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The best deals on the App Store this week - August 30

Posted by Jessica Famularo on August 31st, 2017

Here we are again, caught in the slow crawl towards Friday. While the weekend may still feel like a far and distant dream, fear not. This week is a good one for bargain shoppers, with some of our most highly rated games available at steep discounts to get you through until Friday. Here, once again, for your reading pleasure, are the best bargains on the App Store this week.

3 excellent mobile games based on folklore

Posted by Jessica Famularo on February 7th, 2017
+ Universal App - Designed for iPhone and iPad
Our rating: starstarstarhalfstarblankstar :: ESCAPE THE RUNE :: Read Review »

Video games draw inspiration from many sources -- classic cinema, action flicks, novels, even internet memes. While games can tell stories in a huge variety of ways, some of the most compelling games use folklore and mythology as a source, pairing both classic art with these traditional stories. Here are three mobile games that do this exceptionally well.

The best mobile games on a wintery theme

Posted by Jessica Famularo on December 15th, 2016
+ Universal App - Designed for iPhone and iPad
Our rating: starstarstarstarhalfstar :: PUZZLY THE SNOWMAN :: Read Review »


As the miserable winter weather approaches (along with more excuses to hole up indoors -- there’s always a bright side!) it’s time to find comfort in some quality mobile games. To ease into the season, why not try some of these fine games on a winter theme? Snow and ice makes for some excellent platforming challenges, but developers get creative and find other ways to turn the snowy theme on its head. Here are some of our personal favorites.

5 Halloween mobile games for wimps

Posted by Jessica Famularo on October 27th, 2016
+ Universal App - Designed for iPhone and iPad

If you're anything like me, horror games are a great way to have nightly nightmares for the next decade or three. They're off limits, but perhaps you want to get in on the Halloween celebrations in some way. Fortunately not all Halloween themed games are meant to scar you for life. Try these coward-friendly games instead. They've got all of the atmosphere of a spooky game, but they won't see you running away screaming.

4 games like Burly Men at Sea to inspire your inner explorer

Posted by Jessica Famularo on September 29th, 2016

Burly Men at Sea is out today and it looks a treat. It tells the tale of three Scandinavian fishermen who leave the humdrum of their daily lives to go exploring. It’s a beautiful folksy story that unfurls as you interact with the environment until the adventure ends and you set off down one of the game’s other many altering paths.

If you enjoyed the beardy fishermen’s atmospheric adventures, perhaps you’d like to do some more exploring. Here are our recommendations for some of mobile’s finest exploration-heavy games.

The best Christmas games on mobile

Posted by Jennifer Allen on December 17th, 2015

Christmas is nearly upon us, which means you want everything in life to have a kind of snowy or festive theme, right?

Well, what better way to get in the mood than by playing a few festive treats on your mobile or tablet.

We at 148Apps have picked our favorite winter-themed games that you’re sure to enjoy these all year round.

148Apps 2014 Holiday Shopping Guide for Gamers

Posted by Rob Rich on December 11th, 2014

Welcome, one and all, to another 148Apps holiday shopping guide! Are you having trouble figuring out what to get for a distant relative, new neighbor, or estranged second cousin? Thankfully there are people like us putting together handy-dandy holiday shopping guides for you! Whether you’re looking for new hardware and accessories, or just something a bit less impersonal than an iTunes gift card, we’ve got you covered.

Other 148Apps Holiday Gift Guides: for [Health Nuts] [Socializers] [Creative Types] [Power Users]

Today’s guide centers around iOS gamers. These are the folks who love their portable games and spend most of their morning commute matching pieces of candy or fighting immortal titans. If you’d like to make the gamer(s) in your life have an overall more pleasant and convenient gaming experience, or simply get them some really cool stuff to play, check out our list below for some ideas.

148Apps' Top Picks for the Scariest, Spookiest, Creepyiest, and Halloweeniest iOS Games

Posted by Rob Rich on October 30th, 2014

It's All Hallows' Eve once again. And what better way to enjoy the holiday spirit(s) than to have a good scare - or ten?

Since nobody at 148Apps could come up with an answer to that question we've created a list of our top picks for spooky, creepy, scary, and unsettling iOS titles in honor of the ghoulish festival. Hopefully these games won't be too much for you to handle...



The Walking Dead - Season 1



The Walking Dead isn't conventionally scary in the "Aargh! What the heck just jumped out at me??" kind of way, but it's distinctly unnerving. It taps into that instinct to protect those we care about then shows us just how easily the life we once knew can be taken away forever. Forcing you to make tough decisions that are a matter of life and death mean you never get a chance to calm down or relax. Instead, you're constantly on edge in a world that makes no sense any more. If that's not deeply scary, I don't know what is. - Jennifer Allen

Ellie - Help me out... please



Ellie - Help me out... please is a short, but creepy puzzle game that revolves around the player's interactions with a kidnapped girl through a security camera feed. It definitely has some Saw vibes thanks to its puzzle room nature and voyeuristic perspective.

Although the puzzles are a little opaque, immersion in the very tiny game world is precisely what makes it kind of creepy. Not necessarily creepy in the "spooky" sense, but in the sense that players start questioning the game's bizarre setup. Who is the player character? Why is this girl in this room? What does it all mean? - Campbell Bird

Nominees Announced for the 10th Annual International Mobile Gaming Awards

Posted by Rob Rich on February 17th, 2014

Seems like ten is the magic number this year. The International Mobile Gaming Awards (IMGA) has announced the nominees for their 10th annual awards, and have spread them out across ten different categories. Some nominees and categories include Type:Rider for Best Serious Game, Year Walk and LIMBO for Excellence in Art Design, Papa Sangre II for Excellence in Sound Design, Republique for Excellence in Storytelling, and a whole lot more.

You can find the full list of categories and nominees on the official IMGA website, and the winners will be announced on March 20, 2014.

Image Source: IMGA

The Portable Podcast, Episode 214: Best of 2013 Spectacular

Posted by Carter Dotson on January 7th, 2014

You're the best around, nothing's gonna ever keep you down!

On This Episode:

  • Carter and a couple of regulars to the show discuss their top 3 games of the past year that they thought were must-plays.
  • Episode Cast:

  • Host: Carter Dotson
  • Co-Host: Brett Nolan, AppAddict.net
  • Co-Host: Rob Rich, 148Apps

  • Music:

    How to Listen:

    Apps From This Episode:









    This Week at 148Apps: December 30-January 3, 2014

    Posted by Chris Kirby on January 4th, 2014

    Happy New Year from 148Apps!


    It's a new year and, as always, an exciting one for all of us here at 148Apps. Take a look at what we've reviewed this week, as well as our end-of-year lists, and find even more in our Reviews Archive.

    2013 wrAPP-Up: Simogo's Twin Masterpieces

    Most developers get one masterpiece. One magnum opus that they get to unleash on to the world. Simogo released two in 2013 alone. Both Year Walk and Device 6 were absolutely amazing experiences, not just games, and so different from almost everything else this year. --Carter Dotson


    2013 wrAPP-Up: Developers, Hardware, and Carter

    Sure 148Apps is known far and wide for its diverse array of app reviews, but we also love to spotlight some lesser-known developers, review the occasional piece of useful hardware, and challenge developers to duke it out in their own games. --Chris Kirby


    2013 wrAPP-Up: Most Distinct Apps and Games of the Year

    Every year, with thousands more apps and games being released on the App Store, it becomes increasingly difficult to single-out just which are the crème de la crème of this ever-growing iOS market – and more specifically, which of them truly set a higher standard in terms of innovation, uniqueness, and individuality. Be it a game designed for the iPhone or iPad, anything developed and released on the iOS market in this day and age has to have that special something to grab our interest and retain it for months to come. In no particular order, here are a selection of the most notable games and apps of 2013 that raised the bar in one way or another. --Lucy Ingram


    2013 wrAPP-Up: Why Candy Crush Saga was the Biggest Game of the Year

    Candy Crush Saga would be perhaps an ill-fitting choice for the game of 2013: it was hardly the “best” game of the year by traditional “Game of the Year” metrics, and it didn’t even release in 2013. But Candy Crush Saga was still the game that defined mobile gaming in 2013...The thing that was most fascinating about Candy Crush Saga, though? Did anyone really have an unequivocal, gushing love for it? Whenever the game would be brought up, there was always some degree of resentment toward it for being so addictive, in the sense that people just could not stop playing, paying, and bugging their Facebook friends with requests. The thing that was most fascinating about Candy Crush Saga, though? Did anyone really have an unequivocal, gushing love for it? Whenever the game would be brought up, there was always some degree of resentment toward it for being so addictive, in the sense that people just could not stop playing, paying, and bugging their Facebook friends with requests. --Carter Dotson


    2013 wrAPP-up: Happy New Year's Resolution: Fitness Apps for All

    It’s the same story every year: not long after the ball drops in Times Square and the champagne runs out, people all over the world face the dreaded New Year’s Resolution. After all the eggnog, fudge, and candy canes, it’s no surprise that losing weight and getting fit tops the list. And these days there are a plethora of digital goodies out there making anyone’s quest for fitness that much easier. Many of these apps even throw the motivation and inspiration in for free. In other words, you’re running out of excuses. You can thank me later. --Stacy Barnes


    2013 wrAPP-Up: The App Store's Experimental Games of the Year

    Cynics would have you believe that the App Store is full of Match-3 puzzle games, Endless Runners, and attempts at stealing money through a multitude of in-app purchases. OK, so the App Store isn’t perfect and those games are certainly out there (and a plentiful amount of them are still fun!), but that’s far from all that’s available. In the spirit of it being the end of the year and the ideal time to look back at what the App Store does so well, I took a look at some of the best experimental delights out there. These are titles that are a little bit different from the norm, either in terms of having a very open ended storyline or through offering a way to interact that’s unconventional. As many of us wind down for the Christmas and New Years break, it’s the perfect time to relax and try something a little different. --Jennifer Allen


    Other 148Apps Network Sites

    If you are looking for the best reviews of Android apps, just head right over to AndroidRundown. Here are just some of the reviews served up this week:

    AndroidRundown

    Top 10 Kickstarter Spotlights of 2013

    It’s the end of the year and everyone knows what that means: Top Ten Lists. There are lists for every possible subject, and I figured that it was only appropriate if I looked back and chose ten of my favorite KickStarter projects. All of these projects were successfully funded, and were just a handful of the great KickStarter projects that I had the pleasure of choosing from during 2013. So, as they say, theres no better place to start than the beginning. --Joseph Bertolini


    Fleet of One

    This is a phrase I didn’t expect to say today, but Fleet Of One is a top-down shoot-em-up that’s quite different from the other space shmups. It also looks quite a bit more logical. If the player is supposed to save the galaxy, as is usually the case, then the least you can do is give him a nice ship. Rather than piloting a flying version of a hybrid compact, the player controls a giant flying saucer with more guns than an army parade. But only two of them can be active at the same time. Oops. --Tony Kuzmin

    And finally, this week Pocket Gamer looked back at 2013 with the best games of the year, interviews with Simogo and Fireproof, and looked ahead to 2014 with a massive list of 50 upcoming iOS games. They also reviewed Sonic & All-Stars Racing Transformed, handed out top tips for new iPhone and iPad owners, played the best iOS games of the week, and even chose the best app icons of 2013. See the full week in review here.

    148Apps 2013 wrAPP-Up - Simogo's Twin Masterpieces, Year Walk and Device 6

    Posted by Carter Dotson on January 1st, 2014
    + Universal App - Designed for iPhone and iPad
    Our rating: starstarstarstarstar :: FIVE HEARTS OUT OF FIVE :: Read Review »

    Most developers get one masterpiece. One magnum opus that they get to unleash on to the world.

    Simogo released two in 2013 alone.

    Both Year Walk and Device 6 were absolutely amazing experiences, not just games, and so different from almost everything else this year.

    Part of what made them stand out was just how emotional they were: Year Walk used limited dialogue and details to make players care about what was happening in the world by experiencing and being frightened by it for themselves. Device 6 was a lot more wordy as a very book-esque experience, sure, but it managed to get players engrossed in a mysterious universe while slowly unwrapping everything that was going on.

    Both games played with their fictional aspects: Year Walk made full use of its companion app to complement the game and eventually have a profound effect on it. Its metafiction proved to be just as much of a psychological dance as the game itself. Device 6 had direct commentary on games, rating systems, and trying to get currency to buy things that served as the overlay to the experience. But it also tried and succeeded at being like reading a book that played with the very nature of text layouts and reading to create an unsettling universe.

    148Apps 2013 wrAPP-Up - The Year's Best Apps and Games

    Posted by Chris Kirby on December 27th, 2013

    Whoever said perfection is overrated obviously never got a five-star review on 148Apps. It doesn't happen often. Just take a quick look through our reviews and you'll see lots of well-deserving Editor's Choice winners, but most only reach four-and-a-half stars. In fact, in all of 2013 there have only been ten five-star reviews. Take a look at some of what we considered the best of the best this year.

    Jool


    Jool is a unique 2D platformer that features a bird and his evil alter ego. Collect items, earn points, and survive. --Michael Carattini


    Year Walk


    Year Walk is a haunting adventure game from Simogo that blends a dark world and involved mythology together to create an absolutely amazing experience. --Carter Dotson

    148Apps 2013 wrAPP-Up - Why Core Gaming Had a Great Year on Mobile

    Posted by Carter Dotson on December 26th, 2013

    It's easy to look at mobile and see it as a wasteland for content; particularly with all the casual, free-to-play games, and especially the ones that seem to de-emphasize actual gameplay in favor of stronger monetization. That's only if you're not paying attention. Serious, core games - some even free-to-play - had a great year on iOS.

    Oceanhorn was hyped for a good reason: it was beautiful and ambitious. That ambition didn't entirely pay off in my opinion, but for the game to have succeeded financially is a huge step forward for gaming on mobile.

    It also felt like the barriers between mobile and PC/console games started to blur a bit. Frozen Synapse, Mode 7's highly acclaimed PC strategy game, landed on iPad at last. Limbo received an excellent port. Leviathan: Warships brought cross-platform online play - and the best trailer of the year. Space Hulk was not perfect, but it made for an exceptional transition.

    But perhaps few did it as spectacularly as XCOM: Enemy Unknown. That game proved that it was possible to take a massive console and PC title - a fantastic modern take on one of the greatest strategy games of all time - and put it on mobile without losing any of the experience. Firaxis also absolutely stuck the landing with Sid Meier's Ace Patrol and its Pacific Skies followup; original games that went to PC later.

    App Store Fifth Anniversary: The New Generation Of iOS Developers Spout Off

    Posted by Jennifer Allen on July 10th, 2013

    Over the past five years, many thousands of developers have tried their luck in creating the next big hit for iOS gamers. While some were there right from the beginning, others have found success in only the last couple of years. I took the time to chat to four relatively recently successful developers to find out exactly why they were so interested in pursuing the App Store route, and how they've found the experience so far.

    "First and foremost it was the ease of development and getting things...running quickly, with no development kits and long processes of approval," explained Simon Flesser of Simogo (most famous for the rather exceptionally spooky Year Walk). "That coupled with us being interested in the iPhone as a gaming platform and the different features it provides, touchscreen interaction, motion controls, constant internet connection..."

    Simogo's Year Walk

    Barry Meade of Fireproof Studios (makers of BAFTA award winning The Room) had similar views: "As a small team with little resources to draw on, the fact you could self-publish on the App Store was a huge enabler for us...The Room might never have been made if we'd had to rely on a publisher as it was a bit too unusual...they would not have believed in the game like we did." As he pointed out, "the App Store allowed a team from nowhere to make a small game and see big success."

    The Room's Fireproof Games is one such team made up of ex-AAA developers, with the studio formed by six ex-lead artists from Criterion Games' Burnout franchise. Similarly, Warhammer Quest's Rodeo Games came from such a background. Formed from executives previously working for the likes of EA, Lionhead, Criterion and Codemasters, Rodeo Games were provided the opportunity to pursue something new, thanks to the App Store.

    "Well, we'd been in the AAA games industry for many years and had been talking about how to take steps in setting up our own company. The App Store was just flourishing at the time. It was this awesome, new, bold place for smaller dev teams to put their games in-front of a huge audience. So we crafted a plan with the mindset of making the very best turn based strategy games on iOS, and Rodeo Games was the result," Ben Murch, co-founder, explained.

    Fireproof Games's The Room

    Neil Rennison of Fighting Fantasy developer, Tin Man Games, enjoyed a similar revelatory moment, after a move to Australia, gave him the chance of starting his own indie development studio, just as the iPhone and the App Store came to fruition: "I was originally running a small games art outsource company in the UK and then...I...moved to Australia with the dreams of starting my own indie and making my own titles instead of working on other people's games."

    How different do they all think things would be if the App Store didn't exist, though? "Very! Certain types of business models and certain types of games would probably not exist without the App Store," Simon reckoned. Ben offered similar views, although noted the loss of the "middle tier" of gaming: "The gaming world would be a very different place right now. Just think about how many small companies and jobs have been created just from iOS gaming alone. Before the App Store, there was this surge towards "middle tier" gaming, i.e. titles coming out in the £10 - £20 bracket. I guess that market would have grown more and become an eco-system in itself. However, thanks to the App Store, creators who were interested in that model shifted into the mobile market, effectively crippling the whole "middle tier" gaming sector."

    Rodeo Games's Warhammer Quest

    Mention was also made, by Neil, of the fragmentation of the mobile phone operator universe, something that was a significant problem before the advent of the App Store. "Apple's stock would be worth a lot less", noted Barry. All quite rightly pointed out that none of them would be in the position they're in today, if it wasn't for the ease of the App Store.

    For the most part, all four of our interviewees were very positive about the App Store's impact. Each citing how it's "paved the way for many small developers", as Simon eloquently put it, and enabled them to try riskier material. As Ben pointed out, "Without the App Store, it would be nigh on impossible to get your strange little game idea in front of....well, thousands of people would be a struggle. Suddenly, anyone can release something that has exposure to HUNDREDS of MILLIONS of potential buyers. Just thinking about that blows my mind."

    Financial barriers are also lowered, as Barry explained: "The relative cheapness of mobile games development allows niche ideas to thrive." Neil reinforced that point, citing how the games industry "was slowly becoming a bloated AAA only console game market and traditional game developers were beginning to struggle as the mid-point of the market was getting squeezed. The app revolution helped give developers options and in a way created its own new market in which everyone had the same opportunities from the big publishers to the lone bedroom coder...[it] was a perfect springboard for budding entrepreneurial devs like us."

    Tin Man Games's Fighting Fantasy: The Forest of Doom

    Simon was slightly more cautious, enjoying the risks that were possible to take, but also citing how it's "paved the way for some very questionable money-grabbing schemes… the market place has been somewhat flooded with low-quality software. It might have lowered the quality bar for what is considered to be a release-able piece software."

    That's clearly a thought that runs through each of the developers' minds, given that each recommends changes that make it easier to find good apps and games. Ben would appreciate a better quality Related Apps section and a twist on the Genius section, "Some form of "We recommend these Apps for you based on what you've downloaded already" type thing." Discoverability is a big thing for Barry too, "There should be a lot more ways to format the lists of games when browsing the store. A chart by user rating is very needed for those smaller companies who make great games but get buried by the marketing clout of richer but arguably less skilful publishers."

    Higher "quality control" is an important wish for Simon, while Neil would appreciate a way to reply to App Store reviewers.

    Rodeo Games's Hunters 2

    For the most part, though, all four developers were, understandably, happy with how the App Store is performing, both in terms of business and personal use.

    "I think Apple does a marvellous job at finding and promoting good games. It's so nice that they can give small developers, such as us, a big spotlight if they find something that is good...it's almost...unbelievable that something as strange as Year Walk can get the same type of exposure as a mainstream game from a big publisher," beamed Simon.

    The "open territory" of the Store was appreciated by Barry, also, "You can upload a game to the store and be published in 150 countries within 24 hours - this is really quite incredible when you compare it with how difficult it was to get a game onto other platforms only a few years ago. It's pretty much a revolution in terms of enabling creativity," with Neil offering similar views.

    Simogo's Bumpy Road

    As a consumer, it's also proved quite the hit with Ben pointing out, "it's that feeling of being able to browse a huge catalogue of games from your sofa, eventually finding something that's right up your street. They have great landing pages in the App Store making it easy to find great games that you may not have heard of previously." Neil appreciated the vast wealth of games, too, "it's enabled me to play games that I haven't played in over 20 years and also experience new innovative game designs from some truly talented people that wouldn't have otherwise had the opportunity to shine."

    While it's clear that the App Store isn't perfect, mostly in terms of offering great visibility to the titles that deserve it, these four developers have clearly found it an overwhelmingly useful experience. Each of them, from different backgrounds, have found great and deserved success, highlighting the best of what can come out of the App Store in terms of original efforts.

    We're certainly fascinated to see what will come next from these relatively new developers, part of the next generation of exciting game makers.

    Thanks to Simon Flesser, Ben Murch, Barry Meade and Neil Rennison for taking the time to answer our questions.