Posted on Leave a comment

Updated age ratings in App Store Connect

The App Store is designed to be a safe and trusted place for all ages, including children. The age rating system for apps and games has been updated in order to provide people with more granular age ratings. We’ve also introduced new age rating questions to help identify sensitive content in your app and added the ability to set a higher rating to reflect your app’s minimum age requirement. Ratings for all apps and games on the App Store have been automatically updated to align with this new system and will be reflected on Apple devices running beta versions of iOS 26, iPadOS 26, macOS Tahoe 26, tvOS 26, visionOS 26, and watchOS 26.

The updated age rating system adds 13+, 16+, and 18+ to the existing 4+ and 9+ ratings. Age ratings are assigned to each country or region and may vary based on region-specific suitability standards.

We’ve introduced a new set of required questions to the ratings questionnaire for all apps. These new questions cover:

  • In-app controls.
  • Capabilities.
  • Medical or wellness topics.
  • Violent themes in your app or game.

Your answers to these questions will help Apple better calculate a rating and help you deliver an age-appropriate experience.

If your app has a policy requiring a higher minimum user age than the rating assigned by Apple, you can set a higher age rating after you respond to the age ratings questions. You can view the age rating for each of your apps under the updated system and respond to the new questions for each app in the App Information section in App Store Connect.

As a reminder, you must consider how all app features, including AI assistants and chatbot functionality, impact the frequency of sensitive content appearing within your app to make sure it receives the appropriate rating. All apps are subject to the App Review Guidelines, such as the safety guidelines regarding objectionable content or user generated content, and must abide by all applicable local laws and regulations, like the Children’s Online Privacy Protection Act (“COPPA”), and the European Union’s General Data Protection Regulation (“GDPR”).

Please provide responses to the updated age rating questions for each of your apps by January 31, 2026, to avoid an interruption when submitting your app updates in App Store Connect.

Learn more about age ratings values and definitions

Learn how to set your app rating

Posted on Leave a comment

New 64-bit requirement for watchOS apps

Beginning April 2026, watchOS apps uploaded to App Store Connect must also include 64-bit support and be built with the watchOS 26 SDK. To enable 64-bit support in your project, we recommend using the default Xcode build setting of “Standard architectures” to build a single binary with 64-bit code.

You can test ARM64 compatibility for your apps in the Xcode Simulator, and on Apple Watch Series 9 or 10, or Apple Watch Ultra 2 running watchOS 26 beta.

Learn more about the SDKs included in Xcode

Posted on Leave a comment

Updates for apps in the European Union

The European Commission has required Apple to make a series of additional changes under the Digital Markets Act:

Communication and promotion of offers

  • Today, we’re introducing updated terms that let developers with apps in the European Union storefronts of the App Store communicate and promote offers for purchase of digital goods or services available at a destination of their choice. The destination can be a website, alternative app marketplace, or another app, and can be accessed outside the app or within the app via a web view or native experience.
  • App Store apps that communicate and promote offers for digital goods or services will be subject to new business terms for those transactions — an initial acquisition fee, store services fee, and for apps on the StoreKit External Purchase Link Entitlement (EU) Addendum, the Core Technology Commission (CTC). The CTC reflects value Apple provides developers through ongoing investments in the tools, technologies, and services that enable them to build and share innovative apps with users.
  • Music streaming apps on the App Store in the European Economic Area (EEA) wanting to use the Music Streaming Services Entitlement (EEA) can use these options.

Update to Business Terms for Apps in the European Union

  • By January 1, 2026, Apple plans to move to a single business model in the EU for all developers. Under this single business model, Apple will transition from the Core Technology Fee (CTF) to the CTC on digital goods or services. The CTC will apply to digital goods or services sold by apps distributed from the App Store, Web Distribution, and/or alternative marketplaces.
  • Apps currently under the Alternative Terms Addendum for Apps in the EU continue to be subject only to the CTF until the transition to the CTC is fully implemented next year. At that time, qualifying transactions will be subject to the CTC, and the CTF will no longer apply. Additional details regarding this transition will be provided at a later date.

User Experience Update

  • Beginning with iOS 18.6 and iPadOS 18.6, iOS and iPadOS will provide an updated user experience in the EU for installing alternative marketplaces or apps from a developer’s website. Additionally, later this year, we will provide an API which will allow developers to initiate the download of alternatively distributed apps they publish from within their app.

To learn more, view Communication and promotion of offers on the App Store in the EU. To read the full terms, view the Alternative Terms Addendum for Apps in the EU or the StoreKit External Purchase Link Entitlement Addendum for EU Apps. You can also request a 30-minute online appointment to ask questions and provide feedback about these changes.

Posted on Leave a comment

Today @ WWDC25: Day 5

It’s the final day of WWDC25. Revisit the week’s highlights, and dive into group labs on live streaming, immersive video, and spatial audio.

Posted on Leave a comment

Today @ WWDC25: Day 4

Day 4 at WWDC25 focuses on machine learning and Apple Intelligence. Sign up for today’s group labs, and dive into videos about new tools and technologies.

Posted on Leave a comment

Today @ WWDC25: Day 3

Day 3 at WWDC25 is all about the new design across Apple platforms. Sign up for group labs and check out video sessions about how to bring the new design to your apps and games.

Posted on Leave a comment

Today @ WWDC25: Day 2

Welcome to Day 2 at WWDC25! Watch the Platforms State of the Union recap, sign up for group labs, and explore video sessions.

Posted on Leave a comment

Today @ WWDC25: Day 1

WWDC is here! Watch a quick video to help you get started, then dive into sessions and get ready for tomorrow’s group labs.

Posted on Leave a comment

Random access memories: Inside the time-shifting narrative of The Wreck

The main character of The Wreck, a writer named Junon, is seen in animated form standing in a hospital hallway. The top half of the halls are a salmon color and the bottom half are a dingy white tile. Junon is wearing a black sweatshirt and black glasses and looking at the camera.

The Wreck is filed under games, but it’s also been called a visual novel, an interactive experience, and a playable movie. Florent Maurin is OK with all of it. “I like to think we’re humbly participating in expanding the idea of what a video game can be,” he says.

Maurin is the co-writer, designer, and producer of The Wreck — and here we’ll let you decide what to call it. The Wreck tells the tale of Junon, a writer who’s abruptly called to a hospital to make a life-changing decision involving her mother. The story is anchored by the accident that lends the game its name, but the ensuing narrative is splintered, and begins to take shape only as players navigate through seemingly disconnected scenes that can be viewed multiple times from different perspectives. The Wreck is far from light. But its powerful story and unorthodox mechanics combine for a unique experience.

“We tried to make a game that’s a bit off the beaten path,” says Maurin, who’s also the president and CEO of The Pixel Hunt studio, “and hopefully it connects with people.”


ADA FACT SHEET

In this screenshot from The Wreck, the main character, Junon, walks away from a kitchen that's on fire. Behind her, flames erupt from the stove and sink area.

The Wreck

  • Winner: Social impact
  • Team: The Pixel Hunt
  • Available on: iPhone, iPad
  • Team size: 4

Maurin is a former children’s journalist who worked at magazines and newspapers in his native France. After nearly 10 years in the field, he pivoted to video games, seeing them as a different way to share real stories about real people. “Reality is a source of inspiration in movies, novels, and comic books, but it’s almost completely absent in the gaming landscape,” he says. “We wanted to challenge that.”

Founded in 2014, The Pixel Hunt has released acclaimed titles like the App Store Award–winning historical adventure Inua and the text-message adventure Bury Me, My Love. It was near the end of the development process for the latter that Maurin and his daughter were involved in a serious car accident.

“It was honestly like a movie trope,” he says. “Time slowed down. Weird memories that had nothing to do with the moment flashed before my eyes. Later I read that the brain parses through old memories to find relevant knowledge for facing that kind of situation. It was so sudden and so intense, and I knew I wanted to make something of it. And what immediately came to mind was a game.”

In this screenshot from The Wreck, a nurse with black hair wearing blue scrubs talks to the main character, Junon, in a hospital hallway. Dialogue on the screen says, "Why do you think I'm here?" "I'm sorry."

Junon’s interactions with the hospital staff drive the narrative in The Wreck.

But Maurin was too close to the source material; the accident had left a lasting impact, and he separated himself from the creative process. “I think I was trying to protect myself from the intensity of that feeling,” he says. “That’s when Alex, our art director, told me, ‘Look, this is your idea, and I don’t think it’ll bloom if you don’t really dig deep and own the creative direction.’ And he was right.”

That was art director Alexandre Grilletta, who helmed the development team alongside lead developer Horace Ribout, animator Peggy Lecouvey, sound designers Luis and Rafael Torres, and Maurin’s sister, Coralie, who served as a “second brain” during writing. (In a nice bit of serendipity, the game’s script was written in an open-source scripting language developed by Inkle, which used it for their own Apple Design Award-winning game, Overboard, in 2022.)

In this screenshot from The Wreck, a woman with short blonde hair is sitting in a softly lit room. She is saying, "So what's the play? Idiot or goldfish?"

Junon’s sister might not be an entirely welcome presence in The Wreck.

The story of The Wreck is split into two parts. The first — what the team calls the “last day” — follows Junon at the hospital while she faces her mother’s situation as well as revealing interactions with her sister and ex-husband. Maurin says the “last day” was pretty straightforward from a design standpoint. “We knew we wanted a cinematic look,” he says, “so we made it look like a storyboard with some stop-motion animation and framing. It was really nothing too fancy. The part that was way more challenging was the memories.”

Those “memories” — and the backstory they tell — employ a clever mechanism in which players view a scene as a movie and have the ability to fast-forward or rewind the scene. These memory scenes feel much different; they’re dreamlike and inventive, with swooping camera angles, shifting perspectives, and words that float in the air. “I saw that first in What Remains of Edith Finch,” says Maurin. “I thought it was an elegant way of suggesting the thing that triggers a character’s brain in that moment.”

The main character of The Wreck, a writer named Junon, is seen in animated form standing in a hospital hallway. She is wearing a black sweatshirt and black rimmed glasses. Three shimmering phrases float in the air around her: "impacts the body," "impaired," and "long-term."

Junon’s thoughts are often conveyed in floating phrases that surround her in stressful moments.

Successive viewings of these memories can reveal new details or cast doubt on their legitimacy — something Maurin wrote from experience. “I’ll give you an example,” he says. “When my parents brought my baby sister home from the hospital, I remember the exact moment they arrived in the car. It’s incredibly vivid. But the weird part is: This memory is in the third person. I see myself tiptoeing to the window to watch them in the street — which is impossible! I rewrote my own memory for some reason, and only my brain knows why it works like that. But it feels so real.”

Throughout the development process, Maurin and team held close to the idea of a “moving and mature” story. In fact, early prototypes of The Wreck were more gamified — in one version, players grabbed floating items — but playtesters found the activity distracting. “It took them out of the story,” Maurin says. “It broke the immersion. And that was counterproductive to our goal.”

This screenshot from The Wreck depicts a car accident taking place from inside the vehicle. A blue tin labeled "Sparrow Peppermints" is flying through the air. Outside the windshield, the bright light of a fire can be seen.

Items in The Wreck — like this tin of peppermints — often carry a larger meaning.

Maurin admits that approaching games with this mindset can be a challenge. “Some players are curious about our games and absolutely love them. Some people think, ‘These don’t fit the perception of what I think I enjoy.’ And maybe the games are for them, and maybe they’re not. But this is what we’ve been doing for 11 years. And I think we’re getting better at it.”

Meet the 2024 Apple Design Award winners

Behind the Design is a series that explores design practices and philosophies from finalists and winners of the Apple Design Awards. In each story, we go behind the screens with the developers and designers of these award-winning apps and games to discover how they brought their remarkable creations to life.