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.

Posted on Leave a comment

Rooms at the top: How this ADA-winning team built a title that defies description

A series of iPhones, all showing different screens from Rooms, in a diagonal floating layout against a deep purple background.

Ask Jason Toff whether his Apple Design Award winner is a game or an app, and his answer is yes.

“There’s no one-sentence description for Rooms, and that can be a blessing,” laughs Toff, CEO and head designer of Things, Inc. “It’s not entirely a game, and it’s not entirely a tool. It’s more like a toy.”

It’s also a blank canvas, cozy game, coding teacher, and social network — but we’re getting ahead of ourselves. At its heart, Rooms is a collection of user-generated 3-D spaces that feels like the open-ended world of the early internet. Start with an empty room or existing template, then fill it with an array of voxel decorations, items, pets, and avatars to create whatever space you like: a college apartment, medieval castle chamber, floating fantasy realm, pirate ship, or a Weezer concert (really), to name just a few. The only limits are the room’s boundaries — and Rooms fans have even gotten around those. “Our 404 page is a room with no walls,” Toff says, “so people just started copying it to work around the constraint.”


ADA FACT SHEET

A screenshot from Rooms, showing a cluttered dorm room in voxel-art style. A loft bed, bookshelf, and assorted books and decorations can be seen in the room.

Rooms

  • Winner: Visuals and Graphics
  • Team: Things, Inc.
  • Available on: iOS, iPadOS
  • Team size: 4

Learn more about Rooms

Download Rooms from the App Store

In fact, that community element is a strong point: This creative tapestry of quirky games, tranquil havens, and clever ideas has been conjured by real people, which makes Rooms a social network as well. What’s more, users can click on each item to reveal its underlying code, offering them more options for customization.

To create Rooms — which, incidentally, won the ADA for Visuals and Graphics in games — Toff and cofounders Nick Kruge and Bruno Oliveira threw themselves back into their childhoods. “I was obsessed with Legos as a kid,” says Toff, not unexpectedly. “I found myself wondering, ‘What’s the digital equivalent of that?’”

A screenshot from Rooms, showing a bowl of ramen on a table in a restaurant. Around it are other bowls and a tray of toppings.

Rooms isn’t just about rooms; creators have plenty of ways to noodle on their ideas.

Drawing on that inspiration — as well as Toff’s experiences with Kid Pix on his dad’s 1989-era Mac — the Rooms team began envisioning something that, as Oliveira says, kept the floor low but the ceiling high. “We wanted anyone from 4-year-olds to their grandparents to be able to use Rooms,” he says, “and that meant making something free-form and creative.”

It also meant building something that gave a sense of approachability and creativity, which led them right to voxels. “Blocks have a charm, but they can also be kind of ugly,” Toff laughs. “Luckily, Bruno’s were cute and soft, so they felt approachable and familiar.” And from Oliveira’s side, blocks offered a practical value. “It’s much easier to do 3-D modeling with blocks,” says Oliveira. “You can just add or remove voxels whenever you want, which lowers the bar for everyone.”

We wanted anyone from 4-year-olds to their grandparents to be able to use Rooms, and that meant making something free-form and creative.

Jason Toff, CEO and head designer of Things, Inc.

Rooms launched in 2023 as a web-based app that included 1,000 voxel objects and allowed users to write their own code. It gained traction through both word of mouth and, more directly, a video that went viral in the cozy-gaming community. “All of a sudden, we had all these people coming,” says Oliveira, “and we realized we needed to prioritize the mobile app. Nick was like, ‘I think we can get feature parity with desktop on the iPhone screen,’ and we basically pulled a rabbit out of a hat.” Today, the vast majority of Rooms users are on mobile, where they spend the bulk of their time editing. “We were just shocked by how much time people were spending making rooms,” he says. “These weren’t quick five-minute projects. We did not anticipate that.”

A rendering of the Things, Inc., offices in Rooms style. In the illustration, three voxel-art people sit at computers in a corner offices with windows overlooking a city.

Of course the Things, Inc. team rebuilt their own offices in Rooms.

All that building fed into a social aspect as well. Toff says most of the items in Rooms are now created, edited, and amplified by lots of different users. “Here’s a good example: We have a sway effect that makes things wave back and forth a little,” he says. “Someone realized that if they put some branches on a tree and added that effect, the tree immediately looked alive. Now everyone’s doing that. There’s a real additive effect to building in Rooms.” Today, the Rooms library contains more than 10,000 items.

There’s a lot of power under the hood, too. “Rooms uses a Lua scripting language that runs in a C++ context,” says Oliveira, “so it’s kind of Lua, encased in C++, encased in Unity, encased in iOS.” Every room, he says, is a new Unity instance. And adding native iOS elements — like sliders on the Explore page and a bottom navigation — gives what he calls the “design chef’s kiss.”

An early prototype of Rooms that shows a corner living room with blue walls and a blue floor. An orange ball sits on the floor, and a purple couch and lamp with yellow shade can be seen.

An early sketch of Rooms shows how the room design came together early in the process.

Like its community, the Rooms team is used to moving fast. “One day I said, ‘It would be cool if this had a D-pad and A/B buttons,” says Toff, “and about 10 hours later Bruno was like, ‘Here you go.’” On another lark, Toff mentioned that it would be fun to let users fly around their rooms, and Kruge and Oliveira promptly created a “camera mode” that’s come to be known internally as the “Jason-Cam.”

That’s satisfying to a team that simply set out to build a cutting-edge plaything. “We always had this metaphor that Rooms was a swimming pool with a shallow side and a deep side,” says Oliveira. “It should be fun for people dabbling in the shallow side. But it should also be amazing for people swimming in the deep end. If you just want to look at rooms, you can. But you can also dive all the way down and write complicated code. There’s something for everyone.”

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.