Why App Store screenshots get rejected, and how to tell which kind

A rejected screenshot can mean a bad file or a bad claim. Work out which one you have first, because only then does the fix make sense.

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Hardware wallet app screen composed in Flexdger Wallet: a portfolio named Quarry, a total balance and its change for the day above a row of Transfer, Swap and Buy buttons, the list of holdings with each amount and its move for the day, in a dark theme with a lavender accent.
Composed in Flexdger Wallet. Every figure on it was typed in; nothing is held, sent or received, and no chain is read.

First, find out which rejection you got

Ask two questions. Did the complaint come back within seconds of dropping the file into App Store Connect? Or did it arrive days afterwards, from a person, quoting a guideline number? The first is a file problem and is about bytes. The second is a review problem and is about what the picture says. They share the word “rejected” and nothing else, so do not mix their fixes.

Upload failures: the asset is wrong, the app is fine

No reviewer sees these files, and none of them needs a new build. There are three:

Alpha is the sneaky one because you cannot see it. A PNG can hold the channel with every pixel fully opaque, and in every case we checked, Simulator screenshots do. Ask macOS directly:

sips -g pixelWidth -g pixelHeight -g hasAlpha shot.png

The result you want is an accepted slot size and hasAlpha: no. Run it across the whole folder before uploading. For the size lists and the one-line JPEG conversion, go to App Store screenshot resolution or the App Store screenshot sizes guide; the screenshot size calculator turns a device into its slot.

Review rejections, grouped by what the image shows

These arrive from App Review with a guideline number. We re-read the numbers in Apple's App Store Review Guidelines on 1 November 2026, but they move between revisions, so check the live text before citing one.

The screen is not the app doing something

Guideline 2.3.3 wants the app in use, not merely the title art, login page or splash screen. This trips up more first submissions than anything else, because the most polished image in the set is often the title card, and it is exactly the one that breaks the rule. The opening screenshot has to show the product at work. That is also why a team with an empty database ends up needing a populated screen before it can submit at all.

The screen promises more than the build delivers

The screen shows something that is not yours to show

The screen shows the wrong audience

Crypto apps add their own tripwires

Guideline 3.1.5 covers wallets and exchanges, and a screenshot can expose a problem that the metadata would not:

Apple has revised this area repeatedly, so check each point against the current guidelines before you produce the assets.

Pre-submission pass

  1. PNG or JPEG only (no HEIC, no WebP), exact pixel size, RGB, no alpha channel. Verified with a command, not assumed.
  2. Between one and ten per device size, with the required 6.3-inch set first.
  3. Screenshot one shows the app doing its job, not a login or splash.
  4. Nothing pictured that the submitted build cannot do.
  5. No logos or characters you lack rights to, and no other-platform devices, frames or store badges.
  6. No placeholder strings in any image.
  7. Every frame fit for a 4+ audience.
  8. No price, offer or performance number that is untrue of the app.

When you have nothing to photograph yet

Two checklist items, showing the app in use and leaving out placeholders, presuppose content. With an empty database that is a content problem before it becomes a review problem, and shipping screenshots before you have users weighs three ways of solving it. For a wallet screen, Flexdger Wallet opens in the browser on your phone and you take the screenshot there, at the phone's native resolution. On an iPhone 14 Pro that is 1179 × 2556, a size on Apple's list, so the size question disappears and the sips check covers the rest. A composed wallet screen is a prop, never proof of a balance, so keep it away from any caption that implies a return.

Whatever route you choose, keep the depicted state inside what the build really does. That one constraint keeps a populated demo screen within guideline 2.3. It also separates a screenshot that passes review from one that passes and then lets down everyone who installs the app expecting what they saw.

Questions

Will a screenshot problem force me to ship a new build?

Not for the upload failures. The binary is fine and only the asset is wrong. Review-stage problems are about what the image claims, so the fix is to replace the image or, if the build lacks the feature shown, to stop showing it.

Which App Store Review guideline covers a login or splash screenshot?

Guideline 2.3.3: screenshots should show the app in use, not merely the title art, login page or splash screen.

Are PNG and JPEG both accepted?

Yes. Apple lists .jpeg, .jpg and .png. HEIC and WebP are not on that list. When files fail, the cause is more often the pixel size or an alpha channel than the format itself.

How many screenshots does a device size need?

At least one and up to ten per device size, each at an exact accepted pixel size with no alpha channel. Apple requires the 6.3-inch iPhone class (Dynamic Island, medium display) and, if the app supports iPadOS, the 13-inch iPad class.

Is a mockup screen safe to submit?

Only if it matches the build. Guideline 2.3 asks that screenshots accurately reflect the app's core experience, and a mockup of a feature the build lacks, or of another brand's app, risks rejection; 5.2.1 also bars protected third-party material without permission. For wallet apps specifically, see App Store screenshots for a crypto wallet app.

Written by Flexdger Wallet, a crypto wallet app simulator: a mockup that opens on your phone, never a real wallet. For your own app’s screenshots, shoot your build; where a wallet mockup belongs, and where it has no place.

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