The Vita and iOS devices are set to receive a new dose of horror courtesy of Dying: Sinner Escape. The game is being made with help from the creator of Saw, according to developer Nekcom Entertainment, though the announcement neglects to name exactly which creator it's referring to. Neither Saw's director, James Wan, nor its screenwriter, Leigh Whannell, are mentioned specifically.
Regardless, Dying clearly has a Saw vibe. It's story revolves around characters being trapped in foreboding environments, forcing them to solve strange puzzles and try to escape. The game will be released episodically with the first episode, "Last Hour," slated to arrive on May 25.
Regardless, Dying clearly has a Saw vibe. It's story revolves around characters being trapped in foreboding environments, forcing them to solve strange puzzles and try to escape. The game will be released episodically with the first episode, "Last Hour," slated to arrive on May 25.
Godus, the Kickstarted god game from Peter Molyneux's 22Cans, will be published on mobile devices by DeNA in western territories, Japan and Korea. Godus raised £526,563 ($852,000) with Kickstarter in December, exceeding its goal of $£450,000 ($730,000). It will launch on PC and Mac, alongside mobile devices Android, iPad, iPhone and iPod Touch.
Godus will use DeNA's Mobage platform for mobile and social games, joining previous handheld iterations within the No More Heroes, Final Fantasy and Professor Layton franchises, to name a few.
Godus will use DeNA's Mobage platform for mobile and social games, joining previous handheld iterations within the No More Heroes, Final Fantasy and Professor Layton franchises, to name a few.
Spicy Horse's Oz game combines the undead with "an Oz not of our remembering" – it's called OZombie, and it stars Dorothy, Toto, the Lion and the Tin Woodsman. The Scarecrow, who always wanted brains, is cast as the villain in this iteration, and instead of carrying around a basket, Dorothy gets a repeater.
Spicy Horse is unsure which game it will make next, OZombie or Alice: Otherlands, and it all depends on whether the studio can regain the Alice rights from EA. If Spicy Horse and EA work out a good deal, then Alice it is. If not, OZombie gets the green light and probably a Kickstarter.
"Actually, the more I think about it – and the more I see/hear feedback from you guys – the more I'm personally leaning towards Oz," Spicy Horse founder American McGee writes on the OZombie Facebook page. "There's so much fun stuff to explore, so many interesting characters and locations to discover. Wonderland will also be there, if not today, if not the next project, then perhaps the one after that?"
Keep in mind (and mind your brains) that OZombie is entirely separate from American McGee's Oz, the game Atari canceled in 2004.
Spicy Horse is unsure which game it will make next, OZombie or Alice: Otherlands, and it all depends on whether the studio can regain the Alice rights from EA. If Spicy Horse and EA work out a good deal, then Alice it is. If not, OZombie gets the green light and probably a Kickstarter.
"Actually, the more I think about it – and the more I see/hear feedback from you guys – the more I'm personally leaning towards Oz," Spicy Horse founder American McGee writes on the OZombie Facebook page. "There's so much fun stuff to explore, so many interesting characters and locations to discover. Wonderland will also be there, if not today, if not the next project, then perhaps the one after that?"
Keep in mind (and mind your brains) that OZombie is entirely separate from American McGee's Oz, the game Atari canceled in 2004.

Scurvy Scallywags, the upcoming game from Ron Gilbert and DeathSpank co-creator Clayton Kauzlaric, is a little different from most match-three puzzlers. As we learned in March, players can influence the direction in which the board collapses after making a match. This, in turn, can move their character around the board and allow them to engage in combat with other characters.
The concept is a bit difficult to put down on paper, so thankfully there's a new trailer! Take note of the end of the video, as we're fairly certain this is the first sea shanty in history to feature a theremin.
Update: The game is now available on the Google Play store.
There are quite a few Sonic games available on Android, but today marks the first appearance of the Blue Blur's original adventure, Sonic the Hedgehog. Sonic's first adventure has been updated for mobile devices, adding widescreen support, a remastered soundtrack, leaderboards and more. Furthermore, a brand new addition will allow users to play as either Knuckles or Tails. This new feature is also being added to the iOS version of Sonic the Hedgehog via a free update.
The game hasn't appeared on the North American Google Play store as of this writing, but it's slated to arrive today for $2.99.
There are quite a few Sonic games available on Android, but today marks the first appearance of the Blue Blur's original adventure, Sonic the Hedgehog. Sonic's first adventure has been updated for mobile devices, adding widescreen support, a remastered soundtrack, leaderboards and more. Furthermore, a brand new addition will allow users to play as either Knuckles or Tails. This new feature is also being added to the iOS version of Sonic the Hedgehog via a free update.
The game hasn't appeared on the North American Google Play store as of this writing, but it's slated to arrive today for $2.99.
The internet is kind of like a classic confessional – except it's not a box, it's a lot brighter and everyone can hear what you have to say. Still, we asked a handful of independent developers for their thoughts on what exactly makes a platform effective, and they spilled it all, dissecting the pros and cons of the most popular, current models of distibution.
Today, we feature answers from Ridiculous Fishing's Rami Ismail, Canabalt's Adam Saltsman, Octodad's Philip Tibitoski, Retro City Rampage's Brian Provinciano and others. This group of developers had specific thoughts about Steam, the Humble Store, Apple's app stores and the Android hub, Google Play.
This follows yesterday's batch of answers from the Steam, Humble Store, iOS and Android camps. Let the confessions begin:
Today, we feature answers from Ridiculous Fishing's Rami Ismail, Canabalt's Adam Saltsman, Octodad's Philip Tibitoski, Retro City Rampage's Brian Provinciano and others. This group of developers had specific thoughts about Steam, the Humble Store, Apple's app stores and the Android hub, Google Play.
This follows yesterday's batch of answers from the Steam, Humble Store, iOS and Android camps. Let the confessions begin:
A release for the upcoming Angry Birds flick has been narrowed to July 1, 2016, with Sony distributing the movie worldwide, Rovio announced on its website today.
Rovio's intent on creating a feature film was made public late last year, when the studio tapped producers John Cohen and David Maisel from Despicable Me and Iron Man to lead the project. The Angry Birds movie is unique in that it's being completely done in-house – Rovio is funding and producing the film entirely on its own.
Rovio's intent on creating a feature film was made public late last year, when the studio tapped producers John Cohen and David Maisel from Despicable Me and Iron Man to lead the project. The Angry Birds movie is unique in that it's being completely done in-house – Rovio is funding and producing the film entirely on its own.
This is Portabliss, a column about downloadable games that can be played on the go.
Say the name High Voltage, and your first thought might be the Conduit series of first-person shooters (or this). While the studio is indeed known most recently for The Conduit, one of its other ideas has been languishing for quite some time, namely Animales de la Muerte. Originally slated for WiiWare, and then for XBLA and PSN, the game has finally found a home on iOS.Renamed Zoombies: Animales de la Muerte, the game tells the story of two children who must save a Mexican zoo from being overrun by a horde of zombified animals. To do this, the kids utilize every available tool of destruction, ranging from axes to shotguns, roman candles and even the occasional dollop of guacamole.
Zoombies is the most festive zombie game I've ever played, and it's also one of the most immediately entertaining.
Google is kicking off games services on its Play Store that allows developers to add achievements, social and public leaderboards, cloud saving, and real-time multiplayer. The games service goes live today and works completely on Android, and mostly on iOS or other "connected devices" – that second batch won't support multiplayer.
Google Play's games services differs from Apple's Game Center in that it offers backend support, rather than a standalone application.
Anyone making a game with Google Play has access to its developer services. A handful of games already have these services incorporated: World of Goo, Super Stickman Golf 2, Beach Buggy Blitz, Kingdom Rush, Eternity Warriors 2 and Osmos.
"We won't make it a mandatory exercise, or have any certification process around it," Google lead product manager Greg Hartrell told Engadget. "We create fantastic services that allow developers to create these great game experiences, and help promote their discovery, help retain their users and keep them engaged."
Check out the games services on Google's developer site.
Google Play's games services differs from Apple's Game Center in that it offers backend support, rather than a standalone application.
Anyone making a game with Google Play has access to its developer services. A handful of games already have these services incorporated: World of Goo, Super Stickman Golf 2, Beach Buggy Blitz, Kingdom Rush, Eternity Warriors 2 and Osmos.
"We won't make it a mandatory exercise, or have any certification process around it," Google lead product manager Greg Hartrell told Engadget. "We create fantastic services that allow developers to create these great game experiences, and help promote their discovery, help retain their users and keep them engaged."
Check out the games services on Google's developer site.
History repeats itself in both video games and colas it seems. Years after releasing the original Karateka, Jordan Mechner revised the formula, giving the world "new" Karateka. Some people liked the new flavor – others, not so much. Hearing the demand of fans everywhere, Mechner has announced that Karateka Classic is coming back, specifically to iOS and Android.
Karateka Classic recreates the Apple II experience – right down to the disk drive noises – and offers a range of "monitor" choices, including color CRT, green or amber display. There are a couple of new additions, including gameplay tips and a rewind feature that can be earned, allowing players to reverse their mistakes.
Karateka Classic arrives on iOS and Android tomorrow for $0.99.
Karateka Classic recreates the Apple II experience – right down to the disk drive noises – and offers a range of "monitor" choices, including color CRT, green or amber display. There are a couple of new additions, including gameplay tips and a rewind feature that can be earned, allowing players to reverse their mistakes.
Karateka Classic arrives on iOS and Android tomorrow for $0.99.

Rovio is entering the mobile publishing arena through its Rovio Stars initiative, which will cover the whole spectrum of publishing duties such as marketing and PR. Rovio will even consult with developers to help them optimize their games prior to launch.
Budding developers can already submit their mobile works to Rovio Stars through a handy application page, though all applicants must have a playable build to present. Screens, videos and other supplementary materials are also encouraged, as it provides Rovio with a better sense of the overall game.
As of now, Rovio Stars has recruited two games: Icebreaker: A Viking Voyage from Longdon-based Nitrome (based on the Flash version) and Tiny Thief from Barcelona indie outfit 5 Ants. The latter is due sometime this summer, while Icebreaker's mobile release is tentatively scheduled for "soon" on the official site.
EA has published a website for its Frostbite graphical engine, and text on the website mentions the existence of a project called Frostbite Go, which EA describes as "a mobile division empowering EA game developers with Frostbite's proven excellent workflows and features to bring true Frostbite experiences to all major mobile platforms." In other words, the company is putting together the technology to run Frostbite on platforms such as iOS and Android.
The blurb doesn't say which version of Frostbite the mobile engine will be based on, but given that Frostbite 3 is the new hotness around EA, it's a fair guess that the company is adapting the latest and greatest for Frostbite Go. We're supposed to see Frostbite 3 games arrive later on this year (with Battlefield 4 being the first of these), so odds are that any Frostbite Go-created products should hit the market at that same time.
The blurb doesn't say which version of Frostbite the mobile engine will be based on, but given that Frostbite 3 is the new hotness around EA, it's a fair guess that the company is adapting the latest and greatest for Frostbite Go. We're supposed to see Frostbite 3 games arrive later on this year (with Battlefield 4 being the first of these), so odds are that any Frostbite Go-created products should hit the market at that same time.
Twenty-one randomly selected indie developers walk into a digital room and ponder the question, "Which online distribution system has been the most effective for your games?"
If this were the set-up to a joke, the punchline would probably be, "Facebook." But for many indie developers, the question of which platform to publish their games on is a very serious one, with potentially dire consequences. Pared down, platform success is all about accessibility, upload and support, and in terms of those factors, there's a clear, unsurprising favorite: Steam.
But maybe not for long.
I asked 21 indie developers this question, and while the majority mentioned Steam in the same casual manner that begets an unchallenged king, there were consistent whispers of other platforms doing things well, perhaps even better than Steam, from a backend perspective. One of these platforms was the Humble Store, which received the second-highest number of solid votes and a handful of positive shout-outs.
"I owe pretty much my entire survival the last few years to iOS, the Humble Store, and to a lesser extent Android and Steam," Adam Saltsman, the creator of Canabalt, said. But iOS ran into some bad censorship issues, Android had discoverability problems and Steam was "obviously" too closed, he said. If Saltsman could choose just one of those platforms to release his next game on, it would be, "Humble Store," hands-down.
If this were the set-up to a joke, the punchline would probably be, "Facebook." But for many indie developers, the question of which platform to publish their games on is a very serious one, with potentially dire consequences. Pared down, platform success is all about accessibility, upload and support, and in terms of those factors, there's a clear, unsurprising favorite: Steam.
But maybe not for long.
I asked 21 indie developers this question, and while the majority mentioned Steam in the same casual manner that begets an unchallenged king, there were consistent whispers of other platforms doing things well, perhaps even better than Steam, from a backend perspective. One of these platforms was the Humble Store, which received the second-highest number of solid votes and a handful of positive shout-outs.
"I owe pretty much my entire survival the last few years to iOS, the Humble Store, and to a lesser extent Android and Steam," Adam Saltsman, the creator of Canabalt, said. But iOS ran into some bad censorship issues, Android had discoverability problems and Steam was "obviously" too closed, he said. If Saltsman could choose just one of those platforms to release his next game on, it would be, "Humble Store," hands-down.
This is Portabliss, a column about downloadable games that can be played on the go.
Puzzle games tend to fall into one of two categories. There are the fast and frenetic ones, where you watch pieces smash into one another, pushing your mental and physical reflexes as far as they can go before a wire is crossed and it all comes crashing down, hopefully after you've set a new high score. Then there are the Zen puzzlers. These are slow, asking you to plan the best moves for the highest score. You examine the board, analyzing its patterns and discerning how best to eliminate all those pesky blocks or orbs or gems or what-have-you.
Mosaique falls into the latter category, presenting a deceptively simple game of destroying colored blocks. At no point will it bring you either the stress or exultation of a Tetris or a Puzzle Fighter, but sometimes that's okay. Sometimes you want to sit back, relax, and watch as everything falls into place.

The game features Jacob, a kid who prefers traipsing the outdoors to milling around with his peers. Thankfully, his trip to Camp Eagle Feather includes bumping into Bigfoot, an event that always brightened our summer camp excursions.
Meanwhile, we're still waiting on Lucid's mid-May announcement, which looks to be a racing game, and one possibly tied to Microsoft's own mid-May announcement. The studio, comprised of ex-Bizarre devs, gave a brief shout-out today to fans of Blur and Project Gotham Racing who'd sent the studio messages recently. Which group will be the more pleased later this month, if either, remains to be seen.

There's a certain stigma attached to strategy games, where deep systems and mechanics can hoist a sky-high barrier for the uninitiated. Sid Meier's Ace Patrol sidesteps these stigmas, presenting a turn-based experience so simple that even the strategically challenged will be able to play and excel.
Designed for iOS devices, Ace Patrol is a dogfighting game set in WWI. With a series of taps, intense air combat is engaged over a battlefield of hexagonal grids. Using these taps, players execute everything from strafing to swooping dives, hard banking, the Immelman turn and other expert maneuvers.
C-Wars, the cyberpunk roguelike RTS by Beijing developer OniPunks Studio, raised a total of $95,574 in its Kickstarter campaign, which ended Saturday. That's $63,574 more than its initial $32,000 goal, just under 300 percent of its funding aspirations thanks to 3,348 backers.
The campaign hit a number of stretch goals along the way, which will result in the PC, Mac, Linux and Android game also coming to 3DS, Vita, Wii U and iOS. C-Wars is estimated to launch in late 2013.
The campaign hit a number of stretch goals along the way, which will result in the PC, Mac, Linux and Android game also coming to 3DS, Vita, Wii U and iOS. C-Wars is estimated to launch in late 2013.
Mobile games may not all reach the same level of fame as retail or desktop counterparts, but the market is strong, producing games that sell millions more than some of our favorites and support entire teams of developers. Into the Dead from mobile publisher PikPok, for example, just passed 10 million downloads across iOS and Android devices, after five months on the market.
Into the Dead is an endless runner combined with a shooter, all set in the zombie apocalypse. It's free on iOS and Android, but a no-ad version of the game is available for $2 as an in-app purchase. And now for a thought experiment: If only 10 percent of players purchase the ad-free game, that's $2,000,000. Not bad for a 5-month-old.
If you want to bring Into the Dead to 10,000,001 downloads, head to the App Store or Google Play. Another PikPok game to pass 10 million downloads is Flick Kick Football. The Flick Kick series has clocked in more than 20 million downloads.
Into the Dead is an endless runner combined with a shooter, all set in the zombie apocalypse. It's free on iOS and Android, but a no-ad version of the game is available for $2 as an in-app purchase. And now for a thought experiment: If only 10 percent of players purchase the ad-free game, that's $2,000,000. Not bad for a 5-month-old.
If you want to bring Into the Dead to 10,000,001 downloads, head to the App Store or Google Play. Another PikPok game to pass 10 million downloads is Flick Kick Football. The Flick Kick series has clocked in more than 20 million downloads.
The Room has cracked 2 million sales since its launch in September 2012. Speaking at the Game Horizon conference in the UK, Fireproof Studios Commercial Director Barry Meade revealed the new milestone. The iOS and Android puzzler hit 1 million sales in January, shortly after earning Apple's iPad Game of the Year award.
Meade put down the ex-Criterion devs' success to The Room being featured on Apple's store, and this generating word of mouth. He also noted originality as significant.
"We did not want to do a better version of someone else's game, or an update of a genre," Meade told the audience at Game Horizon. "We thought we're not doing our jobs properly if we don't add to what's out there. As a game creator that's your responsibility. If you're not doing that, if you're chasing what other people are doing, you don't deserve success because you're not showing respect to the audience."
Interior detectives can look forward to The Room getting a sequel this fall, with a free chapter due beforehand.
Meade put down the ex-Criterion devs' success to The Room being featured on Apple's store, and this generating word of mouth. He also noted originality as significant.
"We did not want to do a better version of someone else's game, or an update of a genre," Meade told the audience at Game Horizon. "We thought we're not doing our jobs properly if we don't add to what's out there. As a game creator that's your responsibility. If you're not doing that, if you're chasing what other people are doing, you don't deserve success because you're not showing respect to the audience."
Interior detectives can look forward to The Room getting a sequel this fall, with a free chapter due beforehand.
The Rise and Swine update for Rovio's Bad Piggies adds 15 new levels and two fresh items, suction-cup tires and spring-loaded boxing gloves. The big, bad news in this update is the addition of a recording and sharing feature for iOS devices, allowing users to record moments on a whim and share to Facebook, Twitter and YouTube. The recording feature will come to Android later, Rovio says.
The Rise and Swine update also adds a new sandbox and the Road Hog Challenge. Rise and Swine is a free update, so get up and grab it now on your download service of choice. You know what they say – the early Bird gets Angry. We don't know what that has to do with Bad Piggies, but it's true regardless.
Featured iPad Stories
Steam is king in service wars, Humble Store a sleeping giant, indies say
Posted on May 14th 2013 1:45PM

