Posted by Dave Burke, VP of Engineering
Android Q Beta 5 launches today! Today we're rolling out Beta 5, bringing Android Q Beta very close to the system behaviors you'll see in the final release. Developer APIs were already finalized in the previous update. So, now is the time to test your apps for compatibility and make sure they are ready!
You can get Beta 5 today on Pixel devices by enrolling here. If you're already enrolled and received Beta 4 on your Pixel device, you'll automatically get the update to Beta 5. Partners participating in the Android Q Beta program will also be updating their devices to Beta 5 over the coming weeks.
To get started with Android Q Beta, visit developer.android.com/preview.
The Beta 5 update includes the latest Android Q system images for Pixel and Android jEmulator, along with the final Android Q developer APIs (API level 29), the official API 29 SDK, and updated build tools for Android Studio. These give you everything you need to test your apps on Android Q and build with Android Q features.
As we talked about at Google I/O, we’ve been working closely with device-maker partners to ensure a standardized Android gestural navigation for users and developers. Gestural navigation lets apps use the full screen for content while minimizing the visible system chrome and navigation – which is particularly important on today’s edge-to-edge screens. In Beta 5 we’re continuing to improve and polish based on your feedback and we wanted to provide an update on a few key areas.
We’ve introduced a swipe gesture from either corner to get to the Assistant - you’ll notice indicators in the bottom corners that we’re continuing to tune.
For apps using a navigation drawer, we’ve added a peek behavior when users have grabbed the drawer to indicate that a swipe will bring in the navigation drawer. This works for all versions of DrawerLayout, with DrawerLayout 1.1.0-alpha02 optimized for the best experience.
Custom launchers are another area where we’ve heard feedback and we’re continuing to work on issues, particularly with stability and Recents. Starting in Beta 6, we’ll switch users to 3-button navigation when they are using a custom launcher by default. We’ll address the remaining issues in a post-launch update allowing all users to switch to gestural navigation. Meanwhile, please continue to give us your feedback.
With the consumer release coming soon, it’s highest priority for all Android developers to update your current apps for compatibility as soon as possible.
Here’s how to do it:
We realize that supporting these changes is an investment for you too, and we're working to minimize the impact on your apps and be responsive to your input as we move toward the final release.
Next, when you're ready, dive into Android Q and learn about the new features and APIs that you can use. Here are some of the top features to get started with.
We recommend these for every app:
We recommend these if relevant for your app:
These are just a few of the many new features and APIs in Android Q -- to see them all, visit the Android Q Beta site for developers.
As soon as you're ready, publish your APK updates to Google Play that are compiled against, or optionally targeting, API 29. To make sure that your updated app runs well on Android Q as well as older versions, try using Google Play testing tracks. With tracks you can safely get early feedback from a small group of users -- including Beta 5 users — and then do a staged rollout to production.
It’s easy! Just enroll any supported Pixel device here to get the update over-the-air. If you're already enrolled, you'll receive the update soon and no action is needed on your part. Downloadable system images are also available here. Partners who are participating in the Android Q Beta program will be updating their devices over the coming weeks. See android.com/beta for details.
To get started developing, download the official API 29 SDK and tools into the stable release of Android Studio 3.4, or for the latest Android Q support update to Android Studio 3.5 Beta. Then follow these instructions to configure your environment, and see the release notes for known issues.
There will be one more Beta release before the consumer launch later this quarter. Please continue to share your feedback and requests -- you can use our hotlists for filing platform issues (including privacy and behavior changes), app compatibility issues, and third-party SDK issues.
Also, the Android engineering team will host a Reddit AMA on r/androiddev to answer your technical questions about Android Q later this month. Look out for an announcement on r/androiddev with details in the coming weeks. We look forward to addressing your questions!
Posted by Don Turner, Developer Advocate for Android Media
In Android Q there's a new API which allows applications to capture the audio of other applications. It's called the AudioPlaybackCapture API and it enables some important use cases for easier content sharing and accessibility.
Some examples include:
There may be some situations where a developer wishes to disallow the capture of their app's audio. This article explains how audio capture works for users and how developers can disallow their app's audio from being captured if they need to.
In order to capture the audio of other apps the user must grant the record audio permission to the app doing the capturing.
AUDIO_RECORD permissions dialog
Additionally, before a capture session can be started the capturing app must call MediaProjectionManager.createScreenCaptureIntent(). This will display the following dialog to the user:
MediaProjectionManager.createScreenCaptureIntent()
Screen capture intent dialog
The user must tap "Start now" in order for a capturing session to be started. This will allow both video and audio to be captured.
Cast icon showing red in status bar
During a capture session the cast icon is shown in red in the status bar.
Whether your app's audio can be captured by default depends on your target API. Here's a table which summarizes the default behaviour:
There may be situations where an app wishes to disallow its audio from being captured by other apps. This could be because the audio contains:
An app's audio capturing policy can be set either for all audio or for each individual audio player.
To disallow capture of all audio by third party apps you can do either of the following:
AndroidManifest.xml
<application
...
android:allowAudioPlaybackCapture="false"/>
AudioManager.setAllowedCapturePolicy(ALLOW_CAPTURE_BY_SYSTEM)
To disallow capture for an individual player you can set the capture policy for the audio player when it is built by calling:
AudioAttributes.Builder.setAllowedCapturePolicy(ALLOW_CAPTURE_BY_SYSTEM)
This approach may be useful if your app plays content with differing licenses. For example, both copyrighted and royalty-free content.
By default system apps and components are allowed to capture an app's audio if its usage is MEDIA, GAME and UNKNOWN, as this enables important accessibility use cases, such as live captioning.
In rare cases where a developer wishes to disallow audio capture for system apps as well they can do so in a similar way to the approach for third party apps. Note that this will also disallow capture by third party apps.
This can only be done programmatically by running the following code before any audio is played:
AudioManager.setAllowedCapturePolicy(ALLOW_CAPTURE_BY_NONE)
To disallow capture for an individual player you can set the capture policy for the audio player when it is built:
AudioAttributes.Builder.setAllowedCapturePolicy(ALLOW_CAPTURE_BY_NONE)
If your app is targeting API 28 or below and you would like to enable audio capture add android:allowAudioPlaybackCapture="true" to your app's manifest.xml.
android:allowAudioPlaybackCapture="true"
manifest.xml
If you would like to disallow some or all of your audio from being captured then update your app according to the instructions above.
For more information check out the Audio Playback Capture API documentation.
Posted by Patricia Correa, Director, Developer Marketing
We just wrapped up the Indie Games Showcase in Europe, Japan & South Korea! Back in March we started our search for some of the newest and most creative indie titles from these regions. The search culminated last week with the celebration of indie developers at events in London, Tokyo, and Seoul, and the selection of the winners from our finalists. Developers from 12 countries traveled to the events and showcased their games to the audience of gamers, industry experts, YouTube creators, and journalists.
The games were on show to the public, who spent several hours trying out their games and voting for their favourites, alongside the Google Play team. The top 10 finalists were then selected, and went on to pitch their games, and compete for big prizes in front of the jury.
Now, we are happy to announce the winners from each region! They will be returning home with a prize package that includes promotions on the Google Play Store, consultations with Google teams, Google hardware, and more.
We also want to take this opportunity to congratulate all the other finalists and developers who entered the competition this year. We are impressed by your creativity and passion, and hope you will continue to create amazing experiences for players worldwide.
G30 - A Memory Maze by Ivan Kovalov (Russia)
Ordia by Loju (United Kingdom)
Photographs by EightyEight Games (United Kingdom)
The other finalists as selected by audience and Google Play votes were:
#DRIVE by Pixel Perfect Dude (Poland)
Fly THIS! By Northplay (Denmark)
Golf Peaks by Afterburn (Poland)
Rest in Pieces by Itatake (Sweden)
see/saw by Kamibox (Germany)
STAP by Overhead Game Studio (United Kingdom)
Tesla vs. Lovecraft by 10tons (Finland)
Infection - 感染 - by CanvasSoft
MeltLand by 個人
Bear's Restaurant by 個人
Lunch Time Fish by SoftFunk HULABREAKS
ReversEstory by 個人
Kamiori - カミオリ by TeamOrigami
キグルミキノコ Q-bit -第一章- by 個人
クマムシさん惑星 ミクロの地球最強伝説 by Ars Edutainment
Girl x Sun - Terasene - Tower defence & Novel game by SleepingMuseum
Persephone by Momo-pi
ROOMS: The Toymaker's Mansion by HandMade Game
Seoul2033: Backer by Banjiha Games
Cartoon Craft by Studio NAP
Hexonia by Togglegear
Hexagon Dungeon by Bleor Games
7Days - Decide your story by Buff Studio
WhamBam Warriors by DrukHigh
Onslot Car by Wondersquad
Maze Cube by IAMABOY
언노운 나이츠 by teamarex
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Posted by Oscar Rodriguez, Developer Advocate
When designing and developing an app or game, at some point you may ask yourself if you want to monetize it.
If you choose to do so by selling products via Google Play, you will most likely have a store screen that shows available items for sale, and use the Google Play Billing Library to display dialogs that allow your users to complete their purchase.
While there is a more detailed explanation in the documentation and in the Billing Library TrivialDrive samples, the general flow is as follows:
launchBillingFlow()
onPurchasesUpdated()
consumeAsync()
acknowledgePurchase()
If your app is still using the Google Play Billing AIDL API, it is also possible to perform the same task. Keep in mind that the AIDL API is now deprecated, so we strongly recommend you migrate to the Google Play Billing Library as soon as possible.
If you are using the AIDL API, the flow is very similar:
getBuyIntent()
getBuyIntentExtraParams()
startIntentSenderForResult()
Intent
onActivityResult()
getPurchases()
consumePurchase()
Nevertheless, just implementing the above mentioned flow is not enough to correctly handle all types of purchases. There are two main cases in which purchases will not be correctly handled by this flow.
The first case happens when the purchase flow is interrupted before it finishes. The app may have crashed, the user may have killed the app, or the user’s Internet connection may have been lost. In any case, it is possible for the app not to have delivered the item to the user even though Google Play has already processed the payment. In this case, the item is in limbo, because Google Play will not allow an item to be re-purchased until it is consumed, but the app or game won’t consume the item outside of the flow mentioned above.
The second case happens during alternative purchase flows, such as in-app promotions, the recently announced out-of-app subscription surfaces, promo codes for subscriptions, or other promotions in collaboration with Google. In these cases, a user gets an item directly on the Play Store app, while the target app or game may be paused, not running, or even not installed.
For these cases, the Google Play Billing Library and the Google Play Billing AIDL API offer a mechanism to detect purchases that are not acknowledged or consumed.
When using the Google Play Billing API, do the following:
onResume()
queryPurchases()
For the Google Play Billing AIDL API, do the following:
In either case, when you detect and process an unconsumed item in this manner, users will expect the app or game to communicate about it. We suggest that you display a dialog, message box, or notification that tells the user that they have successfully received their item.
Keep in mind that your app’s onResume() callback will be called when its process is started, as well as when it is brought to the foreground, regardless of which screen the app or game was in before it was paused. For example, a game with a home screen, a store screen, and a game screen might get its onResume() called from any of those screens. For an optimal user experience, we suggest you make it so your app or game handles unacknowledged or unconsumed items regardless of the screen you display when onResume() gets called. Thorough testing of this process in each screen is crucial to deliver a great user experience.
Finally, there is one more case your app must handle: when a user acquires an item from the Play Store app, and both the Play Store app and your app are visible at the same time with multi-window mode.
To support this scenario with the Google Play Billing Library, do the following:
PurchasesUpdatedListener
com.android.vending.billing.
PURCHASES_UPDATED
onPause()
Just as before, you should display a dialog, message box, or notification that tells the user that they have successfully received their item.
If you follow these steps, your app or game will be better prepared to robustly handle purchase flow interruptions and alternative purchase flows.
Last month at Google I/O we talked about what’s new for Android developers, from new features in Android Q to the latest in Kotlin and Jetpack.
With Android Q, we highlighted three themes: innovation, security and privacy, and digital wellbeing. We want to help you take advantage of the latest new technology -- 5G, foldables, edge-to-edge screens, on-device machine learning, and more -- while making sure users' security, privacy, and wellbeing are always a top priority.
We also talked about how we’re going increasingly Kotlin-first, and continuing to expand Jetpack with new libraries like CameraX, Jetpack Security and Jetpack Compose -- a modern reactive-style UI toolkit for Android that takes advantage of Kotlin. If you missed the livestream for the keynotes or tech sessions, make sure to check out the full playlist of Android and Play sessions.
Today we’re releasing Beta 4 with the final Android Q APIs and official SDK -- the time is now to get your apps ready for the final release later in the summer!
You can get Beta 4 today on Pixel devices by enrolling here. If you're already enrolled and received the Beta 3 on your Pixel device, you'll automatically get the update to Beta 4. Partners participating in the Android Q Beta program will also be updating their devices to Beta 4 over the coming weeks.
The Beta 4 update includes the latest Android Q system images for Pixel and Android Emulator, along with the final Android Q developer APIs (API level 29), the official API 29 SDK, and updated build tools for Android Studio. Together, these give you everything you need to test your apps for compatibility with Android Q and build with Android Q features and APIs.
To get started, download the official API 29 SDK and tools into the stable release of Android Studio 3.4, or for the latest Android Q support update to Android Studio 3.5 Beta. Then follow these instructions to configure your environment, and see the release notes for known issues.
With the developer APIs finalized and release candidate builds coming soon, it’s critical for all Android developers to test their current apps for compatibility with Android Q. We recommend getting started as soon as possible.
Just install your current app from Google Play onto an Android Q Beta device or emulator, then test. As you work through the flows, your app should run and look great and handle all of the Android Q behavior changes properly. Watch for impacts from privacy changes, gestural navigation, changes to dynamic linker paths for Bionic libraries, and others.
Make sure that you test with the Android Q privacy features, such as the new location permissions, restrictions on background activity starts, changes to data and identifiers, and other key privacy features. See the privacy checklist to get started, and review the behavior changes doc for more areas to test.
You can use the updated Android Emulator to test your apps for compatibility.
If you plan to update your platform targeting to API 29, also make sure to test with scoped storage, location permission for wireless scans, and permission for fullscreen intents. You can read about other changes that could affect apps here.
It's also important to test for uses of restricted non-SDK interfaces and move to public SDK or NDK equivalents instead. Watch for logcat warnings that highlight these accesses and use the StrictMode method detectNonSdkApiUsage() to catch them programmatically.
Last, make sure to fully test the libraries and SDKs in your app to make sure they work as expected on Android Q and follow best practices for privacy, performance, UX, data handling, and permissions. If you find an issue, try updating to the latest version of the SDK, or reach out to the SDK developer for help. You can also report SDK compatibility issues here.
When you’ve finished your testing and made any updates, we recommend publishing your compatible app right away. This lets Android Beta users test the app now, and helps you deliver a smooth transition to users as they update to Android Q.
We realize that supporting these changes is an investment for you too, and we're working to minimize the impact on your apps and be responsive to your input as we move toward the final release in the coming months.
When you're ready, dive into Android Q and learn about the new features and APIs that you can use in your apps. Android Q features can help you engage users, give them more control and security, and even improve your app's performance.
Android Q provides system-suggested replies and actions in notifications.
For example, you can deliver seamless, edge-to-edge experiences on today’s innovative devices by optimizing for foldables and supporting gestural navigation in your app. To engage more users, try supporting Dark Theme, suggested replies and actions in notifications, sharing shortcuts, and settings panels.
Gestural navigation lets you offer an edge-to-edge experience in your apps.
If your app manages IoT devices over Wi-Fi, try the new network connection APIs for functions like configuring, downloading, or printing. If your app manages Wi-Fi internet connections, try the network suggestion APIs as an easier way to surface preferred Wi-Fi networks, without needing to request location permission.
If you use the camera, learn about dynamic depth format. For media, you can use AV1 for video streaming and HDR10+ for high dynamic range video. For speech and music streaming, you can use Opus encoding, and for musicians, a native MIDI API is available.
Dynamic Depth lets you offer specialized blurs and bokeh options in your app.
To support captioning or gameplay recording, enable audio playback capture -- it’s a great way to reach more users and get your app noticed. If your app uses power intensively, try using the new thermal API to optimize app performance based on device temperature.
BiometricPrompt is now the preferred way to support fingerprint auth on modern devices, so all developers using fingerprint or other biometric auth should move to using this API as soon as possible. To make the transition easy, use the backwards-compatible BiometricPrompt API that we’re providing in the AndroidX library. Android Q supports both standard and passive (no confirmation, for face and other passive modes) auth flows.
Today with Android Q Beta 4 we’re also opening up publishing on Google Play to apps that are compiled against, or optionally targeting, API 29. This means you can now push your updates to users now through Google Play to test your app’s compatibility, including on devices running Android Q Beta 4.
It’s easy! Just enroll any supported Pixel device here to get the update over-the-air. If you're already enrolled, you'll receive the update soon and no action is needed on your part. Downloadable system images are also available here. Partners that are participating in the Android Q Beta program will be updating their devices over the coming weeks. See android.com/beta for details.
For even broader testing on supported devices, you can also get Android GSI images, and if you don’t have a device you can test on the Android Emulator.
As always, your input is critical, so please continue to let us know what you think. You can use our hotlists for filing platform issues (including privacy and behavior changes), app compatibility issues, and third-party SDK issues. You've shared great feedback with us so far and we're working to integrate as much of it as possible in the next Beta release.
We're looking forward to seeing your apps on Android Q!
Posted by Vineet Tanwar, Business Development Manager, Google Play
In April we opened applications for the 2019 class of Indie Games Accelerator, a program to help top mobile game startups from emerging markets achieve their full potential on Google Play. We’re truly awed by the response we have received with over 1,700 applications from developers across 37 countries*. We continue to be impressed by the innovation and creativity of game developers everywhere.
Now, it's time to introduce you to the developers selected for the class of 2019. Here they are:
Congratulations to the selected participants and we look forward to meeting you in Singapore!
Find out more about the program or express your interest in joining the next class of the Indie Games Accelerator.
* The competition is open to developers from the following countries: Bangladesh, Brunei, Cambodia, India, Indonesia, Laos, Malaysia, Myanmar, Nepal, Pakistan, Philippines, Singapore, Sri Lanka, Thailand, Vietnam, Egypt, Jordan, Kenya, Lebanon, Nigeria, South Africa, Tunisia, Turkey, Argentina, Bolivia, Brazil, Chile, Colombia, Costa Rica, Ecuador, Guatemala, Mexico, Panama, Paraguay, Peru, Uruguay and Venezuela
Posted by Kosuke Suzuki, Product Manager, Google Play
Every month, more than 2 billion users from over 190 countries visit the Google Play Store to browse and discover new apps and games. As part of making Google Play a great discovery experience, we continue to increase our focus on quality. Over the coming weeks, we’ll be updating our featuring and ranking logic to further prioritize high quality apps and games with strong technical performance and engaging content.
If you’re looking for ways to improve your app quality, below are three key areas to focus on. Along with these suggestions, we've highlighted several tools available in the Google Play Console to help you better understand user behavior, monitor technical performance, and deliver the best in-app experience for users. Remember, app quality will impact where and how prominently you're eligible to surface in the store, so always look to create the most compelling and delightful experience possible.
Have you thought about your UI and if your app has intuitive navigation, controls, and menu access? Do you have a good first-time-user experience, overall polished design, and enough content to keep users engaged for the long term?
Quality guidelines: meet user expectations and maximize your exposure opportunities by testing against the quality guidelines for different platforms.
Testing tracks: release early versions of your app to gather early user feedback and make improvements before full release.
Engaging content: build loyalty and sustainable app engagement by satisfying your users needs
Ad placement: for apps with ads integrated, ensure a good user experience by choosing the right ad format and placement throughout your app.
Have you considered whether your app has good overall technical performance, and if it is power-thrifty, responsive, efficient, and well-behaved? 42% of users who leave a 1-star review mention stability or bugs.
Android vitals: review the Android vitals dashboard to see how your app is performing on core vitals metrics including crash rate, ANR rate, excessive wakeups, and stuck partial wake locks in the background. Look at developer selected peer benchmarks to see how you measure up to others in your category. Exhibiting bad behavior in Android vitals will negatively affect the user experience in your app and could limit your exposure opportunities on Google Play.
Pre-launch reports: identify where your app has problems to ensure you’re presenting the highest possible quality to users upon launch. The pre-launch reports use automated tests on real devices that can identify layout issues, provide crash diagnostics, locate security vulnerabilities, and more.
Last but not least, a quality app also means having an effective and accurate listing page. Does your store listing page make a great first impression? Does it clearly and accurately communicate the value and intended use cases of your app?
Best practices: use strong creative assets, including your app title, icon, screenshots and video, along with a clear and informative app description, that provide an accurate representation of your app. To improve discovery opportunities, we suggest all pages have a video (set to public or unlisted and non-monetized) to inform users about your app, and for game developers to provide three or more 16:9 aspect ratio screenshots.
New icon specification: create a more polished experience on the store by updating your icon before June 24th.
Ratings and reviews: monitor your user ratings and reviews and respond to negative reviews where possible. When receiving a reply from developers, users increase their rating by +0.7 stars on average. Paying attention to ratings and reviews will be increasingly important as we rollout the new rating score in August 2019. This will place more weight on your most recent ratings in the Google Play Store.
Store listing experiments: A/B test different versions of your listing page amongst actual Google Play users. Make sure to test each component independently and run tests for at least a week in order to gather significant results.
Custom store listings: tailor your marketing messages to specific user groups based on their country, install state or even pre-registration. This is a great way to highlight key features and updates best suited for existing or lapsed users.
Localization: take advantage of Google Play’s worldwide reach to identify key markets, translate your app store listing, and even run store listing experiments to optimize for each country.
Get the most out of the Google Play Console and learn about improving app quality on the Academy for App Success, a free e-learning resource.
Posted by Patricia Correa, Director, Platforms & Ecosystems Developer Marketing
Back in March we opened submissions for the Indie Games Showcase, an international competition for games studios from Europe*, South Korea, and Japan who are constantly pushing the boundaries of storytelling, visual excellence, and creativity in mobile.
We were once again impressed by the diversity and creativity that the indie community is bringing to mobile, and we’re happy to announce the 20 finalists.
Check out the local websites to learn more about the finalists and the events.
AntVentor by LoopyMood (Ukraine)
CHUCHEL by Amanita Design (Czech Republic)
Fobia by Tapteek (Russia)
Gold Peaks by Afterburn (Poland)
Grayland by 1DER Entertainment (Slovakia)
Hexologic by MythicOwl (Poland)
Lucid Dream Adventure by Dali Games (Poland)
OCO by SPECTRUM48 (United Kingdom)
Peep by Taw (Russia)
Returner Zhero by Fantastic, yes (Denmark)
Tiny Room Stories: Town Mystery by Kiary games (Russia)
ALTER EGO by 株式会社カラメルカラム
Jumpion - Make a two-step jump ! by Comgate
SumoRoll - Road to the Yokozuna by Studio Kingmo
Escape Game: The Little Prince by 株式会社 Jammsworks
ゴリラ!ゴリラ!ゴリラ!by Gang Gorilla Games
タシテケス by 個人
Destination: Dragons! by GAME GABURI
Cute cat's cake shop by 個人
Hamcorollin' by illuCalab.
Food Truck Pup: Cooking Chef by 合同会社ゲームスタート
다크타운 - 온라인 by 초콜릿소프트
Bad 2 Bad: Extinction by Dawinstone
셧더펑 : 슈팅액션 by Take Five Games
Catch Idle by HalftimeStudio
Mahjong - Magic Fantasy by Aquagamez
Road to Valor: World War II by Dreamotion Inc.
Rhythm Star: Music Adventure by Anbsoft
Super Jelly Pop by STARMONSTER
UNLINK Daily Puzzle by Supershock
몬스터파크 온라인 by OVENCODE
We will welcome all finalists at events in London, Seoul, and Tokyo, where they will showcase their games to an audience of players, press and industry experts, for a chance to win the top prizes.
The events are open to the public, so if you would like to meet these games developers, try out their creations, and help choose the winners, sign up on the regional websites.
Congratulations to all finalists!
* The competition is open to developers from the following European countries and Israel: Austria, Belgium, Belarus, Czech Republic, Denmark, Finland, France, Germany, Italy, Netherlands, Norway, Poland, Romania, Russia, Slovakia, Spain, Sweden, Ukraine, and the United Kingdom (including Northern Ireland).
Posted by Kobi Glick, Product Lead, Google Play
Read this in العَرَبِيَّة, Bahasa Indonesia, Deutsch, español (Latinoamérica), le français, português do Brasil, tiếng Việt, русский язы́к, ไทย, Türkçe, 한국어, 中文 (简体), 中文 (繁體), or 日本語.
Over the last 10 years, we’ve worked together to build an incredible ecosystem with more than 2.5 billion active users in over 190 countries. This would not be possible without you and all the fantastic apps and games you’ve built that entertain, help, and educate people around the world.
Every month, you upload more than 750,000 APKs and app bundles to the Play Console. We’ve been amazed by your enthusiasm, and it’s been our privilege to help you grow your business. This year, we want to help you go even further. So today at Google I/O, we're announcing new tools and features to help you develop, release, and grow your apps and games — many of them based on your feedback and suggestions.
Last year we introduced Android's new publishing format, the Android App Bundle, and an entirely new dynamic delivery framework on Google Play. There are now over 80,000 apps and games using app bundles in production, with an average size savings of 20%. As a result of those savings, apps have seen up to 11% install uplift. As the future of app delivery, we’re excited to share these latest enhancements to the Android App Bundle.
Dynamic features are out of beta and available to all developers, including these new delivery options:
During our beta program, many developers implemented interesting use cases with dynamic features. Netflix, for example, now delivers their customer support functionality as a dynamic feature to users who visit the support center. By making functionality available only to users who need it, Netflix reported a 33% reduction in app size. You can learn more in the video below.
We heard you loud and clear: testing bundles is hard. But with the new internal app sharing, you can now share test builds in a matter of seconds. Just upload your app bundle to Google Play and get a download URL to share with your testers. You don’t need to worry about version codes, signing keys, or most other validations that your production releases need to conform to.
In addition to efficiency and modularity, the Android App Bundle also now offers increased security with the launch of app signing key upgrade for new installs. With this feature, you can upgrade the cryptographic strength of your signing key for new installs and their updates on Google Play. Many developers sign their apps with keys generated a long time ago, and this new feature is the only backwards-compatible way to increase their strength.
Although auto-updates reach many users, you told us it was still challenging to get some users to update your apps. Now that our new in-app updates API is in general availability, users will be able to update without ever leaving your app. During our early access program, many developers used our API to create a polished upgrade flow, resulting in a median acceptance rate of about 50%.
The API currently supports two flows:
The right data can help you improve your app performance and grow your business. That’s why we’re excited to tell you about new metrics and insights that will help you better measure your app health and analyze your performance.
We’re also making big changes to another key source of performance data: your user reviews. Many of you told us that you want a rating that reflects a more current version of your app, not what it was years ago — and we agree. So instead of a lifetime cumulative value, your Google Play Store rating will be recalculated to give more weight to your most recent ratings. Users won’t see the updated rating in the Google Play Store until August, but you can preview your new rating in the Google Play Console today.
Every day, developers respond to more than 100,000 reviews in the Play Console, and when they do, we’ve seen that users update their rating by +0.7 stars on average. So in addition to the ratings change, we're making it easier to respond to reviews with suggested replies. When you go to respond to a user, you’ll see three suggested replies which have been created automatically based on the content of the review. You can choose to send one as-suggested, customize a suggestion for more personalization, or create your own message from scratch. Suggested replies are available in English now with additional languages coming later.
Your store listing is where users come to learn more about your app or game and decide whether to install. It’s important real estate, so we’re releasing new features that let you optimize your Google Play Store to address different moments in the user lifecycle.
Learn more about these and other Google Play features at Google I/O. Join us live or watch later on the Android Developers YouTube channel.
You can also take your skills and knowledge to the next level with our e-learning courses on Google Play’s Academy for App Success, and sign up for our newsletter to stay up to date with our latest features and updates.