@eniko If you're willing to distribute an unsigned version outside of Steam (since that platform will not allow it), it *can* technically be ran but your end users will have to jump through quite a few hoops. Whether that's worth it or not is another question of course.
@eniko Do you still require the $xxx something per year to be listed/present "on the iOS/OSX store" / be part of "Apple Developer" / be able to "officially" distribute/put out Apple SW ? Our problem was 1. every OS update was breaking something requiring something to be fixed 2. not enough sales 3. the "per year payment" eroding 2 , 4. not enough 'exposure' .. in essence was "quite some work for nothing much added" 😐 Maybe today is different dunno, we don't have Apple PCs around any more.
by the way, i'm not saying that kitsune tails can't run on mac. it's made using FNA/SDL2, which are highly portable. ethan lee has ported our games without access to source code before, and there's nothing in kitsune tails that would make it impossible to do the same
but there's a big gulf from "this game can run on mac" to "our studio can afford to put out an officially supported mac version and offer support to users on macs and maintain it and keep it running while apple keeps trying to break it over and over and over again"
@HauntedOwlbear That's not really what I had in mind, homebrew has no way to charge for your app from what I know. I was thinking of uploading the app bundle as-is to itch or someplace like that, then just getting the user to bypass the "error" from the lack of notarization. Now the way you do this is *incredibly stupid* and your computer will *lie to you*, claiming the application is "corrupt" rather than unsigned. Here's some instructions here that users could be given: https://disable-gatekeeper.github.io/
@HauntedOwlbear The thing is, this isn't "security". It pretends to be that, but whether you get this error on your apps or not depends on whether you paid Apple 100 bucks this year and nothing else.