Ten slots on the App Store, eight on Google Play, and one recurring question: do you have to fill them all? Short answer: no, but the number you pick has consequences on both stores. Here is what the limits actually are, what the data says, and a sensible default.
The actual limits
- App Store: 1 to 10 screenshots per device class. Only the 6.9-inch iPhone set (plus iPad 13-inch if you support iPad) is required; the full size rules are here.
- Google Play: 2 to 8 screenshots per device type, 2 being the bare minimum to publish. The real number to remember is 4: below four screenshots of at least 1080 pixels, your app loses eligibility for Play's larger promotional placements (the requirements in detail).
What the data says about attention
The brutal fact: only the first two or three screenshots are visible without swiping, and published listing tests put roughly 70 percent of the conversion weight on those first frames. Screenshot number nine is seen by a tiny, already-convinced minority. So the question "how many?" matters much less than "how good are the first three?": slide one alone deserves its own article.
So how many should you ship?
A pragmatic default: 6 to 8.
- Fewer than 4 looks thin, hurts Play eligibility, and wastes free selling space.
- 6 to 8 lets you tell a complete story: strongest benefit, second benefit, how it works, objection killer, social proof, recap.
- The jump from 8 to 10 on the App Store is worth it mainly for rich, multi-featured apps; for a focused utility, five strong slides beat ten padded ones. Padding is visible: users can smell "we had nothing left to show" from a duplicated screen with a reworded caption.
Games lean differently: more slides showing actual gameplay variety perform well, and Play's promotion rules for games favor at least 3 landscape 1920 x 1080 shots.
Same count everywhere?
Keep the story identical across stores, adapted to each store's format. That is mostly a production problem: 7 slides x 2 stores x your languages multiplies fast, which is why a design-once, export-everything workflow is what makes the "right" count affordable rather than theoretical.
The short version
Minimum 4 (Play eligibility), sweet spot 6 to 8, all 10 only if you genuinely have ten things to show. Then forget the count and spend the saved energy on the first three frames, where the installs actually happen.


