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App Store Publishing
Google Play + Apple App Store
Google PlayApple App Store
You have a finished app. I get it live and keep it there. Developer accounts, signing, an Arabic and English store listing, privacy and data-safety declarations, submission, and every listing rejection answered until it is approved. No developer account and no company papers? It ships under mine.
3–7 days
live, if review comes back clean — comments can add a round or two
Unlimited
resubmissions until approved
AR + EN
store listing written in both
30 days
post-launch support included
Pricing
What it costs, with nothing left off the bill.
Every package below is a fixed price for a finished job — live on the store, not "submitted". The big number is what it costs to be live in year one with the platform's own fees already added, because that is the number you are actually deciding between. Under it sits the part that repeats, and the two routes where nothing repeats at all.
Google Play — Publish
$225to be live, year one
$200 service + Google's $25 account fee, paid once
No yearly feeGoogle's $25 is one-time
- Play Console account and app record set up
- Release signing plus Play App Signing enrolment
- Store listing AR/EN, icon, feature graphic, screenshots
- Data safety form, content rating, target audience
- Internal and closed testing track, then production rollout
- Listing rejections answered until the app is live
- Credentials, keystore and a handover doc at the end
Google's $25 is a one-time account fee and never repeats.
Request this ↗Apple App Store — Publish
$299to be live, year one
$200 service + Apple's $99 for the first year
$99 every year afterApple's renewal, for as long as it stays listed
- Apple Developer enrolment and App Store Connect set up
- Certificates, provisioning profiles, bundle identifiers
- Archive, upload, and a TestFlight build for your team
- Listing AR/EN with screenshots for every required device size
- Privacy nutrition labels and export compliance
- App Review replies and resubmission until approved
- Certificates and a handover doc at the end
Apple charges $99 a year for the developer program — see below.
Request this ↗One release, everywhere
$504to be live, year one
$380 service + $124 in platform fees, year one
$99 every year afterApple's renewal, for as long as it stays listed
- Everything in the Google Play and Apple packages
- One version number, one changelog, one launch date
- Screenshots produced once, adapted to each store's sizes
- A single point of contact through both reviews
- 30 days of Care plan included after launch
$20 less than the two bought separately, and the launch is coordinated rather than run twice.
Request this ↗On my developer account
$450to be live, year one
$450 service + nothing to Google or Apple, ever
No yearly fee, everBoth renewals are mine, not yours
- Everything in the both-stores package
- Published under my Play and Apple accounts — no company papers, no D-U-N-S
- No 14-day closed test and no D-U-N-S wait — my accounts already have production access
- No $25 Play fee and no $99 a year Apple fee for you
- Live on both stores under your brand name, icon and assets
- You keep the code, the assets and the store content
- Transfer to your own account whenever you want it, handled at cost
The only route with nothing to pay again, and the only one that is live in a week rather than three: no company documents, no D-U-N-S number, and none of Google's 12-tester waiting period, because my accounts already publish.
Request this ↗Add-ons — buy with any package or on their own
Store assets and ASO pack
$150add-on
- Icon polish and a feature graphic
- Six to eight screenshots per store, per language, with captions
- Keyword research in Arabic and English
- Title, subtitle and description written for store search
- Promo text and a what's-new template you can reuse
The listing is the ad. Skip this only if you already have artwork you are happy to be judged on.
Request this ↗Care plan
$50per month
- New version submissions, up to two a month
- Policy and SDK deadlines handled before they block a release
- Target-SDK and iOS version bumps
- Any rejection, takedown or account warning answered
- Listing edits, price changes, new countries
- Crash and review monitoring, with a monthly note
$500 a year paid up front. First 30 days free with any publishing package — most people keep it.
Request this ↗Compare
The four routes, side by side.
Two decisions, and everything else follows: which stores you want, and whose developer account the app lives under.
| What you get | Google PlayGoogle Play | Apple App StoreApple App Store | Google Play and Apple App StoreBoth stores | Google Play and Apple App StoreOn my account |
|---|---|---|---|---|
| Live on Google Play | Included | Not included | Included | Included |
| Live on the Apple App Store | Not included | Included | Included | Included |
| Store listing written in Arabic and English | Included | Included | Included | Included |
| Screenshots sized for every device the store demands | Included | Included | Included | Included |
| Test build before launch (Play track / TestFlight) | Included | Included | Included | Included |
| Listing rejections answered, no cap | Included | Included | Included | Included |
| 30 days of Care plan after launch | Not included | Not included | Included | Included |
| Realistic time to live | 3–7 days, or ~3 weeks on a brand-new personal account | 3–7 days, plus up to 2 weeks if D-U-N-S is needed | 3–7 days, longer if either account is new | 3–7 days, always |
| You need a company, or D-U-N-S for Apple | Only for a company account | Only for a company account | Only for a company account | No |
| You own the developer account | Yes | Yes | Yes | No — mine, transferable |
| Platform fees you pay | $25 once | $99 a year | $124 year one, $99 after | None, ever |
| Service price | $200 | $200 | $380 | $450 |
| Total to be live, year one | $225 | $299 | $504 | $450 |
| What it costs in year two | $0 | $99 | $99 | $0 |
Shipping on my account is the cheapest route to live and the only one with no yearly fee — the trade is that the developer account is mine, not yours, and Google's and Apple's fees stay on me for as long as it is hosted. Transfer to your own account is available at any time, handled at cost.
Platform fees
What Google and Apple charge, separately from me.
These are platform charges, not my fee. They are paid up front alongside the deposit and I settle them with Google and Apple directly — you never need a card that works internationally — unless the app ships on my account, in which case they are mine and you pay neither.
$25
Google PlayGoogle Play
One time, per developer account, paid to Google. Never repeats.
$99
Apple App StoreApple Developer
Per year, paid to Apple, for as long as the app stays listed.
$0
On my account
Both fees are mine while I host it — that is what the yearly hosting covers.
3–7 days
Time to live
On an account that can already publish, and if review comes back clean. Add a day or two per round of review comments, Google's 14-day closed test for a brand-new Play account, and the D-U-N-S wait for a new Apple company account.
Before we start
What your business needs in place.
None of this is code, and all of it can stall a launch for weeks if it surfaces late. Shipping on my developer account removes the first three outright.
A legal identity for the accountnot needed on my account
Google Play accepts an individual. Apple accepts an individual too, but then the app publishes under your personal name rather than a brand. A company account needs the commercial registration or equivalent documents.
12 testers, if the Play account is brand newnot needed on my account
Google requires personal developer accounts opened after November 2023 to run a closed test with at least 12 testers opted in continuously for 14 days before it will even consider production access — and since 2026 it checks the testers actually used the app. That is roughly three weeks before a first launch, and it is the single biggest thing standing between a new account and a live listing.
A D-U-N-S number, for an Apple company accountnot needed on my account
Apple will not enrol an organisation without one. It is free and Apple arranges it, but it can take up to two weeks — this is the single most common reason a launch date slips.
The right to the app name and the brand
Both stores reject a listing that impersonates someone else, and a trademark complaint takes a live app down later rather than at review. If the name is already taken on the store, we find that out before writing the listing, not after.
A privacy policy that matches what the app actually does
Both stores require a public URL, and Apple compares it against the data the app collects. A copied template that claims you collect nothing while the app has analytics is a rejection. I write and host one if you do not have it.
A support channel somebody answers
An email address at minimum. Apple checks it during review, and it is where your users go when something breaks.
Tax and banking details — only if the app takes money
Paid apps, subscriptions and in-app purchases need the store's tax forms and a payout bank account before the app can charge anyone. A free app skips this entirely.
A decision on whose account it lives under
This is the one that changes both the price and the paperwork. If you want to be live this week and the company documents are not ready, shipping on my account is the answer.
Marked items are not needed at all when the app ships on my developer account.
Terms
How the money and the risk are split.
No retainer to start a conversation, and no invoice for work that never reached the store.
Half to start, half when live
Balance falls due the day it is public. Never live, never charged.
Listing rejections are free
No cap. A fix that needs your build gets one free resubmit.
The clock starts at handover
From the day the build and assets land, not from payment.
Comments can push the date
A round costs one to three days. Hold a week of slack.
Hosting ends whenever you ask
Transfers to your own account, handled at cost.
Proof
Store review, already survived.
App links are coming; in the meantime this is verifiable review experience on a platform store.
Egypt Post carrier app
Built, submitted and approved on the Shopify App Store — the same shape of process as Play and Apple: a listing, a review, and rejections answered.
our-growth.com ↗Bazaar and Shaaml
Two Flutter products live and taking real traffic, built to the signing and store-readiness standard this service ends at.
our-bazaar.com ↗Products shipped
Across the OurInc studio, with the release discipline that comes from doing it repeatedly.
Assets and images
What the stores want, at the size they want it.
Each one drawn at the shape the store asks for. Send what you have; the rest I can make.
App icon
Apple App Store and Google Play1024 × 1024PNG · no transparency, no rounded corners
Apple wants a square 1024 with square corners — the store rounds them itself. Play takes 512, which I resize from the same master, so one file covers both.
requiredFeature graphic
Google Play1024 × 500PNG or JPG · no transparency
The banner across the top of a Play listing. Play will not publish without it. Keep text away from the edges — it gets cropped on some surfaces.
requiredPhone screenshots
Apple App Store and Google Play1290 × 2796 · 9:19.5PNG or JPG · 2 to 8 per store
The only thing most people look at. Apple asks for the largest iPhone size and scales the rest down; Play accepts any tall ratio between 320 and 3840 px a side.
requiredTablet screenshots
Apple App Store and Google Play2064 × 2752 · 3:4PNG or JPG · 2 to 8
Required by Apple the moment the app supports iPad, and by Play for tablet-targeted listings. Skipping it on a tablet-capable app is a rejection, not a warning.
if the app runs on tabletsPreview video
Apple App Store and Google Play16:9 or the screenshot sizePlay: a YouTube link · Apple: 15–30s
Lifts installs when it shows the app being used in the first three seconds. Worth skipping entirely rather than shipping a slideshow.
optionalExact device sizes shift when Apple and Google ship new hardware, so I confirm the current list against the console the week we submit. What does not change: one 1024 icon master and a set of tall phone screenshots covers most of it.
The text, and what it has to fit in
Hard limits, and shorter than people expect.
| Text | Google PlayGoogle Play | Apple App StoreApple App Store |
|---|---|---|
| App name | 30 characters | 30 characters |
| Subtitle | — | 30 characters |
| Short description | 80 characters | — |
| Promotional text | — | 170 characters, editable without a new release |
| Full description | 4,000 characters | 4,000 characters |
| Keywords | — (Play reads the description) | 100 characters, comma separated |
What you send
The handover, in one list.
Send it in one go and the clock starts.
- The source code or a release build (AAB / IPA), or repo access
- App name plus a short and full description — Arabic and English
- Brand colours, and any artwork or screenshots you already have
- A privacy policy URL — or I write and host one for you
- Support email and a website URL for the listing
- Category, age rating, and the countries you want to launch in
- Existing keystore or Apple certificates, if the app shipped before
- A test account, if the app has a login — Apple rejects without it
How it runs
Six steps, and you see each one.
-
01
Handover
You send the build, the copy and the artwork. Within a day you get a written list of anything missing.
-
02
Accounts and signing
Accounts opened, keystore and certificates generated or imported, bundle IDs reserved — documented and handed to you. Done carelessly, this is the step that breaks every future update.
-
03
Listing built
Listing written AR/EN, screenshots sized per store, privacy and data-safety declarations completed.
-
04
Test track
An internal Play track and a TestFlight build first. You approve it on a real device before anyone else sees it.
-
05
Submission and review
Submitted to both. Listing comments answered the same day, no cap on rounds; build comments come back to you with the exact fix.
-
06
Live, then handover
Rollout, then credentials, keystore, certificates and a short doc on shipping the next version. The 30 days start here.
Scope
What this is not, and who it is not for.
Publishing only. These are quoted separately, so the price above stays a price.
- Building, fixing or changing the app itself
- Backend, API or database work
- Designing the app's screens — this covers the store listing, not the product
- Google's and Apple's fees, unless it is hosted on my account
- Paid marketing, user acquisition or install campaigns
- Legal advice on privacy, tax or company formation — I tell you what the stores demand, not what your lawyer would
Right fit, wrong fit
Saves a call that would end in no.
A good fit
- The app is finished and runs on a real device
- You would rather not learn two developer consoles for one launch
- You need Arabic and English on the listing, done properly
- You have no company yet, or Apple's verification would take longer than your deadline
- You want one person answerable through both reviews
Not a fit
- The app is not built yet, or half-built
- It needs a feature added before a store would accept it
- You want installs and reviews rather than a listing — that is marketing, not publishing
- You want the cheapest possible number and nothing else matters
After launch
Support, once it is live.
Stores change policy, deadlines land without warning, and one rejection can pull a live app down. Every package includes 30 days after launch; the Care plan keeps someone on the hook after that.
Questions
The ones people actually ask.
I do not have a company. Can I still publish?
Yes. Google Play accepts an individual account. Apple accepts an individual developer account too, though it publishes under your personal name rather than a brand. If you want a brand name without a company, the cleanest route is shipping on my developer account.
What happens if the app is rejected?
I answer it. Rejections are normal — missing test credentials, an unclear privacy declaration, a permission with no stated purpose. Handling them is part of the package, not an extra round. There is no cap on resubmissions.
Do you write the app as well?
This service is publishing only — it assumes a build that already works. If the app still needs building or fixing, that is a separate scope and I will quote it separately rather than fold it in here.
If it ships on your account, who owns the app?
You do. You keep the code, the assets and the store content, and the listing carries your brand. The developer account is the only thing that is mine, and the app can be transferred to your own account whenever you want it — I handle the transfer at cost.
How long does it actually take?
Three to seven days on accounts that can already publish — Google usually reviews in a day or two, Apple is stricter and slower but normally inside 48 hours. A brand-new personal Play account is a different story: Google makes you run a 14-day closed test with 12 real testers before it will grant production access, so a first launch there is closer to three weeks. A new Apple company account adds the D-U-N-S wait on top. Shipping on my account skips both, because my accounts already publish. On top of any of that, budget a day or two for each round of review comments — most first submissions get at least one — and a week of slack overall if the launch date matters to someone.
Can you publish an app that was already live and got taken down?
Usually. Tell me the reason given in the notice before we start — a policy strike on an account is a different problem from a rejected build, and it changes which route makes sense.
Tell me what you have, and I will tell you what it takes.
The app, the market and the deadline is enough to get a straight answer on scope, price and timing — usually the same day.