Quick answer: Answer via the Info.plist key so it is automatic (ITSAppUsesNonExemptEncryption false for standard HTTPS-only use), or answer in App Store Connect per build.
This is the most bureaucratic build-blocker on iOS: a yes/no about encryption. Games using only standard TLS have a standard answer — automate it. Here is how.
How to fix it
1. Set the plist key once
Add ITSAppUsesNonExemptEncryption = NO to Info.plist if you use only exempt encryption (HTTPS/TLS, platform crypto) — every future upload then skips the question entirely.
2. Understand what 'exempt' covers
Standard networking over TLS, DRM, and OS-provided crypto are exempt; shipping your own custom encryption algorithms is not — most indie games are squarely exempt.
3. Answer stuck builds in the Console
Existing 'Missing Compliance' builds: App Store Connect > the build > answer the encryption questions — availability to testers is immediate after.
4. Document your reasoning
Note in your release runbook which category you claim and why — a consistent, recorded answer beats re-deriving export rules under release pressure.
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.
The bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.