Publishing a Unity Game to the Mac App Store
Getting a Unity game onto the Mac App Store is meaningfully harder than shipping it on Steam or direct download. The sandbox is the main reason. This is the sequence, based on shipping our own Mac games through it.
Mac App Store vs Steam vs direct
| Mac App Store | Steam | Direct download | |
|---|---|---|---|
| Sandbox required | Yes | No | No |
| Review process | Yes | Light | None |
| Notarisation | Handled by store | Required | Required |
| Discovery | Mac users browsing | Gamers | You provide it |
| Effort to ship | Highest | Moderate | Lowest |
We publish on both — Astro Belt and Captain Star on the Mac App Store, with Captain Star also on Steam for Windows. The audiences differ more than people expect, and so does the work.
Build settings that matter
Target architecture. Build a universal binary covering both Apple silicon and Intel, unless you have decided to drop Intel entirely. Apple silicon native performance is significantly better than running under translation.
Mac App Store validation. Unity has a specific option for App Store builds; enable it. It changes how the player is packaged.
Bundle identifier and version. Must match your App Store Connect record exactly, and the build number must increase with every upload.
The sandbox — where most time goes
Mac App Store apps must run sandboxed, which restricts filesystem, network, and hardware access unless you declare entitlements. Unity games routinely assume unrestricted access, and that assumption breaks under the sandbox.
Common issues:
- Writing outside the container. Save files must go to the app's own container, not arbitrary paths. Unity's persistent data path handles this, but any custom file writing needs auditing.
- Network access. Needs an explicit entitlement even for basic outbound requests such as analytics.
- Controllers and peripherals. Game controller support may need its own entitlement.
- Third-party plugins. The most frequent culprit. Analytics, ad, and crash-reporting SDKs often do things the sandbox forbids. Audit every plugin before you build.
Test the sandboxed build specifically. A build that works fine in the editor and in a non-sandboxed player can fail immediately under the sandbox.
Signing and upload
You need a Mac App Distribution certificate and a Mac Installer Distribution certificate — two distinct certificates, and using the wrong one is a common stumble. Sign the app, then build the installer package, then upload through Transporter or Xcode.
For distribution outside the store, you need notarisation instead: submit the signed build to Apple's automated service, wait for the result, then staple the ticket. Without it, Gatekeeper will block users from opening the app.
Store listing specifics for games
Screenshots must be at the required Mac resolutions and should show actual gameplay. Age rating requires an accurate content questionnaire. Category matters for discovery — pick the genre players actually browse. If you have no in-app purchases or accounts, review tends to be simpler, which is one argument for keeping a first Mac release lean.
What we would tell you before starting
Budget real time for sandbox work; it is the step that surprises people, and plugin auditing is the bulk of it. Decide early whether you are also shipping on Steam, because the builds diverge. And if the game is your first Mac release, ship the simplest viable version first — the store-specific problems surface on submission, and you want them surfacing on a small build.
Frequently asked questions
Can Unity games be published on the Mac App Store?
Yes, but they must run sandboxed, which restricts filesystem, network, and hardware access unless entitlements are declared. Unity games often assume unrestricted access, so sandbox compliance is usually the largest piece of work.
What is the hardest part of Mac App Store submission for a Unity game?
Sandbox compliance, and specifically auditing third-party plugins. Analytics, ad, and crash-reporting SDKs frequently perform actions the sandbox forbids, causing failures that do not appear in the editor.
Do I need notarisation for the Mac App Store?
No. Notarisation is required for apps distributed outside the Mac App Store. Store submissions are handled through Apple's review process instead.
Should I build a universal binary for Mac?
Yes, unless you have deliberately dropped Intel support. Apple silicon native performance is substantially better than running under translation.
Mac App Store or Steam for an indie game?
They reach different audiences. The Mac App Store requires more work due to sandboxing and review but reaches Mac users browsing for apps. Steam is lighter to ship to and reaches a dedicated gaming audience.
Talk to us about your build
KIDA Studios builds custom software, apps, games, AR and XR across Apple platforms, Windows, Android, web, and embedded. If you have a project in mind, a short discovery call is the fastest way to get a realistic scope and number.
Related: How to Get an App on the App Store · App Store Review Rejection Reasons (and How to Avoid Them) · What Is Embedded Software Development? · App Store Optimization Basics for Indie Developers
