Posted by Ellis Spice on September 8th, 2014 iPad Only App - Designed for iPad
Following on from the addition of a sandbox mode, SomaSim has announced that its iPad-only Gold Rush-era city management game 1849will receive an expansion entitled “Nevada Silver” later this month.
The expansion takes place on the other side of the mountains ten years after the Gold Rush, where silver has been discovered in Comstock Lake. The original gameplay will be built upon, with technological advances like trains and steam-powered mills adding new challenges to trade and mining operations, with players taking on six complex scenarios set in Northern Nevada towns.
1849 is available to purchase now for iPad for $4.99, whilst the “Nevada Silver” expansion will be an In-App Purchase and will cost $1.99 when it releases.
Posted by Ellis Spice on May 27th, 2014 + Universal App - Designed for iPhone and iPad
The fifth expansion for Carcassonne has arrived, bringing with it ‘The Phantom.’ This new add-on includes a ghostly-transparent game piece that can be played in addition to a regular one during the players turn. If you want to learn how to use the Phantom to its fullest, the developers have also released a short strategy guide on its use.
Carcassonne is available on the App Store now for $9.99, with “The Phantom” available as an in-app purchase for $0.99.
Posted by Rob Rich on April 25th, 2014 + Universal App - Designed for iPhone and iPad
First of all, Warhammer Quest is a great game. You should go get it if you haven’t already, even if you missed out on it when it was free last week. But regardless of whether or not you were able to take advantage of the sale, there’s a totally new sale you can take advantage of this weekend.
From now through Sunday, pretty much all of the game’s in-app purchases are on sale for $0.99 each. That means new regions, enemies, heroes, etc. You can grab them all for a very reasonable price.
Warhammer Quest is available on the App Store for its more typical (and still quite worthwhile) price of $4.99.
Posted December 10th, 2013 by Arron Hirst Our Rating: :: GET CREATIVE!
Rather than arriving as a game itself, Createrria is aiming to give gamers the necessary tools to create their very own platformers. The premise is great, but it could do with a few more creation and customisation options.
Fieldrunners 2 is getting in-app purchases, according to a blog post from the game’s developer, Subatomic Studios. Such a thing should not be notable in 2012, as in-app purchases have become the norm. But there’s two reasons why this is a story: one, Fieldrunners 2 launched without IAP at first at all, a rarity considering that the game had a virtual currency in place for buying in-game upgrades already. Second, the reason why they did it reveals something interesting about people’s expectations of App Store games.
This isn’t necessarily a case of Subatomic Studios not having made a lot of money so far, because according to its own numbers, the game has made over $1 million so far. That’s more than Jetpack Joyride made in its first few months, for comparison, though before it went free-to-play. Considering the long amount of time between entries of the Fieldrunners series and the game’s high production values, it’s likely that there would be a high cost to make the game, though the original Fieldrunners has had the benefit of being on many platforms to help bring in revenue over that time as well.
Fieldrunners 2 also had the benefit of launching at a “premium” app price on iOS: $2.99 for the iPhone version, and $7.99 for the iPad version, neither of which is universal. The iPad version doesn’t have the IAP yet; I reached out to Alec Shobin, marketing and PR manager at Subatomic, who explained that “It will probably come to the iPad version later. We wanted to launch it on one platform at time in order to work out any kinks, since this is pretty new to us.”
Now, there is an interesting reason given by Subatomic as to why the studio would go ahead and reverse course on IAP: people actually wanted it. The general trend among the ‘core’ gamer community is that in-app purchases are bad for consumers and potentially exploitative. If Subatomic is to be believed, however, there were people actually wanting the ability to buy more in-app currency. Shobin reasons that “they appreciate and almost expect that feature, especially in an iOS game.”
This kind of behavior has become standard procedure, and even premium games are conditioning players to expect in-app purchases, which is likely due to the oft-copied Infinity Blade series’ decision to include them. The difference is in that Fieldrunners 2 is doing something more akin to the original Infinity Blade, adding them in post-hoc, rather than integrating them as part of the initial product as with Infinity Blade 2.
But does Subatomic Studios feel like it may come off as feeling greedy due to adding IAP to a game that already came with a ‘premium’ price? “Yes, this is absolutely a concern,” said Shobin, “but there isn’t really much we can do about it. People asked for a way to buy coins with money. We’re running a business, so it would be foolish for us to turn them down when we can meet their needs without doing anything else to change a game that our existing community loves so much. If people want us to keep making games – if we want to keep making games that we love – we need to recoup our development costs AND earn enough to begin our next game(s).”
While there’s definitely a steady contingent of people complaining already about the change, the choice for Subatomic Studios seems easy in the context of whether they should listen to the people that want them to not have IAP, versus those that want them to shut up and take their money. It just shows how much consumable IAP has become a part of the iOS gaming market that now even the feature’s exclusion is cause for complaint from users. It’s a problem that developers want to have – the demand from people to give the developers more money to keep playing their game.
Posted by Rob LeFebvre on August 28th, 2012 iPhone App - Designed for iPhone, compatible with iPad
The venerable (and fun!) board game translation, Catan, gets a new expansion, available for $X.XX as an in-app purchase.
The Cities and Knights expansion introduces various new gameplay mechanics that add even more variety to Catan. Invest new trade goods in city improvements to build one of the three metropolises of Catan – but beware of the barbarians attracted by Catan’s new wealth! You’ll need your best knights to fend them off! C&K contains a short campaign and 7 challenging maps.
zuuka Comics have teamed up with Don Bluth Studios to bring the Dragon’s Lair comic book series to iOS. Originally published in its entirety in 2006, this comic series follows the adventures of the game’s protagonist, Dirk the Daring, as he tries to rescue the beautiful Princess Daphne from the dragon Singe. Apparently he didn’t appreciate Dirk invading his lair last time.
This comic tries to bring all the humor of the game in a format that doesn’t involve trying to move a joystick in the right direction, in the hopes that was the correct one. The series includes the issue #1 cover art and a bonus story drawn by Don Bluth himself, with the rest of the art drawn by Fabio Laguna, and issues written by Andy Mangels, Ryan Foley, and Jimmy PS Hayes. The app is universal and free to download, with the first issue for free. Each of the following 5 issues are available as in-app purchases for $1.99 each.
Disney’s physiscs puzzler Where’s My Water has gotten a new update that adapts the familiar mechanics in new ways with the new Cranky’s Story levels. The goal of these levels is to help out Cranky, the alligator who tries to thwart protagonist Swampy in the main mode. Now, he’s hungry, and being an alligator, he is content to eat things like safes. However, he is not content to eat them when they’re covered in moss. So, the player must get the moss-killing purple water to Cranky’s food so he can eat it.
The mechanics are still the same – use a finger to cut through the dirt and navigate the fluids through the level. It’s just that now the purple water is the one that needs to get to the goal point, and this changes the dynamic of the game. Suddenly, the water becomes the substance that needs to stay away from the rubber ducks lest they are made to disintegrate upon contact with a non-grimy surface. Of course, the purple water still reacts with the other fluids in the same way, but the levels are designed to take advantage of the mixed-up dynamics.
Also in the app are the new Cranky’s Challenges which are difficult new challenges that require Swampy’s levels to be played in different ways, like trying to collect three of the cranky ducks with purple water while still filling Swampy’s tub with blue water, or trying to get rid of all the blue water in a level without even a single drop reaching Swampy.
5 of these levels and 3 of the challenges are available for free; the rest are locked away as a $0.99 IAP, containing 50 regular levels and 16 challenge levels in total. The game will still receive free Swampy updates, and possibly even more Cranky levels in the future. This update is available now for iOS.
When Katamari Amore released, it came with the promise that more content would be added to the game beyond its intital level pack. I am proud to report that Namco are not liars, as a new level pack will be made available on Thursday, October 27th. The Time Trip pack features levels that send the Prince throughout history to collect thing for the ever-demanding King of All Cosmos. Six new levels are playable in Time Trial, Story, Exact Size Challenge, and Eternal modes. The pack will be available for $3.99, identical to the first pack, with one level’s Time Trial mode unlocked for free. As well, this pack will also feature a bonus mode based on a Namco game, and instead of another Pac-Man level – this time a Tekken-themed level is available. It’s something of an unexpected choice; what could be next? Soul Calibur? Mappy? Tower of Druaga? Toy Pop? The long-lost Pac-Man 2 game for 16-bit consoles? A Splatterhouse level? I don’t think I would even want to see that.
The newest photo sharing service has hit iOS, Photogram. This app isn’t meant to just share single photos with some filter added to them that gets blasted out to social media services; Photogram tries to do something a bit more personal. Users pick from 1-4 photos either taken with the camera inside the app or from their Camera Roll, add an optional message to send along with the photos, add a theme, and send it out to their friends, family, or whoever they want to receive the photos. The limit of 4 photos is in order to keep Photogram emails from being obnoxious, as the Photogram FAQ states: “Nobody wants to plow through dozens and dozens of photos.”
Photogram allows for users to share photos with their friends via email, Facebook, and even Twitter. It is also possible to create specific user groups so photos can be regularly sent to common recipients. So, it’s easy to create a group for family so they can share their newest photos to them, or for a certain circle of friends to get photos relevant to just them. Users can add designs to their photos with a variety of available themes, created by independent artists. These include basic themes for just simple colors to sports-related themes to even one entitled “Robot Friend.” These themes are available via in-app purchase, with part of the revenue going directly to the artists. For the first week of release, users will get 30 themes for free. Artists interested in submitting their own themes for use in Photogram can get in touch with them through the email address at the bottom of the Photogram FAQ.
Photogram currently only shares to email, Twitter and Facebook; other services may be added in the future if users request them. As well, the app is currently exclusive to iOS; other operating systems may get Photogram later on. Photogram is available from the App Store right now as a free download.