IAP refund policy - ios

I am now setting up IAP in my app and all is running fine in the sandbox environment.
The products in my app are consumable products. Users will post ads on my website once the purchase is successful. The ads on my website has a limited time (I.e. It will expire after 20 days).
If users purchase the products in my app and the ads are posted on my website, after some days, say 14 days (I've heard that users can request a full refund in the first 14 days without specifying any reasons), they request for a refund from Apple. Then this undoubtedly affects my apps revenue and Apple seems to provide no measures or policy to protect the developers.
How can this be prevented?

Due to a range of legal requirements in various countries, Apple are required to provide a "change of mind" refund on both App and In-App purchases. As an App vendor, you're agreeing to this in the various documents you "sign" to become so. That basically means you have to absorb any loss that may occur from this (such as you describe). Luckily this doesn't seem to currently be a major issue, and as long as your IAP pricing is reasonable, you shouldn't expect to encounter this on a regular basis. I suppose in some ways you can consider this the digital equivalent of shoplifting. It's something that will probably happen to a very small degree, but if your prices are good, and the environment is friendly, it's far less likely to happen.

Related

Is it possible to implement conditional logic for in-app payments in iOS in Swift?

Is there any way to implement conditional logic for payments in Swift? For example:
Say the user has agreed to have 10$ withdrawn from his bank account he connected to his app account if, on a specific day, he has not fulfilled a condition that can be tracked with the app.
If he fulfills the condition until 23:59, no money will be withdrawn. If he doesn't, at 00:00 on the next day, the 10$ are automatically withdrawn from his bank account.
I don't know of any app that does this and I'm not even sure whether an app like this would be permitted on the app store. I'm not even sure whether that's technically possible.
Would be thankful for any helpful input!
Using the in-app payments system (a.k.a. iOS in-app purchases which utilise the StoreKit2 or StoreKit API) this not feasible.
Explaining how in-app purchases work would be a bit tedious.
However, to put it simply, you can basically initiate either a one-time payment request, or a recurring payment request.
In each of these scenarios, the user may obviously either make the payment or decline, about which you would get updated in code.
The closest the system comes to what you are asking for is recurring payments (technically called the auto-renewable subscriptions).
However there is no way to ask Apple to conditionally deduct money based on whether the user has performed some action or not.
I'm pretty sure you should not be looking at the iOS in-app purchase system as a way to do what your are looking for.
You could use 3rd-party payments.
However, whether Apple allows this, would depend on what kind of condition you expect the user to fulfil. If it relates to a real world service or material, then you may be able to justify it to Apple, however, if it is a digital service, lets say an app based activity, such as opening the app a given number or times, or viewing the app for a given amount of time, then I'm pretty sure this would be in violation of the Apple App Store Guidelines and they would reject your app when you submit it for review.
To be honest without understanding the use-case a little more clearly it is a bit difficult to advise you on the technical feasibility.

App Store Connect does not show all sales - why?

In order to be able to better estimate the revenue income of our app, we implemented a Database function that reliably (we tested it in Sandbox mode) increases a subscription counter for the subscription that was made by one once a subscription has been made.
This function is only triggered once an in-app purchase has been successful (i.e. when we receive the feedback from StoreKit to enable the Premium functions). Now, we have found enormous discrepancies between the data we observed and the data App Store Connect gives us.
For the past two days, upon confirmation of purchase via StoreKit, our app has 13 times enabled premium functions on a monthly subscription basis, and 14 times on a yearly subscription basis.
However, App Store Connect tells us we had one yearly subscription and 5 monthlies.
Furthermore, for the one premium subscription that generated sales of $5.60, Apple has added proceeds of $3.73 - but that's more than 30% commission. That's almost 35%.
The sales that Apple has not accounted for amount to more than $70.
Can anybody explain to me what's going on, why Apple is not showing us subscriptions that definitely happened and takes more commission than agreed?
My bet is that you are not aggregating the prices correctly on your database side. It is extremely complicated thing to do, despite superficially seeming simple.
The second guess is that ItunesConnect revenue is delayed by day or three (they were experiencing delays).
If you want to see know the revenue calculation is done correctly, I recommend hooking yourself to RevenueCat (quite simple process), and to double check numbers.
Regarding the price, don’t forget their is also sales tax/VAT that is deducted too. Eg. Any sales made in the UK will have 20% vat removed, then Apple takes 30% and you get the rest.

Offering an additional subscription mechanism next to IAP for B2B purposes

I'm changing one of my Mac apps from a paid model to a subscription model, by using auto-renewable subscriptions (IAP).
However, as the app is B2B, some users need to reimburse costs via their employer. While this is acceptable with payments only occurring once, with recurring payments this is simply annoying and sometimes even impossible.
Apple has a B2B Volume Purchase Program that supports companies to purchase a number of licenses and distribute this to their employees. However, IAPs (including auto-renewable subscriptions) are not supported.
I see this as a big limitation (especially knowing they take a 30% cut of sales) and the only way to solve this is to offer an additional mechanism to offer subscriptions next to IAPs, specifically for business needs.
My biggest concern is whether my app would be rejected because of this. I have been going through the (updated) guidelines and found some related items:
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 include buttons, external links, or other calls to action that direct customers to purchasing mechanisms other than IAP.
This will be the case, but not exclusively because of the above mentioned limitation. I won't include a "Buy" link to the alternative method. However, I will include a text indicating that if a company wants to purchase multiple license for its employees, it can do this via our website (using a payment processor such as Stripe). Via this website codes will be made available that can be entered in the app to activate the license.
Apps distributed via the Mac App Store may host plug-ins or extensions that are enabled with mechanisms other than the App Store.
The app is distributed via the Mac App Store and it seems that they are more flexible here. However, it's a vague guideline and I'm not even sure if it's related to the problem I'm facing. What does it mean?
Hoping to read your opinions and experiences here. Thanks.
I have been emailing Apple about this but they have never replied. Also asked this question on the Apple Developer Forums but didn't got any help there too.
Decided to simply implement it and submit it to the App Store. They have accepted it without asking questions so apparently it is allowed. Important to mention is that I have not included the payment mechanism in the app. It asks for a license code that will be validated using my own service. This service also handles the payment via a web page.
Hope it helps others.

App Store Review Guidelines: How to correctly handle/offer external purchases?

I know, that this question is not directly related to any coding but there are several other question on SO about the App Store and its Guidelines. So I assume, this question is OK.
There are other questions about (more or less) the same issue. However they where asked / answered several years ago and the Guidelines have been updated since then. Additionally the circumstances are always a little bit different.
I am well aware, that nobody can give me any kind of guarantee on which interpretation of the Guidelines is correct. Not even Apple could do this, since everything depends on the review staff an its current mood. However It would help a lot get to know your opinion on what is allowed and what is not. Maybe you already encountered the same problem and have some useful recommendations.
The set of facts:
A Shopping List app is offered in iOS App Store. The app offers functions to create and manage any kind of shopping list. These functions do NOT depend on any external purchase. The fee version limits the number of lists. This limit can be unlocked using an In App Purchase.
There is also a WebApp version that offers the same functions (and a little more) as the iOS version. The WebApp has a one month free trial and can then be extended using a subscription model. Subscriptions can only be ordered within the WepApp, not from within the iOS app.
Both version can be used completely independent from each other.
Additionally the apps can be connected (REST API) to sync lists between them.
Obviously there are pages/controls within the iOS App, that allows to setup the connection (enter username, password, etc.).
Obviously the WebApp has to be described in some way to the user within the iOS App.
Once the free trial ended or a subscription has expired, the sync will no longer work. In this case the user needs some kind of hint why sync is no longer available ==> There has to be information about the subscription model of the WebApp and a discription on how to renew the subscription.
The "Problem":
The current App Store Guidelines are pretty vague on wether this kind of business model is allowed or not:
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
include buttons, external links, or other calls to action that direct
customers to purchasing mechanisms other than IAP.
This paragraph is not as clear as it my appear on first sight. Unlocking functionality within your app is only allowed by using IAP. Fine, so unlocking a app feature (e.g. creation of more than 2 shopping lists) would be not allowed. But is the sync functionality I described before also covered by this? Of course there has to be functionality within the app to connect to the WebApp, but the complete sync logic is implemented on the server, not in the iOS app.
The functionality the iOS app offers is "Establish a connection to the WebApp". This functionality works independently from wether the WebApp subscription is active or not. Only the functionality of the WebApp changes depending on the subscription status (accept or deny sync requests).
So: Is it allowed to add some text like "There is a WebApp, too. Use this link to got to the WebApp. Follow this link to renew your subscription" to the WebApp or not?
Or is the part "Follow this link to renew your subscription" forbidden?
What makes the whole thing even more confusing is the following paragraph form the Guidelines:
3.1.5 Physical Goods and Services Outside of the App: If your app enables people to purchase goods or services that will be consumed
outside of the app, you must use purchase methods other than IAP to
collect those payments, such as Apple Pay or traditional credit card
entry. Apps may facilitate transmission of approved virtual currencies
(e.g. Bitcoin, DogeCoin) provided that they do so in compliance with
all state and federal laws for the territories in which the app
functions.
Does this read as "Physical Goods and physical Services" (e.g. postal delivery in contrast to digital Services) or this include all Services?
So, is the "WebApp Sync Service" covered by this paragraph and thus the usage of external payments not only allowed but necessary?
Of course I could ask these question directly to Apple. But I would never get an answer. Even if I would, this would still be no guarantee, that the review stuff shares the same interpretation of the rules. So your experience and opinion will be the best "guarantee" I will ever get.
Thank you very much!

Credit card payment for passes in ios [duplicate]

is this okay to implement payment system on ios apps? I would like to make an app that can browse products on my e-commerce website then let people buy products on my app. I'm asking this question because i've heard it is violating apple's policy.
It apparently depends on the what is being sold. The definitive answer can only be gotten from your lawyer's reading of the Apple agreement, of course, but I can speak from a little experience.
Apple themselves say that: if a product is sold in-app, it must use Apple's IAP (which gives Apple their 30% cut), and not be offered for less through other channels. However, there is an extensive list of things that are not eligible for purchase with IAP at all. Chief among these are: physical products; and services performed outside the application.
I have worked on two apps, both free, that are clients for fee-based web services (continuing education classes in one case, an employee scheduling service in the other). Neither used IAP, just linked to a purchasing web page. Both were accepted by Apple without comment. It seems that since the products were (arguably) not eligible for IAP, using an alternative purchase method was permitted. I'm sure it helps that Apple itself does not compete with either of these services.
Bear in mind Apple has also rejected apps that are just "wrappers" for web sites and offer no real app functionality; or for any of a long list of sillier reasons. (e.g.: I had one app rejected for using the word "Sample" in the name; but a change to "Free", with identical functionality, made it OK.) So consult a lawyer before taking any risk predicated on the developer agreement.
[edited to add:]
For dev program members, the relevant legalese is to be found here (login required), "iOS Developer Program License Agreement", attachment 2 (about 2/3 through the document.) A few relevant phrases from the Jun 12 2012 version, emphases mine:
You may not use the In-App Purchase API to offer goods or services to be used outside of Your Application.
You may not enable end-users to purchase Currency of any kind through the In-App Purchase API, including but not limited to any Currency for exchange, gifting, redemption,
transfer, trading or use in purchasing or obtaining anything within or outside of Your Application.
Rentals of content, services or functionality through the In-App Purchase API are not allowed
You may not use the In-App Purchase API to send any software updates to Your Application or otherwise add any additional executable code to Your Application. (not that this is even physically possible. --R.)
[except] as permitted under Section 3.3.23 (In-App Purchase API), an Application may not provide, unlock or enable additional features or functionality through distribution mechanisms other than the App Store or VPP/B2B Program Site.
By my reading, this means that anything besides unlocking functionality within an app is fair game for an alternative purchase mechanism, and forbidden categories of items require such. But ask a real lawyer.
[edited to add, much later:]
After a fun update fiasco with one of the above mentioned apps, these anecdotes are not entirely true anymore. Apple booted one of them because of a tenuous link to a signup web page for some paid services. So be careful, and be prepared for Apple to yank things arbitrarily if you wander anywhere close to the line.
You must use In-App Purchase via StoreKit or your app will be rejected. Implementing your own payment system violates a couple of the review guidelines, most directly:
Apps utilizing a system other than the
In App Purchase API (IAP) to purchase
content, functionality, or services in
an app will be rejected
This of course only applies to content, functionality, or services within the app, as long a the purchase is only relevant to things outside of the app they have no stake in the purchase.
Pretty sure Apple won't allow that, especially if the App is free. They are putting up the money to distribute your app, provide the development tools, etc, so they'd like to take their cut off everything you make as a result of that.
Here is App Store Review Guidelines.
Read 3.1.1.

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