Does your app need Apple in-app purchase? A decision tree
Short answer: It depends on what the customer is buying. Under Apple's App Review Guidelines (last updated October 16, 2026), physical goods and services used outside the app must be paid with methods other than in-app purchase, such as Apple Pay or card entry, while digital content and features used inside the app must use in-app purchase. Real-time one-to-one services like tutoring or training may use other payment methods. On the US storefront, apps may also include buttons and links to other ways of buying.
This matters early. The payment method shapes your checkout design, your margins and how fast you get through App Review, so settle it before the first screen is designed.
The decision tree
Work through these questions in order for each thing your app sells.
1. Is it a physical product, or a service used outside the app?
Examples: a takeout order, groceries, a haircut booking, a car wash, a hotel night, a concert ticket, a parcel delivery, a class at your studio.
→ Don't use in-app purchase. Guideline 3.1.3(e) says that if your app lets people buy physical goods or services consumed outside the app, you must use purchase methods other than in-app purchase, such as Apple Pay or traditional credit card entry.
This is the case for most small-business apps: restaurants, salons, gyms, clinics, shops and service companies take payment through their normal payment provider.
2. Is it a real-time service between two people?
Examples: one-to-one tutoring, a personal training session, a consultation, a live property tour.
→ You may use other payment methods. Guideline 3.1.3(d) allows purchase methods other than in-app purchase for real-time person-to-person services between two individuals. But it adds that one-to-few and one-to-many real-time services must use in-app purchase. A live group class streamed inside the app falls on that side.
3. Is it digital content or a feature used inside the app?
Examples: a premium tier, extra features, a subscription to recorded workouts, in-app courses, credits, removing ads.
→ Use in-app purchase. Guideline 3.1.1 says that enabling features or functionality within your app, such as subscriptions, premium content or a full version, requires in-app purchase, and apps may not use their own mechanisms like license keys or QR codes for this.
Apple's in-app purchase page lists four types to set up in App Store Connect: consumable, non-consumable, auto-renewable subscription and non-renewing subscription.
4. Is it content people already bought elsewhere?
→ Possibly a "reader" or multiplatform case. Guideline 3.1.3(a) lets "reader" apps (magazines, newspapers, books, audio, music, video) give access to content bought elsewhere. Guideline 3.1.3(b) lets multiplatform services give access to things bought on other platforms or your website, provided those items are also available as in-app purchases in the app. Read both carefully before relying on them.
5. Do you want to link to your website for digital purchases (US)?
→ On the US storefront, you may. Guideline 3.1.1(a) describes entitlements developers can apply for to link to other purchase methods, then states these entitlements aren't required for buttons, external links or other calls to action in United States storefront apps. Guideline 3.1.3 similarly says apps can't encourage other purchase methods inside the app, "except for apps on the United States storefront" and the cases set out in 3.1.1(a) and 3.1.3(a).
Two practical cautions:
- This is a US storefront rule. Other storefronts have their own entitlement rules, so a US-only link design may need to change for other countries.
- Apple's rules in this area have changed several times recently. Re-read the current guidelines before you design the flow, and again before each major release.
Common small-business cases
| What your app sells | Payment route under the current guidelines |
|---|---|
| Food orders for pickup or delivery | Your own payments (3.1.3(e)) |
| Salon, spa or clinic bookings | Your own payments (3.1.3(e)) |
| Gym membership for in-person access | Your own payments (3.1.3(e)) |
| On-demand recorded workouts in the app | In-app purchase (3.1.1) |
| Private one-to-one coaching session by video | Other methods allowed (3.1.3(d)) |
| Live group class streamed in the app | In-app purchase (3.1.3(d), one-to-many) |
| Event tickets for a real venue | Your own payments (3.1.3(e)) |
| Digital gift cards redeemable for in-app content | In-app purchase (see 3.1.1) |
| Physical gift cards mailed to customers | Your own payments (3.1.1 says these may use other methods) |
| E-gift cards for use in your shop | Not spelled out; confirm against the current text before building |
Mixed apps, such as a gym app selling both in-person memberships and an in-app video library, need both routes: card payment for the membership, in-app purchase for the digital library.
What this means for the build
- Physical goods and services: integrate a payment provider (card entry, Apple Pay through your provider, saved cards). You handle refunds through your provider.
- Digital content: set up products in App Store Connect, implement StoreKit, add a restore purchases option (3.1.1 asks for a restore mechanism for restorable purchases), and handle subscriptions' renewals and cancellations.
- Both: design the screens so customers can tell which is which, and make sure App Review can see each flow working with a test account.
- Review notes: explain in App Review notes what is physical, what is digital, and which guideline you're relying on. It saves a round of questions.
FAQ
Can I use Apple Pay for physical goods?
Yes. Guideline 3.1.3(e) names Apple Pay as one of the acceptable alternatives to in-app purchase for physical goods and services.
My app sells online courses. Do I need in-app purchase?
If the courses are digital content consumed in the app, generally yes under 3.1.1. Live one-to-one tutoring is different (3.1.3(d)). Check the reader and multiplatform rules if customers can also buy on your website.
Does Google Play have the same rules?
Google Play has its own payments policy with similar ideas but different details. Check it separately before designing an Android checkout.
What if App Review disagrees with my reading?
Reply in App Store Connect explaining how each purchase is used, citing the guideline. If it's still rejected, you can adjust the flow or appeal.
If your app mixes physical and digital purchases and you'd like the payment flows planned before design starts, describe what customers will buy.