantasy game character dressed in an elaborate white lace gown and ornate gold crown floats in midair, shooting a beam of golden light from her hand toward a large mechanical wheel. A whimsical village is visible far below.

Could you select an element in the game and share a little about how it was brought to life?

Dodie: Color has always been central to our art creation, so I’ll share two examples from Version 2.0: the five-star outfit Behind Prayers and the location called Snail Ranch.

The core design concept of Behind Prayers is ”a confined divine maiden,” so that meant a maximal design approach. The divine maiden longs for freedom, yet she’s draped in heavy layers of ornate garments and gemstones. These represent both sacred glory and the weight of restraint: dazzling and radiant, yet undeniably burdensome.

We chose gold as the primary color to express sanctity and brilliance, and we introduced touches of green to break potential visual monotony. We further embellished the outfit with a rich array of multicolored gemstones and enhanced it with prismatic sparkle effects, allowing it to shimmer vividly — even at night.

Snail Ranch, meanwhile, is the player’s first destination in Itzaland — the place where Nikki first encounters the Shroomlings and the snails.

The lighting in this area is intentionally bright and inviting. Sunlight filters through enormous leaves, creating a warm and relaxing atmosphere, while even small puddles along the path reflect the deep blue of the sky. The scene takes on a fairytale quality, inviting players to believe and lose themselves in the land.

A close-up of a fantasy game character wearing an intricately detailed white hanfu robe adorned with gold embroidery, colorful beaded necklaces, red and blue ribbon accents, and a jade lotus pendant at the waist.

Talk about your approach to creating these fabrics and outfits.

Ade: Infinity Nikki introduces a revolutionary material system. At the core is a re-engineered fabric algorithm that preserves the advantages of four-layer UV blending textures, while requiring only minimal parameter adjustments to accurately simulate a wide range of materials, including the natural coarseness of cotton and linen, the smooth sheen of silk and satin, as well as the delicate tactile qualities of various velvets and flannel. The system also provides deep support for custom reflections and diverse sparkle responses, making it easy to create distinctive highlights and dreamy glints, such as the unique interplay of gauze and silk in the Fairytale Swan outfit.

Visual richness in Infinity Nikki extends well beyond fabric. We developed a specialized jewelry material system using advanced algorithms to simulate the brilliance of gemstones, including complex refraction, 3S light transmission, and highly variable specular highlights, as seen in the pearls and diamonds of the Fairytale Swan outfit. Dynamic presentation has also broken through previous limitations. To support animated patterns in high-end outfits such as Threads of Reunion, the team developed an innovative solution to mitigate Unreal Engine 5’s interference from engine-native motion blur on UV animations. This enables crisp and vivid celestial motion effects: three independent orbits allow full customization of planetary shapes, angular velocities, and trajectories, layered with flowing asteroid belts and lunar phase changes.

A close-up of a fantasy game character with long red hair wearing a glittering black and gold strapless ballgown with a glowing heart-shaped bodice, layered gemstone necklaces, and jeweled mesh gloves. Sparks of light emanate from her outstretched hands against a grassy background.

And how do you approach physical simulation?

Ade: We make flexible use of skeletal physics and Chaos Cloth to achieve natural, expressive motion. Through proprietary skeletal chain algorithms and enhanced cloth solvers, the team replaces costly and unstable traditional collision-based algorithms with more stable and controllable constraint-based algorithms. Let’s take Nikki running in a loose dress as an example. We introduced a flexible and soft-driven constraint stage during preprocessing, ensuring that even under dramatic movements, the initial garment avoids clipping the body.

While pursuing physical realism, the system also preserves the intended artistic silhouette of garments, particularly structured garments with petticoat. These outfits must flow naturally like fabric, while maintaining behavior consistent with their physical construction. Our custom algorithms incorporate collision handling between different garment types and multiple clothing layers, enabling free outfit combinations without sacrificing stability. By carefully balancing visual effects and performance, we achieve consistent results across multiple platforms.


Keep reading

Developer stories explore best practices and philosophies from some of the most inventive developers in the Apple community. In each story, we go behind the screens with developers, designers, and engineers to find out how they brought their remarkable creations to life.

Browse all developer stories >