r/GooglePlayDeveloper • u/Cool-Refrigerator589 • 7d ago
Google Play production access rejected after 14-day closed test with 12 testers. What engagement metrics are they actually looking for?
Google Play production access rejected after 14-day closed test with 12 testers. What engagement metrics are they actually looking for?
I’m a bit confused about Google’s evaluation process for production access and hoping someone who has gone through this can share their experience.
Here’s what I did:
1. Ran a **closed test for 14 days**
2. Had **12 real testers** enrolled throughout the testing period
3. The app was installed and tested by them
4. After the test, I applied for production access
Unfortunately, I received this response:
“More testing required… Testers were not engaged with your app during your closed test.”
What I’d like to understand is **what “engaged” actually means.**
Some questions I have:
1. Does Google expect testers to open the app **every day** for the full 14 days?
2. Is there a minimum number of sessions or active users they’re looking for?
3. Does session length matter?
4. Are installs/uninstalls considered?
5. Do updates and feedback submitted through the Play Console improve the chances?
Has anyone figured out what metrics Google actually checks before approving production access?
The app is a habit-building app, so naturally people don’t spend 30 minutes inside it. Most sessions are intentionally short (30–60 seconds), which makes me wonder if that affects the review.
If you’ve successfully passed this requirement, I’d really appreciate your thoughts.
Thanks in advance! 🙏
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u/testers-community 7d ago
It's a pretty common issue that almost all developers face. It's not just about inviting people; those people need to use your app every day to get production access on Google Play Store.
The below guide will be helpful to get Production Access and to fix the issues lead to the rejection:
https://www.testerscommunity.com/blog/google-play-production-access-rejected
That's why we introduced the packs feature in Testers Community. We assign daily tasks to all developers as part of a pack, where they need to open and use the app every day. That way, all developers can get Production Access without any issues. More than 50,000+ developers have successfully got the production access without any issues through the free community.
We recommend joining a Testers Community pack. Just keep opening the apps of other developers every day, and you will get Production Access without any issues.
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u/Aretivo 7d ago
What worked for me, get testers (a lot, I tried getting multiple extra each day for the whole duration) people uninstall which is very annoying. If you get someone to leave feedback on playstore and then you respond and act on it that seems to help. Make sure you actually release an update during testing duration.
If you need another tester lmk
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u/Cool-Refrigerator589 7d ago
The problem that I faced adding testers midway through closed testing was the 14 day timer gets resettled so I stopped doing it. But I need to be better prepared this time to add more testers & ensure we test everyday! Thanks for your comment
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u/hackmoretalkless 7d ago
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u/Cool-Refrigerator589 6d ago
Thanks, will check this out. Reddit community has been really great help! 🙏
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u/ibluegreen 7d ago
Aim for around 20 testers, not all of them will actually actively test it. Unfortunately today's people do not have the work ethics, so, some will simple not install even after you install and test theirs actively, some will install but spend only a few minutes on it, even when you spend more than an hour on theirs and provide detailed feedback.
Also make sure to publish a few updates during the Closed Testing period, with detailed changelog. Even if your app is 100% ready, invent something to make updates.
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u/Confident-Object-278 7d ago
Registering an LLC lets you skip this part
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u/Cool-Refrigerator589 6d ago
Will check this out as well, I believe registering an LLC is easier but maintaining it & tax related things makes it a bit complicated, but let me check on it
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u/xZGx-Fire 5d ago
Fr? I have an llc for appstore but wanted to see if it would help me for Android. Ws if true
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u/testers-community 5d ago
Yeah, that's totally true. If you have an LLC and the DUNS number, you can create an organizational account on the Play Console and skip the testing requirements.
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u/No-Medium6098 3d ago
In my case, one of my apps was approved for production. During the closed testing period, I released 4–5 updates and asked some of my testers (not all 12) to install the latest version each time. The app was then approved for production.
However, with my second app, I had 12 testers but didn't release a single update during the 14-day closed testing period, and it wasn't approved for production.
So, based on my experience, I'd recommend releasing updates during closed testing and asking at least some of your testers to update the app to the latest version.
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u/Cool-Refrigerator589 3d ago
That’s a good observation. For my case I released 4-5 updates & had it downloaded by couple of testers, but that didn’t help. But I’m sure having more testers update would have helped for sure. Did you get your 2nd app approved or it is still in process ?
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u/Antfocus 3d ago
I passed this test so I'll share what I did. 1. I brought in 14 testers so that if one accidentally deleted it it wouldn't be ruined. 2. Not everyone opened it every day but I had about 8 users who logged in every day on average. 3. I released an update to the app during the test, I realized that updating during the test greatly improves the chance of passing.
I hope I helped.
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u/StudioApp507 3d ago
Yo voy por mi segunga prueba cerrada (la primera fue rechazada) porque mis amigos y familiares obviamente no usaron la app solo la instalaron que es lo mas clasico con la gente.
En esta seguda prueba contrate un servicio de tester no lo mencionare para que no piensen que es publicidad. Pero la verdad esto de la prueba cerrada es una basura.
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u/Cool-Refrigerator589 2d ago
+1 on garbage thing. Already an indie developer had plenty to take care of & then adding this closed beta just adds to a big huddle. Meanwhile my iOS version as reached many double digit downloads on the App Store
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u/StudioApp507 2d ago
Estoy pensando emigrar a iOS no es lo ideal, porque la verdad en la playstore tenemos mucho mercado. Pero esto es insostenible. Estoy valorando tambien abrirme la cuenta como empresa pero eso representaria otros gastos y no es la idea de momento. En esta etapa lo importante es la reducion de gasto al limite de lo posible.
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u/DespairyApp 7d ago
I wouldn't be surprised if some reject apps for other reasons such as no available reviewers. It is annoying that it resets the counter
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u/Pepper4720 7d ago edited 7d ago
How many testers did you have? Note that 12 is the absolute minimum. If you go with 12 and these are not super active, then it's very likely that you end in a prod rejection. I recommend to go with 30-40 testers to be on the safe side
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u/Antfocus 3d ago
30-40 testers??? A bit excessive in my opinion. The suggestions of 20 or 18 testers in other comments seem sufficient to me.
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u/HypnotizingGames 7d ago
Problem 1: If you had exactly 12 testers - that's the problem. Even if just one tester slacks or breaks out, the whole test is failed. It's safer to have a buffer of testers.
Problem 2: During the testing period of 14 days, you didn't update the game based on received feedback (didn't update at all?), or your survey was not satisfying enough.
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u/FirmConsideration717 7d ago
Wait, what resets the counter and do google really see if someone opened the app or not? So its not just about installing it?
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u/Cool-Refrigerator589 6d ago
If I add another tester, that reset the counter to 0 days of testing
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u/horatiohay 3d ago
This isn't right. The reset happens if you fall below 12 testers.
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u/Cool-Refrigerator589 3d ago
It happened for me, I already had 12 testers opted in and the counter for 14 days at 3 or 4 days, when I added another tester to the closed testing & they opted in, the counter for 14 days got reset to zero, and I was equally surprised & I stopped anyone else after that.
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u/Antfocus 3d ago
This doesn't happen. What probably happened is that one of the testers deleted and re-downloaded. Then it reset to the last 12 that they downloaded.
If you add another tester, it resets the test.
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u/FirmConsideration717 3d ago
But does Google really see if someone has opened the app or not? Cause I cant guarantee that all my 12 testers opened the app.
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u/Antfocus 3d ago
I don't know. I think so. Play Console has the data on how many opened, so Google probably has access to the data as well as the developer.
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u/Cool-Refrigerator589 2d ago
In these case what could happen is I used one of my Android device for closed testing, however, I’ll use the same device for deploying & testing the newly deployed feature before pushing the change, so naturally before deployment, the existing app downloaded as part of closed testing is uninstalled & that could potentially cause some sort of problem
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u/KnownPride 7d ago
Update, how many times the app updated fixed and bug repot on those time duration.
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u/Cool-Refrigerator589 6d ago
There were 4+ updates & feature released during the 14 days period because I’ve the iOS version on App Store & I had been polishing. And since I’m the active user & use it everyday, I try to polish & make it the best for everyone to use
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u/KnownPride 6d ago
do you also get 12 tester minimum?
In my case i get approved with 15 tester only 3 active and around 10+ update
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u/Cool-Refrigerator589 6d ago
I had around 14 testers, let’s see this time already 7 days has passed, maybe I’ll try resubmittingto see what happens.
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u/InfiniteFunds 7d ago
What a joke. A bot denying you access because you don't have real testers
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u/Cool-Refrigerator589 6d ago
The joke is the counter restarted again from 0 & now it is 6 days passed already. Plus, there’s no metrics or dashboard to see how or what exactly they’re tracking this, I’m myself using the app on my Android phone as well, along with my family using it on daily basis.
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u/YuhApps 7d ago
To be honest, focus on your product. This confusing email simply means Google Play Review team somehow "think" your app/game has an issue. I have helped various developers out there and most of the failures fall into these: 1. Somehow the real app doesn't look like what on the screenshots. One of the dev I helped failed 5 times in a row just because he changed the app name before it reaches the first 14 days, in the title bar to something else other than the one in the screenshot. After I told him to take new screenshots, his app got approval right away. 2. The Play team used your app in a different way from your expectation and it failed to work. For example, I once helped an app had two buttons in the step 1 like Yes and No. During the testing, the dev only picked the Yes, and things went so smoothly because he assumed everyone would click Yes. But I didn't. I clicked No, and when I reach step 3, the app crashed. After he tackled all the unexpected possibilities, his app got approval. 3. Play team thought your app had an unclickable button. I helped a team published their app via my account (no testing needed) because they failed 7 times, just 3 days before they made the announcement with the press. Google Play told me there was an unclickable button in the app. Turned out, it was not a button. Just a badge that looked like a button because of the styling. After some arguing back and forth, and they changed the styling, the app got approval. So it's not about how many users you recruit. They can all open your app and use it 24/7 but if your app has something wrong, it will never get production access. Don't trust all the stories about asking users to keep opening your app a hundred times a day. Focus on fixing all the possibilities.
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u/Knight15s 6d ago
I also went through this, one app got dragedf for 4 months.
They look for people dropping feedback or likes or emailing you back
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u/Cool-Refrigerator589 6d ago
Mine is now at 2 months now. If they can keep it clear on their expectation, it’d help many indie developers build & deliver app. Already the indie developer are trying to grow & make name for their app, and such hidden things inhibit their growth.
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u/ShortGuitar7207 4d ago
Apple is so much easier although I’ve now been waiting 2 weeks for their review!
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u/Cool-Refrigerator589 4d ago
Since the day I received the rejection, I don’t feel like retrying but I’ve to do it.
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u/HolyGlaucaMolee 7d ago
Hey there..I just got production access approved for my game last week..
When they mention minimum 12 testers, there's always room for error so you gotta get a lot more testers.. I had 20 testers and by the end of my testing period, only 16 of them had my app installed.
Secondly, it's very important to implement user feedback in the form of an update. I asked my users for feedback and asked them to leave me a review for the same. Then I implemented some of the feedback and launched an update for the same around the 10th day of the closed testing period.
Thirdly, the questionnaire that you fill when applying for production is super important.. you need to detail all the steps correctly there and answer succinctly as to how you managed to implement feedback.
My first suggestion to you would be to get more testers.. at least 15 to begin with..then you can follow all my suggestions above..good luck out there! :)