XBOX package version numbering for subsequent submissions

Luke Gardner (He/Him/His) 0 Reputation points
2026-07-07T16:06:13.0533333+00:00

Hi, I'm attempting to write a guide for our development team, as the publishing companies Compliance and Submissions manager I am aware that most package names include the version number for ease of identification, however I am wondering what the range of that "version=" is.

Can each set of numbers reach 999, 256? or some other limit before we must tick over to the next.

For instance, in an extreme edge case where we submit the base game and it releases as 1.0.0.0 and we then release 100 patches before the next major content update would we be able to have 1.0.0.100 or would it tick over at 99 to 1.0.1.0?
The same question applies for 256 and 999 to understand what limits we're working with here.

Finally I was told that the last decimal place was reserved for XBOX Store Page "stuff", and that we shouldn't use it during submissions, is it correct that we should refrain from editing that last decimal place?

Thank you for your time and assistance with this issue.

Microsoft Partner Center | Other
0 comments No comments

1 answer

Sort by: Newest
  1. AI answer

    2026-07-07T16:06:37.4833333+00:00

    For Xbox packages that use the Windows app packaging model (APPX/MSIX), the version number rules follow the Windows Store/UWP package identity rules:

    • The version is a four-part integer: Major.Minor.Build.Revision.
    • Each part (Major, Minor, Build, Revision) must be an integer between 0 and 65535.
    • The first part (Major) cannot be 0.
    • For Windows 10/11 (UWP) packages, the fourth part (Revision) is reserved for Store use and must be set to 0 when you build your package. The Store may change this value.

    Practical impact for your versioning scheme

    1. Maximum values per segment
      • Major: 165535 (cannot be 0)
      • Minor: 065535
      • Build: 065535
      • Revision: 065535, but for UWP/Store packages you must set this to 0 at build time.
      So values like 1.0.0.100, 1.0.0.256, or 1.0.0.999 are all valid from a range perspective, as long as the last segment is 0 when you submit (for UWP packages).
    2. No automatic “tick over” at 99, 256, or 999
      There is no Store-enforced rollover at 99, 256, or 999. The only hard limit is 65535 per segment (and Major ≠ 0). You can choose your own scheme for when to increment Major/Minor/Build. For example, for 100 patches after 1.0.0.0, all of these are valid:
      • 1.0.100.0
      • 1.0.0.100 (if you decide Build is “patch” and Minor stays 0)
        As long as each segment stays ≤ 65535 and the last segment is 0 at build time.
    3. Using the last segment (Revision)
      For Windows 10/11 UWP packages:
      • The fourth segment is reserved for Store use.
      • It must be left as 0 when building the package.
      • The Store may change it internally.
      So for Xbox titles using this packaging model, the guidance is to not use the last decimal place for your own versioning. Keep it at 0 in your submissions and base your internal versioning on the first three segments.
    4. Multiple packages with the same version
      You can provide multiple packages with the same version number, as long as they do not share the same architecture. The Store uses:
      • Version first (higher version wins), then
      • Architecture rank (x64 > x86 > Arm > neutral) to decide which package is higher rank for a given device.

    This gives flexibility to design an internal scheme (e.g., Major = content update, Minor = feature update, Build = patch) while staying within the Store’s numeric limits and reserving the last segment for Store use.


    References:

    AI-generated content may be incorrect. Read our transparency notes for more information.

    Was this answer helpful?

Your answer

Answers can be marked as 'Accepted' by the question author and 'Recommended' by moderators, which helps users know the answer solved the author's problem.