Quick answer: Flatten the icon onto an opaque background and strip the alpha channel, then re-export every icon size from the flattened master.
This automated rejection fires at upload time and blocks the build. It is purely about the PNG's alpha channel. Here is the two-minute fix and the pipeline change.
How to fix it
1. Flatten and strip alpha
Composite the icon over its background color and export without transparency — in Preview: export deselecting Alpha; in Photoshop: flatten before Save for Web; ImageMagick: convert icon.png -background "#101018" -alpha remove -alpha off icon-flat.png.
2. Fix the source, not one export
Set your icon template document to no-transparency so every future export is compliant — this rejection loves to return at the worst release moment.
3. Check all icon slots
The 1024 marketing icon is the usual offender, but audit the full asset catalog — some tools regenerate all sizes from a transparent master.
4. Validate before upload
Run your archive through Xcode's validate step (or Transporter) before release day — it catches ITMS asset errors locally in seconds.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every mobile error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
Most of the time the fix is small. Seeing the failure clearly is the part that actually costs you.