Apple now requires two screenshot sizes, not nine. The exact dimensions for both stores, the content rules that get a set rejected, and what you cannot change after launch.
Apple requires two screenshot sizes. A 6.9 inch iPhone set at 1320 x 2868, and, if your app runs on iPad, a 13 inch iPad set at 2064 x 2752. Every other size is optional, and Apple scales your 6.9 inch set down to fill them.
If you are still exporting nine sizes, you can stop.
App Store: the required sizes
| Device | Portrait | Landscape | Required? |
|---|---|---|---|
| 6.9" iPhone | 1320 x 2868, 1290 x 2796, 1260 x 2736 | 2868 x 1320, 2796 x 1290, 2736 x 1260 | Yes, for iPhone apps |
| 13" iPad | 2064 x 2752, 2048 x 2732 | 2752 x 2064, 2732 x 2048 | Yes, for iPad apps |
| 6.5" iPhone | 1284 x 2778 | 2778 x 1284 | Only if you skip 6.9" |
| 6.3", 6.1", 5.5", 4.7", 4", 3.5" iPhone | various | various | No, scaled from 6.9" |
| 12.9", 11", 10.5", 9.7" iPad | various | various | No, scaled from 13" |
| Mac | 1280 x 800, 1440 x 900, 2560 x 1600, 2880 x 1800 | Yes, for Mac apps | |
| Apple TV | 1920 x 1080 or 3840 x 2160 | Yes, for tvOS apps | |
| Apple Vision Pro | 3840 x 2160 | Yes, for visionOS apps | |
| Apple Watch | 312 x 390 up to 422 x 514 | Yes, and the same size across every localization |
Any of the accepted dimensions for a size is fine. Pick the largest, because Apple scales down cleanly and up badly.
Other App Store rules worth having in one place: one to ten screenshots per size per localization, in JPEG, JPG or PNG, with no alpha channel and no transparency. Apple restated the transparency rule in a July 2026 release note, which suggests people are still tripping over it.
App previews are separate. Up to three per size per localization, 15 to 30 seconds, maximum 30 fps, 500 MB per file. The preview resolutions are not the screenshot resolutions: 886 x 1920 for a 6.9 inch iPhone, 1200 x 1600 for a 13 inch iPad.
Google Play: the required sizes
| Asset | Spec | Count |
|---|---|---|
| Any screenshot | 320 px min, 3840 px max, longest side no more than 2x the shortest | 2 minimum across device types to publish |
| Phone | 1080 x 1920 portrait or 1920 x 1080 landscape recommended | up to 8 |
| 7" and 10" tablet | 1080 to 7680 px, 16:9 or 9:16 | up to 8 per type |
| Wear OS | 1:1, minimum 384 x 384, no device frames or backgrounds | 1 minimum |
| Android XR | 8:5, 3840 x 2400 recommended, max 8 MB each | 4 to 8 |
| Feature graphic | 1024 x 500 | 1 |
| Store icon | 512 x 512, 32-bit PNG with alpha, max 1,024 KB | 1 |
Format for screenshots is JPEG or 24-bit PNG with no alpha. The feature graphic is not decoration: it is the cover image for your preview video and it appears in large format collections.
Play's aspect ratio rule catches people out. The longest side cannot be more than twice the shortest, so an extra tall marketing panel that works fine as a web image gets refused here.
The content rules, and where the two stores disagree
Apple's rule is guideline 2.3.3: screenshots should show the app in use, not the title art, login page or splash screen. Text and image overlays are explicitly permitted, so the standard marketing caption above a device frame is fine.
Two more Apple rules bite regularly. Screenshots cannot include prices or terms, under 2.3.7. And every screenshot has to hold a 4+ age rating under 2.3.8, even if the app itself is rated higher.
App previews are stricter than screenshots. They may only use video screen capture of the app itself, with narration and overlays added on top. A motion graphics trailer is not an app preview.
Google is where the real divergence is. Play explicitly bans, by name, images or text indicating store performance or ranking: "App of the year", "#1", "Best of Play 20XX", "Popular", award icons. It also bans price and promotional overlays such as "10% off" or "free for limited time only", and any reference to Play programmes like "Editor's choice".
Apple has no equivalent enumerated rule, only the broad misleading marketing guidelines. So the practical approach is simple: design to Google's constraint and the same set passes Apple. Design to Apple's and you will be redoing the set for Play.
The thing that costs the most: you cannot swap them later
Once your app is approved, screenshots can only be edited in a small set of statuses. To replace them on a live listing you have to create a new version, which means going back through App Review.
Compare that to promotional text and custom product page keywords, which you can change whenever you like. This asymmetry should shape how you work. Treat screenshots as release artefacts and batch them with a build. Do your experimenting in the fields that update instantly.
Google's Asset Library makes the Play side easier, since assets are managed centrally and reused across your main listing, custom listings, experiments and events.
Five ways screenshot sets go wrong
Designed to be read, not scanned. The first two frames are seen at thumbnail size, in a scrolling list, for about a second. Eight point caption text disappears. One short line per frame, set large, is the whole brief.
The first frame is a splash screen. It is both a rejection risk under 2.3.3 and a wasted slot. The frame that has to work hardest is the one people see without tapping anything.
One set, reused across both stores. Play refuses aspect ratios Apple accepts, and bans award and price overlays Apple tolerates. A shared set has to be built to the tighter rules.
Text that is not localized. If your screenshots carry marketing copy, Google recommends a separate set per language, and Apple falls back to the next best available language when a localization is missing. English captions in a German listing look exactly as careless as they are.
Transparency left in the export. Apple rejects alpha channels, and Play wants 24-bit PNG with no alpha. Figma exports PNGs with transparency by default, which is why this keeps happening.
Templates
A Figma or Sketch template is worth having, but build it around two artboards, not nine: 1320 x 2868 and 2064 x 2752. Everything else scales from those. Keep captions on their own layer so a localized set is a text swap rather than a redesign, and lay the first two frames out side by side at thumbnail size so you are always designing against the view that actually decides the install.
Where this sits in the job
Screenshots and your icon decide whether the people who find you install you, and installs per impression feeds back into where you rank. The icon guide covers the other half of that, and what is ASO covers how both connect to your metadata.
None of the sizes above have to be exported by hand every release. That is what the assets agent is for.
Nothing goes live until you approve it.
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