App Store · read only · Glitchless Cloud

Glitchless for the App Store

Connect your iOS game's App Store listing and each review sits next to the version it was written on, with Apple's own hang rate, launch time and animation hitches beside the stutter and load times Glitchless measured on the same version. Your coding agent reads both.

What it reads from the App Store

  • Reviews, by version

    App Store reviews name the version they were written on and their stars, so a review of 2.2 counts for 2.2 even after 2.3 ships. Freezes, crashes, lag and stutter are picked out in nine languages.

  • No key to start

    With just the Apple ID: Apple's public review feed, the newest 500 reviews in each country you choose (up to 10), checked every 6 hours.

  • Every review, with a key

    With an App Store Connect API key: every review, by version, back as far as your plan keeps data, and your versions' release dates as marks on the chart.

  • Apple's own measures

    With the key: hang rate (seconds hung per hour of use), launch time and animation hitch rate, at the median and the 90th percentile, version by version.

  • Next to what Glitchless measured

    Apple's hang rate beside Glitchless's hitches a minute, its launch time beside time to first frame, with a line wherever the two disagree and the likely reason, such as a launch that includes a splash screen before the SDK starts.

  • The heaviest hangs

    The five heaviest hang signatures of your latest build, from Apple's diagnostics, so you can see which code froze the game.

Connect it.

In Glitchless Cloud. The Apple ID gets you reviews; a key file gets you Apple's measures too.

  1. Open

    Open Integrations in the dashboard and choose Add integration, then App Store.

  2. Apple ID

    Enter the number from apps.apple.com/app/id… and the countries to read reviews from.

  3. Key

    Optional: drop your App Store Connect .p8 file and add its Issuer ID. The Key ID fills itself in.

Then ask your agent

Reviews on the App Store say 2.3 freezes. What are players saying about 2.3, what is Apple's hang rate and launch time for 2.3 against 2.2, and what did Glitchless measure on each?

What your agent does with it

glitchless_store_vitals gives your agent Apple's measures version by version next to Glitchless's, with the lines where they disagree and the heaviest hangs of the latest build. glitchless_store_reviews reads the reviews of a version, filtered by positive or negative, a word or topic, or a device.

When reviews of a new version complain about performance more than earlier versions did, glitchless_triage raises a finding with the topics, the devices reviewers name, and what Glitchless measured on that version and the one before. The Godot addon and the Unreal plugin run on iPhone, so the same version has both sides.

What it never does

  • Reply to a review or change anything in App Store Connect: every call is a read.
  • Read or keep a reviewer's nickname or other reviews.
  • Keep your key file anywhere you can see it again: the page reads it in your browser, it's encrypted when it arrives, and the dashboard shows only its Key ID.

Not yet

  • Apple's crash counts come from its Analytics Reports, which an Admin has to request once in App Store Connect. Reading them is a later step.
  • The public feed and the API number reviews differently, so adding or removing the key starts the game's App Store reviews again.

Questions

Do I need an App Store Connect API key?

No. Without one you get Apple's public review feed for the countries you choose. The key adds every review, release dates, Apple's hang, launch and animation measures, and the heaviest hangs.

Where do I get the key, and which role does it need?

In App Store Connect, Users and Access → Integrations → App Store Connect API. An Admin generates a team key (the Developer role can read reviews and measures) and downloads its .p8 file, which Apple gives only once. The Issuer ID is at the top of the same page.

Does Glitchless reply to reviews?

No. It never writes to App Store Connect.

How often does it sync?

Reviews every 6 hours; Apple's measures, release dates and hangs once a day. The first sync reads back as far as your plan keeps data, up to 90 days.

Why do Apple's numbers and Glitchless's differ?

They count different things. Apple measures hangs per hour of use and launches that include everything before the SDK starts; Glitchless measures each session's frames from its first one. The dashboard says which side counts more and why wherever they differ a lot.

Which plans include it?

Every Glitchless Cloud plan, including Free. The first sync reads back as far as your plan keeps data, up to 90 days.

Ship it glitchless.

Paste one prompt into Claude Code, Codex or Cursor. It adds Glitchless to your game and builds a dashboard for it.