Publish your iOS app to the App Store without buying a Mac

Built it on Windows with Flutter, React Native, Expo or Capacitor? Rent a real Mac for 24 hours and follow our guide to sign, archive and submit.

$19 for 24 hours. $49 for 7 days. Prices in US dollars, VAT included where it applies.

Made for developers who work on Windows

  • Flutter and FlutterFlow apps
  • React Native and Expo apps (when you’d rather not use a cloud build service)
  • Ionic and Capacitor apps
  • .NET MAUI and Unity games
  • Projects written with Cursor, Claude Code or other AI tools that now need a Mac for the last step

What the pass includes

  • A dedicated Mac mini for 24 consecutive hours, on the current macOS
  • Remote desktop from your PC, plus SSH
  • A step-by-step guide from your code to “Waiting for Review”
  • Email help from the team if a step gets stuck
  • Reminders 2 hours and again 30 minutes before your time ends
  • More time when you need it: extend with another day or a week on the same Mac
  • No copies: when the pass ends, your files are gone and the whole Mac is erased before anyone else uses it

Prepare before your 24 hours start

These steps don’t need a Mac. Doing them first means your rented hours go to building and uploading.

  • Join the Apple Developer Program (99 USD a year, or the local price). Approval can take a day or two, longer for organisations.
  • Make sure your phone can receive Apple Account two-factor codes.
  • Push your project to a Git repository you can clone from the Mac.
  • Have a 1024 × 1024 app icon, screenshots and a privacy policy URL ready.
  • Decide your app name and bundle identifier (for example com.yourcompany.app).

What the guide walks you through

  1. Connect and install Xcode

    Copy your access details from My account and open the remote desktop. Sign into the App Store with your Apple Account and install Xcode first: it’s a large download.

  2. Get your project building

    Clone the repository and install dependencies: Flutter, CocoaPods or npm, whichever your stack uses.

  3. Set up signing

    Sign into your Apple Account in Xcode, pick your team, bundle identifier and version, and let Xcode manage certificates and profiles.

  4. Archive and upload

    Build the release archive and upload it to App Store Connect from Xcode, or with Transporter.

  5. Check it in TestFlight

    Wait for processing, then try the build on your own iPhone through TestFlight.

  6. Submit for review

    Fill in the listing, attach the build and send it to Apple. The review itself doesn’t need the Mac.

Before you buy

Are 24 hours enough?
For a project that already builds, usually yes: most of the work is signing, archiving and uploading. If you need more time, extend from My account with another day or a week before your pass ends.
How do I try the app on my iPhone?
Upload the build to App Store Connect and install it on your iPhone with TestFlight. On the Mac, you can also run it in the iOS Simulator.
When do my 24 hours start?
When your Mac is ready in My account, usually within 5 minutes of payment, not at the moment you pay. At checkout you ask for the pass to start right away, so buy it when you’re ready to work.
Can you publish an iOS app without a Mac?
Yes, without buying one. With this pass you rent a real Mac for 24 hours, connect from your PC by remote desktop, then sign, archive and upload your app to App Store Connect with Xcode. The guide on this page walks you through it, from your code to “Waiting for Review”.
Do you need a Mac to publish iOS apps?
You need macOS and Xcode to sign, archive and upload the build, plus an Apple Developer Program membership. The Mac doesn’t have to be yours: the pass gives you a dedicated Mac mini M6 for 24 hours, which you use from Windows.
Can Xcode run on Windows?
Xcode runs on macOS, and from Windows you use it on a real, dedicated Mac through remote desktop. With the pass, you install it from the App Store with your own Apple Account and get the full Xcode and the iOS Simulator in a window on your PC.

Before you pay

Payment is handled by Stripe.

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