I am developing a game, and I want to submit it to the AppStore, but I don't know if this will be a cause for rejection:

Say a player can buy 100x arrows for 0.99$. Do I have to provide the user the ability to restore the unused arrows in order to not be rejected by the AppStore?

I really don't want to use a server to store the number of arrows the player has, as that would be off the budget.

  • 1
    Like go from arrows to $$? If so then no you don’t. – JBis Jun 14 '18 at 3:29
  • arrows will be only arrows... they will not be able to turn into cash again... @Josh: thanks a lot! you are my hero. – Bengalaa Jun 14 '18 at 3:30
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    Glad I could help. Please check the answer below. P.S. Once you publish tell me the game. I'll be sure to try it out :) – JBis Jun 14 '18 at 3:42


In the requirements and guidelines for App Store Review (shown below) it does not say anything about a return mechanism. It does however say "you should make sure you have a restore mechanism for any restorable in-app purchases." What this means is explained here.

App Store In App Purchases guidelines:

3.1.1 In-App Purchase:

  • If you want to unlock features or functionality within your app, (by way of example: subscriptions, in-game currencies, game levels, access to premium content, or unlocking a full version), you must use in-app purchase. Apps may not use their own mechanisms to unlock content or functionality, such as license keys, augmented reality markers, QR codes, etc. Apps and their metadata may not include buttons, external links, or other calls to action that direct customers to purchasing mechanisms other than in-app purchase.

  • Apps may use in-app purchase currencies to enable customers to “tip” digital content providers in the app.

  • Any credits or in-game currencies purchased via in-app purchase may not expire, and you should make sure you have a restore mechanism for any restorable in-app purchases.

  • Remember to assign the correct purchasability type or your app will be rejected.

  • Apps should not directly or indirectly enable gifting of in-app purchase content, features, or consumable items to others.

  • Apps distributed via the Mac App Store may host plug-ins or extensions that are enabled with mechanisms other than the App Store. Apps offering “loot boxes” or other mechanisms that provide randomized virtual items for purchase must disclose the odds of receiving each type of item to customers prior to purchase.

  • Non-subscription apps may offer a free time-based trial period before presenting a full unlock option by setting up a Non-Consumable IAP item at Price Tier 0 that follows the naming convention: “XX-day Trial.” Prior to the start of the trial, your app must clearly identify its duration, the content or services that will no longer be accessible when the trial ends, and any downstream charges the user would need to pay for full functionality. Learn more about managing content access and the duration of the trial period using Receipts and Device Check.

This line basically means

if you delete the app, move to a new phone, whatever, your purchases will no longer be available on that device. Restore Purchases asks iTunes what of the available in-app purchases you've paid for.

It does say "should" which you could imply to mean that it is not forced but highly suggested.

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