The whiteboard question
"We have twelve weeks until the investor meeting. iPhone, Android, an admin panel and payments. Doable?"
That request is a composite, not a quote from one client, but it's the shape a timeline question tends to arrive in: a fixed date, a long list, and the hope that the list fits the date. Picture it on a whiteboard with a box drawn around the words "12 weeks".
My answer to that request is no. Not "no, it's impossible", but no, not all four, not launched in both stores, not by that date. Then we spent an hour working out which part of the list the twelve weeks could actually buy.
This article is that hour, written down. I'll use only three kinds of numbers: the process durations and price bands we publish on our own service pages, the review and account rules Apple and Google publish, and arithmetic I do in front of you. Everything else, I leave out and say why.
To be clear about who's writing: I run Frenchy Digital, a senior-led app and AI agency in Los Angeles. I've got a stake in how you plan your build. So I'll show you where our own numbers say "this doesn't fit", including for the work we sell.
Twelve weeks is a calendar
The wrong model goes like this. Twelve weeks is a quantity of development, a bucket of effort. If the bucket is big enough, you pour features in until it's full, and whatever fits, ships.
It's a sensible model. It's also the reason most deadlines slip.
Twelve weeks is a calendar, not a bucket. Some of the work inside it runs in sequence and can't be sped up by adding people. Discovery has to end before design is final. Design has to settle before the expensive screens are built. The app stores run clocks you don't control at all: a 14-day testing window, a review queue, a business identity check.
There's a concept from project management that captures this better than any metaphor I could invent: the critical path. It's the longest chain of tasks that each depend on the one before. Whatever sits on that chain sets your finish date. Work that sits off it can run in parallel and doesn't move the date at all.
Think of cooking a holiday dinner. The turkey takes four hours no matter how many cousins are in the kitchen. Extra cousins make the side dishes faster. They don't make the turkey faster. If you want dinner at six, the only question that matters is when the turkey goes in.
Therefore the useful question isn't "how many features fit in 12 weeks?" It's "what's on the critical path, how long is it, and what's left over?" For an app, the turkey is usually some mix of decisions, core screens and store approval. The side dishes are everything else.
The rest of this article walks that critical path for three kinds of build, using durations we've published, and then shows the store clock that sits at the end of any native app.
The arithmetic of 12 weeks
Start with hours, because that's where most budget conversations start, even when the contract ends up fixed price.
Twelve weeks at 40 hours a week is 480 hours for one person working full time on your project. Our senior rate runs $150 to $225 an hour. So one senior person for the whole twelve weeks is about $72,000 at the low end of the band and about $108,000 at the top.
| Scenario (arithmetic, not a quote) | Hours | At $150/h | At $225/h |
|---|---|---|---|
| One senior person, 12 weeks full time | 480 | $72,000 | $108,000 |
| One senior person, 12 weeks half time | 240 | $36,000 | $54,000 |
| Two people, 12 weeks full time | 960 | $144,000 | $216,000 |
| What $30,000 buys in hours | 133 to 200 | 200 h | about 133 h |
| What $75,000 buys in hours | 333 to 500 | 500 h | about 333 h |
Now hold those numbers next to our published MVP bands: $30,000 to $50,000 for the MVP Launch tier and $55,000 to $75,000 or more for MVP Plus (from our MVP development page). The MVP Launch band is less than one senior person for twelve weeks. That's not a discount; it's a different shape of work.
Why does the price come in under the full calendar? Because an MVP isn't twelve weeks of continuous coding. It's a short discovery, a prototype, a build sprint and a launch, and the published tier finishes in 6 to 10 weeks. Nobody is billing for weeks eleven and twelve because they aren't in the plan.
What about after launch? The spare weeks aren't the end of spending. Our retainers run $2,500 to $9,500 a month for ongoing work. At $150 to $225 an hour, that's roughly 11 to 63 hours a month of senior time, depending on where in both bands you land. Put that next to the build budget when you plan the year, not only the twelve weeks.
Let's check that division, since I told you I would. $2,500 divided by $225 is about 11 hours. $9,500 divided by $150 is about 63 hours. Neither end is a quote; they're the edges of what the two published bands allow.
The downside of reading hours this way: it tempts people to fill the whole 480 hours. If the MVP fits in eight weeks, the pressure is to spend the other four adding features. That's usually the wrong call, and I'll explain why in the risk section.
Scenario: a 12-week web MVP
This is a worked scenario, not a client story. Suppose a founder wants a web app that customers sign into, where they do one core job, and where the team manages users from an admin panel. No native app yet. Payments later.
Here are the phases we publish for an MVP, and what they add up to.
| Phase (our published duration) | Shortest | Longest |
|---|---|---|
| Discovery workshop and feature prioritization (3 to 5 days) | 3 days | 5 days |
| Rapid prototyping and validation (1 to 2 weeks) | 1 week | 2 weeks |
| Lean development sprint (3 to 6 weeks) | 3 weeks | 6 weeks |
| Launch and investor readiness (3 to 5 days) | 3 days | 5 days |
| Total | about 5.2 weeks | 10 weeks |
Let's do the addition out loud. At the short end, 3 days plus 1 week plus 3 weeks plus 3 days is 4 weeks and 6 working days, a little over 5 weeks. At the long end, 5 days plus 2 weeks plus 6 weeks plus 5 days is exactly 10 weeks.
That matches the MVP Launch tier we publish: 6 to 10 weeks for $30,000 to $50,000, covering a working product with 5 to 7 core features, user authentication and onboarding, a database with validation, an admin panel, analytics and production deployment on a custom domain, with 30 days of post-launch support.
So in a 12-week window, the MVP Launch tier leaves somewhere between 2 and 6 weeks of calendar unspent (12 minus 10, and 12 minus 6). That's the scenario I like best, bc those spare weeks absorb the things that always happen: a stakeholder on vacation, a copy rewrite, a pivot in week three when the prototype test goes badly.
Where MVP Plus sits against 12 weeks
Our MVP Plus tier, $55,000 to $75,000 or more, lists 10 to 14 weeks. It adds payments, real-time features and third-party integrations, Stripe billing, a progressive web app, an advanced admin, and two iteration cycles based on user feedback. At 10 weeks it fits inside the window. At 14 weeks it doesn't. So if you want MVP Plus scope by a hard 12-week date, you're betting on the short half of the range, and you should know that before you sign.
Where the validation prototype sits
The smallest tier, a validation prototype at $15,000 to $25,000, lists 3 to 4 weeks. It's a clickable prototype, a landing page with email capture and user testing with 5 to 10 target users, not a working product. In a 12-week plan it's a strong first month: test the idea, then decide whether the remaining eight weeks go to building it or to changing it.
One caveat I want on the record. These are web MVPs built in React and TypeScript. They run on a phone browser and can be installable as a PWA at the higher tier, but they aren't native App Store apps. That distinction is the whole next section.
Scenario: a 12-week website
Second scenario, also illustrative. A Los Angeles services business wants a new marketing site with 10 to 20 pages, a blog, a CRM integration and two languages.
Our website development page publishes four phases: discovery and information architecture in 1 to 2 weeks, UI and UX design in 2 to 3 weeks, development and CMS integration in 3 to 6 weeks, and testing, SEO and launch in 1 to 2 weeks.
Add them up: 1 plus 2 plus 3 plus 1 is 7 weeks at the short end, and 2 plus 3 plus 6 plus 2 is 13 weeks at the long end.
| Tier (published) | Price band | Published timeline | Fits in 12 weeks? |
|---|---|---|---|
| Business website, 5 to 10 pages | $15,000 to $30,000 | 4 to 6 weeks | Yes, with 6 to 8 weeks spare |
| Corporate website, 10 to 20 pages | $30,000 to $60,000 | 6 to 10 weeks | Yes, with 2 to 6 weeks spare |
| Enterprise website, 20+ pages | $60,000 to $100,000+ | 10 to 16 weeks | Only at the short end |
You might spot that the phase sum (7 to 13 weeks) is longer than the business tier (4 to 6 weeks). That's because the phase ranges are written to cover every tier. A five-page site doesn't need two weeks of information architecture, and the tier timeline reflects that. I'd rather point it out than have you find it.
Our scenario business sits in the corporate tier: 6 to 10 weeks, $30,000 to $60,000, which includes a design system, structured data, a blog with categories and search, 2 to 3 languages and CRM and email platform integration. It fits in 12 weeks.
What eats the spare weeks on websites isn't code, in my experience. It's content. Photos that haven't been shot, bios that haven't been approved, a translation that arrives in week eleven. A website with finished copy on day one is a very different project from one where the copy is "coming".
For a real example of the kind of web work we do here, our Janvier LA case studycovers a Shopify e-commerce build for engagement rings and custom jewelry, with customization features and appointment booking. To be clear, it's a web and e-commerce project, not a native app, and the case study doesn't state a timeline, so I'm not using it as proof of any duration.
If you're comparing web agencies rather than app studios, the sibling piece ranking Los Angeles web development companiesscores firms on things you can check, including whether they publish pricing at all.
Scenario: native iOS in 12 weeks
Third scenario. The founder wants a native iPhone app in Swift, in the App Store, in 12 weeks.
Here's where our own numbers say no. Our iOS app development pagepublishes discovery and planning in 2 to 3 weeks, UI, UX and development in 8 to 16 weeks, testing and QA in 2 to 3 weeks, and App Store launch in 1 to 2 weeks.
| Phase (our published iOS duration) | Shortest | Longest |
|---|---|---|
| Discovery and planning | 2 weeks | 3 weeks |
| UI, UX and development | 8 weeks | 16 weeks |
| Testing and QA, including TestFlight beta | 2 weeks | 3 weeks |
| App Store launch | 1 week | 2 weeks |
| Total | 13 weeks | 24 weeks |
At the very shortest, that's 13 weeks. One week over, before anything goes wrong. At the longest, 24 weeks, twice the window.
The iOS MVP package we publish says the same thing a different way: $50,000 to $100,000 for a single platform with 3 to 5 core features, basic design, API integration and App Store submission, over 3 to 4 months. Three months is about 13 weeks. Four is about 17.
Could a very small native app squeeze into 12 weeks? Sometimes, if discovery is already done, the design is locked, and there's no backend to build. But I won't promise it, and you should be wary of anyone who does without a written phase plan that adds up.
What I'd suggest instead, when the date is fixed: run discovery before the clock starts, or ship the web MVP in 12 weeks and start the native app after. Our discovery phase guide walks through what that paid scoping step costs ($9,000 to $22,000 over 2 to 4 weeks with us) and why taking it off the critical path is often the cheapest time you can buy.
What about cross-platform tools, one codebase for iPhone and Android? They can shorten the path to two stores compared with two separate native builds. They don't remove the store clock, the D-U-N-S wait or the Google testing window, and they bring their own tradeoffs in platform features and upgrades. I'm not going to put a week count on them here, bc we don't publish one, and a number I made up would be exactly the kind of figure this article refuses.
There's also a quieter reason native takes longer that has nothing to do with Swift. Every screen has to be checked on real devices, across iPhone sizes and iOS versions. Our published testing phase (2 to 3 weeks) includes device testing, version compatibility and a TestFlight beta. That's the part people try to cut when the date gets close, and it's the part that decides whether review goes smoothly.
If you're set on native and want to compare local studios, the round one ranking of Los Angeles app development companies is a reasonable place to start your shortlist.
What does not fit
Back to the whiteboard. iPhone, Android, an admin panel and payments in 12 weeks. Let's price and time it from what we publish, and see where it breaks.
| Piece | What our published numbers say | Weeks alone |
|---|---|---|
| Native iOS app | Phases sum to 13 to 24 weeks; MVP package 3 to 4 months | 13+ |
| Native Android app | We do not publish a separate Android band; assume a comparable build | Not published |
| Admin panel | Included in MVP Launch and MVP Plus web tiers | Inside 6 to 14 |
| Payments | Stripe billing listed in MVP Plus (10 to 14 weeks) | Inside 10 to 14 |
| Store setup and review | Apple and Google rules, next sections | Days to about 4 weeks |
The iOS app alone already overshoots 12 weeks on our own phases. Android adds its own build and, if you open a new personal Google Play account, a mandatory 14-day closed test before production. Then there's review on both sides.
So the full whiteboard doesn't fit. Not bc anyone is slow, but bc the critical path is longer than the calendar.
Here's what does fit, in rough order of how often I recommend it:
- A web MVP with the admin panel and payments (MVP Plus scope) inside 10 to 14 weeks, accepting that 14 would miss the date. Native apps follow once real users prove the product.
- A web MVP at MVP Launch scope in 6 to 10 weeks, plus a clickable native prototype for the investor meeting, clearly labelled as a prototype.
- One native platform started in the 12 weeks with a TestFlight beta by the date, not a public App Store launch.
- A cross-platform build scoped tightly enough to fit, which is a separate conversation with its own tradeoffs and not something I'll pretend is free.
For the whiteboard scenario, I'd pick the second option. A clickable prototype plus a working web product is a pitch a founder can stand behind. "Half of four things" isn't.
The store clock
Any native app ends at a review queue you don't control. The good news is that both stores publish their rules. The bad news is that the rules are easy to learn in week eleven.
Apple App Review
Apple says that on average 90% of submissions are reviewed in less than 24 hours, and that incomplete submissions may be delayed or may not pass (Apple, App Review). You can request an expedited review for a critical bug fix or an event-related app.
Two details from App Store Connect help matter for planning. Each platform can have one app version under review at a time, and submissions may not be reviewed in the order you submit them (Apple, submitting for review).
The 24-hour figure is Apple's average, and averages hide rejections. A rejection means a fix, a resubmission and another queue. So I plan the App Store launch phase at 1 to 2 weeks, as our iOS page does, not at one day.
What gets first submissions sent back
Most first-submission trouble traces to three guideline basics (App Review Guidelines). Guideline 2.1 asks for final versions with complete metadata and working URLs, with placeholder content scrubbed. Guideline 4.2 asks for features, content and UI that go beyond a repackaged website. And guideline 5.1.1(v) requires in-app account deletion if your app lets people create an account.
Each of those is cheap in week four and expensive in week twelve. Account deletion, especially, is a real feature with a backend, and it's easy to leave off a scope list bc nobody asks for it in a pitch.
TestFlight
When you add the first build to an external TestFlight group, it goes to App Review, and Apple says later builds may not need a full review. You can add up to 10,000 external testers, and a build can be tested for up to 90 days (Apple, TestFlight overview). For a 12-week plan, the practical point is: send the first external build early, so the beta review isn't on your critical path.
Google Play review and the 12 by 14 rule
Google Play requires personal developer accounts created after November 13, 2023 to run a closed test with at least 12 testers opted in continuously for at least 14 days before applying for production access. Google says that production access review usually takes seven days or less, but can occasionally take longer (Google Play, testing requirements).
Separately, Google says certain developer accounts get a more thorough app review, with review times of up to 7 days or longer in exceptional cases (Google Play, prepare your app for review).
Arithmetic, worst reasonable case for a brand new personal account that also lands in that extended review: 14 days of testing plus up to 7 days for production access plus up to 7 days of app review is 28 days. That's four weeks, a third of your window, and none of it is code.
Platform version rules for 2026
Since April 28, 2026, apps uploaded to App Store Connect must be built with Xcode 26 or later using the iOS 26 SDK, and since September 9, 2026, iOS and iPadOS apps must target iOS 13 or later (Apple, upcoming requirements). On Google Play, since August 31, 2026, new apps and updates must target Android 16, API level 36, with an extension available to November 1, 2026 (Google Play, target API level). If you're inheriting an older codebase, the upgrade is its own line item.
After launch, updates have a clock of their own. Apple's phased release spreads an update over 7 days to users with automatic updates (1%, 2%, 5%, 10%, 20%, 50%, then 100%), and lets you pause for up to 30 days in total (Apple, phased release). That's a good tool for the first update after a 12-week sprint, when bugs are most likely.
Accounts and D-U-N-S
The slowest part of an app launch is sometimes the paperwork, and it's the part people start last.
If you publish as a company, both stores want proof the company exists. Apple requires organizations, other than government entities, to have a D-U-N-S number, displays your legal entity name as the seller (no DBAs or trade names), wants a public, functional website on your organization's domain and a work email on that domain, and charges 99 USD per membership year (Apple Developer Program enrollment).
Google Play charges a US$25 one-time registration fee and may ask for a government ID and a credit card under your legal name (Google Play, registration). For organization accounts it requires a D-U-N-S number, except for government organizations (Google Play, required information).
Now the fun part. How long does a D-U-N-S number take? Three primary sources give three answers:
| Source | What it says |
|---|---|
| Apple D-U-N-S support page | Allow up to 5 business days from D&B, then up to 2 business days for Apple to receive it |
| Dun and Bradstreet | Free number in most cases within 30 business days; paid expedited within eight business days |
| Google Play Console Help | The process can take up to 30 days, so plan ahead; separately, payment method verification can take up to 5 days |
Sources: Apple, Dun and Bradstreet, Google Play.
I don't know which one you'll get, and neither does anyone else. So plan for the slow one. Thirty business days is six calendar weeks. If you start it in week eight, it finishes after your deadline. If you start it on day one, it's done by week six and nobody thinks about it again.
One more thing that matters for ownership. Open these accounts in your company's name, not your agency's. We transfer full source code and IP to our clients, but the store account is a separate asset, and it's much easier to own from the start than to move later.
There's a tradeoff hidden in the table, too. A personal Google Play account skips the D-U-N-S wait but triggers the 12 testers for 14 days rule. An organization account skips that rule but needs the D-U-N-S number. Neither is free; pick the one whose clock you can start earlier.
A week by week plan
Here's how I'd lay out 12 weeks for the web MVP scenario, with the native and store items that should start early if a native app follows. It's a scenario plan, built from our published phase durations, not a promise.
| Weeks | Build track | Paperwork and store track |
|---|---|---|
| Week 1 | Discovery workshop (3 to 5 days): riskiest assumption, core flow, must haves | Request D-U-N-S; open Apple and Google accounts in the company name; domain email live |
| Weeks 2 to 3 | Rapid prototype (1 to 2 weeks); test with 5 to 10 target users | Publish a real company website if you don't have one; Apple checks for it |
| Weeks 4 to 9 | Lean development sprint (3 to 6 weeks); weekly demo | Write privacy policy and store listing copy; plan account deletion |
| Week 10 | Launch (3 to 5 days): deploy, analytics, soft launch to beta users | If a native app is next: first TestFlight build out early |
| Weeks 11 to 12 | Buffer: fixes from real users, iteration | Google closed test running if a new personal account is used |
Notice where the buffer lives. It's at the end, and it's protected. The moment a new feature request arrives, it goes on a list for after launch, not into weeks eleven and twelve.
Why does the paperwork track start in week one when the store work doesn't matter until week ten? Because of the critical path again. The D-U-N-S wait is up to about six weeks by the slowest published figure. Starting it in week one puts it off the critical path entirely. Starting it in week seven puts it right on top.
Weekly demos matter more than any tool. Once a week, you see the working product and make the decisions that are blocking it. A decision that waits a week costs a week. On a 12-week calendar, three of those is a quarter of your buffer gone.
If you're in Los Angeles, the in-person part of this is easy to do well: a discovery workshop around one table, and major reviews in the same room. Day to day, remote works fine. Our Los Angeles app and web development page has more on how we split that.
What goes wrong
Let me argue against my own plan, bc it has real failure modes.
Filling the buffer
The most common failure is the one I warned about earlier. The MVP runs ahead of schedule, someone notices four spare weeks, and features pour in. Then something unexpected happens in week eleven and there's no room left. The cost: the date slips, and the thing that slipped it was a feature nobody tested with users. The fix is boring: a written list of post-launch items, and a rule that nothing moves from it into the sprint without something else moving out.
Decisions arriving late
Code rarely sets the pace. Approvals do. If the person who can say yes to a design is available one afternoon every two weeks, the calendar stretches to fit them. The detection signal is easy: open questions older than a week on the tracker. If you see three, the date is already at risk.
A rejection in week twelve
For native apps, a first-submission rejection costs a fix, a resubmission and another queue. Apple's 24-hour average doesn't help if your app lacks account deletion. The mitigation is to check the review guidelines in discovery, not before submission, and to get a TestFlight build reviewed early.
Choosing web first, then regretting it
The web-first recommendation has a real downside. Some products need native features on day one: deep camera work, background location, push behavior a browser can't match. Launching those as a web MVP can test the wrong thing. If your riskiest assumption depends on a native capability, the right answer is a longer timeline, not a web MVP that can't prove the point.
Why is the plan still worth it with those risks? Because the worst case is bounded. If the buffer gets eaten, you launch in week twelve with a smaller product. If the date slips by two weeks, you've still shipped a working, owned product at a published price. The alternative, the full whiteboard, risks launching nothing at all by the date, which is the one outcome an investor meeting can't absorb.
And a note on what we promise: nothing about outcomes. We publish price bands and timelines, send a fixed-price phased proposal within 5 business days, and back launches with a 30-day post-launch warranty. That's the extent of it.
Red flags in a timeline quote
When you compare proposals, the timeline is where the optimism hides. These are the red flags I'd look for, in any agency's quote, ours included.
- A single number of weeks with no phases underneath it. If you can't add it up, you can't check it.
- Native iOS and Android, both launched to the stores, in a window shorter than the vendor's own published iOS timeline.
- No mention of App Review, TestFlight, the Google Play closed testing rule or developer account setup.
- Store accounts opened in the agency's name rather than yours.
- No written change process, so every new idea silently lands inside the same deadline.
- A promise of a launch date rather than a plan for one. Nobody controls the review queue.
None of these means the vendor is dishonest. Most of the time it means the proposal was written to win the deal, and the hard parts were left for later. Your job is to pull later forward, onto the page, before you sign.
A good test: ask the vendor to walk you through week one. If the answer includes the D-U-N-S request, the developer accounts and the discovery workshop, they've done this before. If it starts with coding, ask what happens to the paperwork.
Numbers I refuse
Search for "how long does it take to build an app" and you'll find confident averages: four to six months, three to nine months, a specific number of weeks for a "simple" app. I looked for where those come from.
I couldn't find a primary dataset behind any of them. The pages repeating them don't publish a sample size, a method, or even a definition of when an app counts as done. Most are agency marketing pages, and the ranges conveniently match what that agency sells. So I don't print them, and I'd ask your vendor where theirs come from.
The same goes for an "average cost of an app in Los Angeles". None traced to a primary source. That's why every price in this article is either our own published band or arithmetic from our rate.
A few other limits you should know about:
- Our published timelines are ranges for scoped work, not guarantees. Your project's written phase plan is what counts.
- Apple's 90% within 24 hours is Apple's own stated average. I have no independent measurement of review times.
- Google does not publish a typical review time in hours, only that some reviews take up to 7 days or longer.
- The three D-U-N-S timelines disagree, and I can't tell you which one applies to your company.
- We don't publish a separate Android price band, so I haven't invented one.
- Store rules change. I checked every store fact here on September 30, 2026; recheck before you plan.
Our own MVP page also carries a couple of marketing claims I won't repeat here, bc I couldn't tie them to a record I can show you. If a number in this article isn't linked or labelled as arithmetic, treat that as a bug and tell me.
What to do this week
If you have a date and a list, here are three things to do before you sign anything.
- Request a D-U-N-S number and open your Apple and Google developer accounts in your company's name today, even if the native app is months away.
- Write your list in order of the riskiest assumption first, and draw a line at what a 6 to 10 week web MVP could hold. Everything below the line is version two.
- Ask every agency you're comparing for a written phase plan with durations that add up, and do the addition yourself.
If you want us to be one of the plans you compare, our MVP build process (linked above) lays out each phase, or book a call at calendly.com/frenchydigital/discovery-call.
The turkey goes in first.
Have 12 Weeks and a Long List?
Book a discovery call with Frenchy Digital, a senior-led Black-owned Los Angeles agency. We map your critical path, cut the list to what fits, and send a fixed-price phased proposal within 5 business days, with full source code and IP ownership.
Planning a 12-week build?
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Frequently Asked Questions
Sources & References
- 1Apple Developer: App Review (review times and expedited review)↗
- 2Apple Developer: App Review Guidelines↗
- 3Apple Developer: Overview of submitting for review↗
- 4Apple Developer: TestFlight overview↗
- 5Apple Developer: Release a version update in phases↗
- 6Apple Developer: Upcoming requirements↗
- 7Apple Developer Program: Enrollment↗
- 8Apple Developer: D-U-N-S Number support↗
- 9Dun and Bradstreet: Get a D-U-N-S Number↗
- 10Google Play Console Help: App testing requirements for new personal developer accounts↗
- 11Google Play Console Help: Register for a developer account↗
- 12Google Play Console Help: Required information to create a developer account↗
- 13Google Play Console Help: Prepare your app for review↗
- 14Google Play Console Help: Target API level requirements↗
- 15Apple Developer: Offering account deletion in your app↗
- 16Google Play Console Help: Set up an open, closed or internal test↗
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