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Epic Games v. Apple (In-app purchases)

After the result of Epic Games v. Apple, can we now use other payment methods in bubble when building native apps selling digital products, instead of being forced to integrate in-app purchases (30% apple tax) through the use of native app wrapping services like zeroqode and BDK?

Epic Games V. Apple: A Breakdown Of The Split Ruling : NPR

@gaurav @ZeroqodeSupport

Thanks for tagging us.

Please allow us to note that our Air Native service is just a wrapper and it is used in order to convert your Bubble web app into native mobile apps.

Google Play & App Store publishing is not included by default in our product and you will need to do this following the stores’ instructions, but if you’d like us to take care of the publishing process, it can be purchased as an add-on to your Builds order.
You can read more about our Air Native service here:

The in-app purchase is not available in our native plugin, however, the developers are able to integrate any payment methods they want (Stripe, PayPal, etc.). Because the lawsuit and the whole process will take some time, it is not clear yet whether or not Apple will reject the app from the App Store.

Also, please check this documentation: App Store Review Guidelines - Apple Developer
App Store Review Guidelines - Apple Developer

In the article you have shared with us, is mentioned about the games ( mostly). Also, Apple can choose to drop the rate, and for certain developers, it has.
Apple’s App Store, and the commission that critics call the “Apple tax” are just one aspect of the tech giant’s empire.

In case will be any changes in the whole process of th converting the apps and publishing them, our users will be notified about it :slightly_smiling_face: Also, please let us know if we can help you with additional information. :pray:

Best regards,
Zeroqode Support team

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Good question, would also love to have your feedback @gaurav

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Just know that Apple is moving quickly away from web-wrapped apps. This is something Apple has been trying to avoid to have more control over the app experience.

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Hello, @josh10 @vnihoul77

Please allow us to add some additional details here.
There are many ways to monetize your app on the App Store. If your business model isn’t obvious, make sure to explain in its metadata and App Review notes.

If the Apple platform can’t understand how your app works or your in-app purchases aren’t immediately obvious, it will delay your review and may trigger a rejection.

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 purchases.

Please check the one more time the documentation:

Hope it will help you.
Best regards,
Zeroqode Support team

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I think 's question here is more about whether it’s required or not to use in-app purchase for payment inside the app

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Hello, @vnihoul77

The in-app purchases should be unlocked for the next cases:

  • You have subscriptions, in-game currencies, game levels, access to premium content, or unlocking a full version;
  • You have digital goods in your app.

Here is the scenario for the second option: you created a web application, which is using Stripe\Paypal or any other payment system. It works pretty well. However, in case you convert your app to a native application, the payment system will not work without connecting the in-app purchases.

In case your application is related to real purchasing ( like Amazon, eBay, etc. ) you don’t need to connect the in-app purchasing.

Currently, this is the only possibility, provided by Apple.
We will keep track of all news in this area.

Best regards,
Zeroqode Support Team

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