EA Playfish After The Sims Social: Risk, Mobile, and Sims Expansions

Now that The Sims Social has reached maturity on Facebook, EA Playfish can move on to the next game in its release schedule — Risk: Factions. The developer is also still finding its footing in mobile and planning for a Sims Social expansion in the near future.

Risk: Factions was originally planned for a fall release, but it was delayed while EA Playfish experimented with adding new features. Akiko Abe, public relations manager, tells us that the game could be held back until after the Christmas holiday if EA believes that fewer people will be playing social games during the break. The game differs from EA Playfish’s previous board game adaptation, Monopoly Millionaires, in that it’s an adaptation of an Xbox Live/PlayStation Network/Steam download property. This means that Risk: Factions’ design will likely come down somewhere between the menu-driven interface of Monopoly Millionaires and the vibrant animation of The Sims Social. Depending on how the actual board game itself is translated into the gameplay, the potential audience for Risk: Factions could be more niche than the broad spread of players attracted to The Sims Social.

Meanwhile on mobile, EA Playfish had a hit and miss experience in bringing two of its established Facebook brands to iOS this year. The hit was Restaurant City, where the one-to-one translation of restaurant management adapted well to the mobile interface in Restaurant City: Gourmet Edition. The game is currently one of EA’s top 10 most popular iOS apps across all 100 of its games, and it ranks at No.168 in the App Store’s Top Free Apps. The miss is Pet Society: Vacation, which will shut down in December due to a lack of players. As Abe says and the farewell post alludes to, the Pet Society audience on Facebook just didn’t carry over to iOS in this case. Even so, Abe tells us that EA Playfish will continue to find its footing in mobile.

Lastly, EA Playfish is mindful of extending the life of The Sims Social on Facebook through expansions. Far from holiday content updates or light gameplay tweaks available through new purchasable items, EA Playfish is aware that Sims fans are expecting almost completely new gameplay additions on the order of those we see in the PC franchise — pets, romance, new locations, etc. Abe tells us the developer isn’t ready to talk specifics yet but that we can expect to see Sims Social getting its first expansion “very soon.”

Puzzle Adventures from Ravensburger Wants its Piece of the Facebook Puzzle Game Action

German board game maker Ravensburger has just released its second Facebook title, Puzzle Adventures. The game combines conventional jigsaw puzzle concepts with power-ups and timed challenges for determining high scores.

According to our traffic tracking service AppData, Puzzle Adventures currently has 60 monthly active users and 30 daily active users.

Puzzle Adventures sees players solving a series of progressively more difficult jigsaw puzzles, while competing against their friends to score as many points as possible on each. The act of placing puzzle pieces is adapted for a click-and-drag interface, with additional clicks used to rotate puzzle pieces. Scoring is based on how quickly players can complete a given puzzle and can be increased by successively combining individual pieces to create point combos before a timer bar runs out. The puzzles themselves are comprised of actual photos and increase in complexity as players move from one themed world, such as an island setting, to the next.

A number of power-ups are available, with players having the option to assign and use up to five per puzzle. These include items that automatically rotate all of the pieces so that they’re right-side-up; one that displays an outline of the pieces in the finished puzzle on the screen; another that joins together random pieces for the player at the outset; as well as those that extend the timer, freeze it, and so on. In order to aid players in solving the puzzles, the game displays an image of the finished result in the bottom corner of the play field at all times.

Each time the player wishes to attempt a puzzle, one heart is removed from their stockpile. When all of the hearts are exhausted, players must wait for at least one to refill in order to play again (each requires around 10 minutes to be restored) or purchase refills. These are sold at the rate of one heart for five coins. Coins are also used to purchase power-ups before attempting a puzzle. Players receive coins based on their performance, as well as experience points that count towards players leveling up. Leveling up provides players with coins, heart refills, and keys. Keys are required to unlock some puzzles and can be purchased with coins.

Players can add their friends in Puzzle Adventures in order to compared high scores. The game also supports posting announcements regarding players setting new high scores, leveling up, and so on to their Facebook Walls and those of their friends.

Puzzle Adventures is monetized via the purchase of additional coins, used to but keys, power-ups, and additional hearts, using Facebook Credits.

You can follow Puzzle Adventures’ progress using AppData, our traffic tracking service for social games and developers.

What We’re Playing This Week on Inside Social Games

[Editor's Note: Each week, we roundup the games our editors and contributors have played during the week. Quite apart from our standard reviews format and our weekly AppData rankings charts, this post is intended to share an opinion-based viewpoint of the games we play with scores out of a 10-point scale assigned for emphasis.]

CastleVille — Zynga’s newest Facebook game feels like FrontierVille, plays like CityVille, and has some of the best music we’ve ever heard in any game — social or console. Like Ravenskye City, the game started off a bit stingy with the energy gauge, which limits gameplay sessions to maybe 20 minutes once per day. It looks like Zynga has tweaked the amount of energy a player can earn by performing tasks like chopping down trees or constructing buildings, however, meaning we can now potentially play more times per day without getting out our wallets. The PvE could use some work as we waste a lot of the energy gauge beating on wolves and rats even after crafting special items that ostensibly kill them off more quickly.
Score: 8
Here’s the app.

Coco Girl — Metrogames second fashion title for Facebook puts a lot of emphasis on the daily outfits players choose for their avatars. It also features several mini-games that are incorporated into the daily quests that players complete to earn more virtual currency to spend on items. We’ve had more fun playing these mini-games, which include a hidden object game and a pipes puzzle, than we have had shopping for clothes in Coco Girl. Maybe if there weren’t so many restrictions on which types of clothes players could buy (Heart type, actual price, Facebook Credits-only, etc.), we’d pay more attention to the shopping part.
Score: 6
Here’s the app.

The Sims Social — EA’s Facebook version of its Sims series started off as a 10 in our minds, but now that the game is three months old, it’s lost some of that newness that lent the game such a broad appeal. Lately, our gameplay sessions consist of clicking through requests in our inbox and looking for new stuff to buy in the store, since we’ve maxed out both our skill levels on a variety of objects and our trait levels. Unless EA Playfish adds a significant game-changer in the next week or so (pets, the ability to have babies, group lots we can visit to do other stuff besides shop), we’ll probably shelve this to focus on newer games.
Score: 6
Here’s the app.

Triviador — While waiting around for EA Playfish to launch Risk: Factions, we tried out another Risk-style board game for Facebook called Triviador. This title turned out to be more like a game show because of the trivia emphasis, but the conquer-the-map gameplay is still very compelling especially with the grave-sounding voice over and rousing battle music. Though most of the trivia questions are based on number answers (e.g. “What year did X happen?” “How many X in a Y?” etc.), Triviador has a pretty transparent system for determining which player wins ties or wins in the case where both answered the question incorrectly.
Score: 7
Here’s the app.

Woodland Heroes Brings the Fun of Battleship-style Strategy Gaming to Facebook

Woodland Heroes from rookie Facebook developer Row Sham Bow combines cutesy anthropomorphic animals with a strategy game akin to the classic Battleship board game. The game officially launched late last month.

According to our traffic tracking service, AppData, Woodland Heroes currently enjoys 130,000 monthly active users and 10,000 daily active users.

Woodland Heroes casts players in the role of a male or female raccoon person that must do battle with the evil Bear King’s army to make the forest safe again for all animals. The core gameplay loop has players building combat units out of a workshop and then leading these units into turn-based battles to earn resources to spend on building more combat units. New unit types unlock as the player levels up and the difficultly of battles increases as the player progresses through the main story toward a boss fight with the Bear King. An energy gauge restricts gameplay sessions by depleting each time the player moves a unit across the world map or each time the player attacks an enemy during the combat phase.

Combat is carried out between machines places along grids of squares with each machine occupying more than one square in various configurations of squares. The player can see where they’ve placed their own units, but cannot see where on the opposing grid the enemy has placed theirs. In order to find and destroy units, players select squares of the grid to target with their machines at the beginning of their turn.

If the player has successfully targeted a square containing an enemy unit, that square reveals some battle damage, hinting at the machine’s actual location. Once the player has struck a majority of squares that contain an enemy unit, the entire unit is revealed and can be destroyed once all of its squares are hit. An additional “hint” element comes in the form of a enemy unit list that the player can view to determine how many and what configuration of squares on which the enemy units are placed. Players can repair their own units that take damage during combat using either Facebook Credits or coins, the game’s soft currency. Once destroyed, a player completely loses that unit and must rebuilt it from the workshop during the non-combat phase of the game.

Social features include the standard gifting and Wall-posting functions of most social games. The most compelling feature, however, is the Visit ability where players can fight any of their friends’ impending battles with the Bear King’s armies. The catch is, the guest player can only use one unit to take out the enemy — but the combat doesn’t cost the guest player any energy. If successful, the player can choose to take a reward of in-game currency or leave behind a marker that gives their friend a combat advantage for that battle when they choose to play it. There is no player versus player mode planned for the game that we know of.

Woodland Heroes monetizes primarily through the sale of energy — which can only be gifted by friends or bought with Facebook Credits. Special combat units can also be purchased with Credits and certain units can only be repaired during the combat phase using Credits while other units can be repaired using coins, the game’s soft currency.

Speaking to Inside Social Games, Row Sham Bow CEO Phil Holt says the game isn’t finished “by a long stretch.”

“We launched with a small set of features expecting to deal with initial performance problems that most new games face,” he tells us. “This team has a lot of experience with supporting live features and live games, so I think we were well prepared for launch. We’re continuing to address the first-time user experience flow to optimize for retention. This is our current area of focus.”

Row Sham Bow formed in Orlando, Florida from a team of ex-EA Tiburon developers. The studio secured a $3 million first round of funding from Intersouth Partners.

You can follow Woodland Heroes’ progress on Facebook using AppData, our traffic tracking service for social games and developers.

Triviador is a Facebook Strategy Game That Asks Who Will Rule the World?

Developed by Hungarian studio THX Games PLC, Triviador is a unique mix of strategy and trivia game presented like the classic board game Risk. It supports up to three simultaneous players in real-time matches.

According to our traffic tracking service AppData, Triviador currently has 110,000 monthly active users and 20,000 daily active users.

In Triviador, three live players compete to take over the world, one country at a time. It begins with a conquest phase, for which the game asks all three players a series of four trivia questions. These are used to divide up the four soldiers available for that round. The questions are based around amounts and years, allowing players to enter their own answers. Once time’s up, all three players’ answers are shown, and the soldiers up for grabs are divided based on who’s answer was closest to the correct one.

Once the soldiers are assigned, players are given the opportunity to place theirs on the map, one per country, until all have been used. At this point, war mode begins. In this mode, players are asked to choose the soldier or castle belonging to an opponent in a space adjacent to their own soldiers or castle. When a target is selected, a battle begins. The fighting takes the form of a multiple choice trivia question. The player with the correct answer wins the country. If both players answer correctly, another question is asked. Players not involved in battle are allowed to rate the quality of the questions. If a player chooses to attack another’s castle, the defender has three chances to answer correctly. If they should fail, they’re counted out of the game and can watch as the two other players finish. A real-time chat feature is present during gameplay but can be disabled.

A variety of power-ups, which eliminate a certain number of incorrect answers, and so on, are available for use in the war mode. These must be unlocked via leveling up. Players level up by winning, and by completing missions, the more basic of which involve simply using the requested power-up once, or winning a certain number of games. Players also receive achievements for performing well, along with gold, the game’s soft currency.

Players can add their friends and play with them in private matches. Other social features include a global leaderboard, friend leaderboard, and a scoreboard displaying the current point total for all participating countries. Players are able to set their home country from the game’s menu in order to participate in this ranking. Bragging about wins via viral channels is also supported.

Triviador is monetized through the purchase of soft currency, which players can spend on power-ups. More adventures (plays of the game) can also be purchased, although they are automatically regenerated every day.

THX Games PLC has discussed a number of planned improvements to the game on its Wall, including a feature that will allow players to submit their own trivia questions for consideration and more detailed player statistics. The developer has also pledged to regularly add its own new trivia to a database which currently includes more than 10,000 questions.

You can follow Triviador’s progress using AppData, our traffic tracking service for social games and developers.

iWin Expands Its Facebook Game Show Tie-in Roster with $100,000 Pyramid

iWin, publisher of Facebook versions of popular game shows including 1 vs. 100, Family Feud, and Deal or No Deal, has added another to its lineup: the $100,000 Pyramid. This version of the TV show, which premiered in 1973, launched in beta on September 1.

According to our traffic tracking service AppData, $100,000 Pyramid currently has 360,000 monthly active users and 90,000 daily active users.

Pyramid is a single-player game where players have to answer three rounds of six questions, each round following a specific theme. If they’re able to do that, they progress to the Winners Circle, which contains three additional questions, worth higher values. The questions are set up such that the answers are single words: people, places, or things. Players are given two clues as to what each word is, and are able to purchase an extra clue using Clue Coins. There’s a timer that counts down over the course of all six questions in a round, adding urgency to the player’s responses. The game also requires that players answer a minimum number of questions in the three main rounds correctly in order to enter the Winners Circle.

The cash that players win can be used to purchase items for over two dozen collections, each containing five items. The first item in each collection must be won by playing the game. Some of the items are priced at over $1 million in in-game cash. Playing the game itself costs one episode token; players are given five to begin with, and earn one additional episode every 12 hours. More episodes can be purchased, or earn by completing collections.

Social features of $100,000 Pyramid include friend invites, which earn players additional cash once accepted, and sharing when players level up via viral channels. The game also features a real-time leaderboard that compares players’ scores against their friends.$100,000 Pyramid is monetized in two ways. The first is through the use of Facebook Credits to purchase additional Clue Coins. These come in bundles costing 5, 10, 30, 50, and 100 Credits. The second way is by players purchasing extra episodes, also using Facebook Credits. They’re available in groups of three to 100 episode tokens, ranging from 20 to 400 Credits.


You can follow $100,000 Pyramid’s progress using AppData, our traffic tracking service for social games and developers.

The Big Bang Theory: Mystic Warlords of Ka’a Brings Popular Sitcom’s Favorite Game to Facebook

Mystic Warlords of Ka’a is based on a fictional card game played by the characters in popular CBS sitcom The Big Bang Theory. The game was brought to life on Facebook by Dire Wolf Digital, in conjunction with Warner Bros. Interactive Entertainment. Warner Bros. Television is one of the production companies on the show.

According to our traffic tracking service AppData, The Big Bang Theory: Mystic Warlords of Ka’a currently has 65,760 monthly active users and 6,324 daily active users.

Mystic Warlords of Ka’a is a fairly straightforward, fantasy-themed collectible card game in the vein of Magic: The Gathering. Players square off in card combat with other Facebook users and their friends in an attempt to reduce their health to zero and win duels and battles. There are two different types of games, differentiated by the way the cards themselves are played, and both can be played directly or “auto-played.” The basic game system takes into account the rank and runes printed on each card, with higher ranks or runes overruling lesser ones, with the winning card dealing the amount of damage printed on it. When one of the players has their health reduced to zero, they lose. Participating in duels or battles requires energy, which refills automatically over time or can be purchased.

Cards are broken down into “squads” of 10, with players able to select two squads to enter battle with. Winning matches rewards players with coins and experience points. There is a quick duel mode, in addition to a story mode containing missions (various battles) to take part in. This mode includes the player’s Stronghold screen: a world view of Ka’a that features their stronghold, barracks, and other buildings that become unlocked as the player levels up and completes missions. These are locations that players use to build their squads and buy new cards. The screen is also home to the player’s airship, which can be used to go on raids, in which they battle to win ingredients used to craft special cards back at their stronghold. In another part of the game, players can challenge characters from The Big Bang Theory to duels five days in a row to earn special cards.

Players can invite friends to play the game with them and, once they’ve started playing, visit them once per day in order to earn extra energy, experience points, and coins, the latter coming from participating in a daily duel with their friends. Free gifts, including energy, cards, and crafting ingredients, can also be sent to friends.

The game is monetized via a combination of soft currency (coins) and Facebook Credits. Coins, won in combat, can be used to purchase additional cards and other items. Energy refills and additional coins can be purchased using Facebook Credits. Single cards, campaigns and stronghold extras including decorations can also be purchased using Facebook Credits.

Dire Wolf has been upgrading and patching Mystic Warlords of Ka’a on a regular basis since the game launched in July, and continues to do so. The developer recently recently overhauled the animation system, resulting in smoother gameplay, and has added new cards and other content.

This game marks Warner Bros. Interactive Entertainment’s entry in social games. The video game publisher is best known for its core video game franchises like Batman: Arkham Asylum, Scribblenauts, and various licensed games around Warner Bros. Pictures properties. In the last year, the company has been acquiring developers to beef up its in-house offerings.

You can follow Mystic Warlords of Ka’a’s progress using AppData, our traffic tracking service for social games and developers.

New Hires in Social Gaming: 5th Planet Games, CrowdStar, Gaia Interactive & More

14 social companies showed hiring activity this week, based on information from LinkedIn and other sources, though most of the developers bringing on only one or two new individuals.

Out of these, three — SponsorPay, We R Interactive, and Wild Tangent — made managerial hires. As part of SponsorPay’s U.S. expansion, the company brought on Dave Westin as its new SVP and general manager where he will focus on U.S. sales and business development activities. Christian Purslow joins We R Interactive’s board as the newly created non-executive independent director. And as for Wild Tangent, it gains Brett Orlanski as its new director of business development.

As always, if your company is hiring new people or making a notable promotion, please let us know. Email editor (at) insidesocialgames (dot) com, and we’ll get it into this or next week’s post. Also, please note that the information about most new hires, below, comes directly from company updates from LinkedIn, and is only as current as each person’s profile.

Looking for new opportunities? The Inside Network Job Board presents a survey of current openings at leading companies in the industry.

Here’s this week’s full list:

5th Planet Games

  • Colby Schneider, QA Lead — 5th Planet Games brings on a single hire. Schneider was previously a QA analyst for Zynga.


  • Aggie Cheung, Artist — Joining CrowdStar this week, Cheung was previously an artist for Playdom.

Gaia Interactive

  • Yvonne Chow, User Interface Designer — In an internal shift at Gaia Interactive, Chow was previously a graphic designer.


  • Matt Durgavich, Game Programmer — GSN brings on Durgavich, a former programmer for Rockstar Games.
  • Lauren Foye, Mobile Publishing Manager — Also now a part of GSN, Foye was formerly a marketing manager for Isabella Products.


  • Christian Hernandez, UI Designer — iWin fills us in on the hiring of Hernandez, whose previous experience stems from Hitatchi GST.
  • Ariel Katz, Software Engineer — Also joining iWin is Katz, who is formerly from Sony.


  • Jill Hu, Flash Developer/Software Engineer — Now at Kabam, Hu was previously a software engineer for Ohai. That said, the hiring appears to only be a late update.


  • Vladimir Mitrović, Software Development Engineer — Joining Nordeus this week is Mitrović. He was previously a lead iOS developer for NextWidget.
  • Venijamin Živković, Software Development Engineer in Test — Also joining Nordeus, Živković was formerly an analyst team leader for ApexSQL LLC.


  • Samson James, Manager – Human Resources — Starting off a trio of new Playdom hires is James. James’ prior experience includes an HR executive position at Mind Source Consulting Services.
  • Stephen Justice, Quality Assurance Lead — In an internal change at Playdom, Justice moves up from a quality assurance tester.
  • Gitin George, QA Test Engineer — Also joining Playdom is George, a former test engineer for e4e.


  • Seema Dookie, Scrum Master — Joining Playfish this week is Dookie, who was previously a business analyst at Rank Interactive.

PopCap Games

  • Carter Edwards, Finance Department Intern — Marking a single hire for PopCap Games, Edwards was most recently a lead manager for Eastside Boat Manager.


  • Dave Westin, SVP & General Manager — As part of its U.S. expansion, SponsorPay brings on Dave Westin as its new SVP and general manager. Before SponsorPay, Westin was VP of sales at Gambit and later SupersonicAds.
  • Maria Virginia Baptista, Operations Manager — SponsorPay makes an internal change as Baptista shifts roles from a customer services agent.
  • Jessica Eliason, Recruitment Manager — Prior to SponsoryPay, Eliason was an assistant at Hays.

We R Interactive

  • Christian Purslow, Non-Executive Independent Director — As noted prior, Christian Purslow joins the We R Interactive Board and is now in the newly created role of non-executive independent director. He was previously a managing director for Liverpool FC.

Wild Tangent

  • Brett Orlanski, Director of Business Development — In yet another major hire. Brett Orlanski joins Wild Tangent as its new director of business development. Previously, he was VP of business development at Virtual Greats.
  • Enric Pedró, Sales Coordinator, EMEA — In an internal change at Wild Tangent, Pedró moves from his prior role as consumer marketing, EMEA.


  • Jana Johnson, 3D Contract Artist — Kicking off a fairly small week of new hires for Zynga is Johnson, a former 3D contract artist for Disney Interactive Media Group.
  • Antara Sara Mahthai, Producer — Now at Zynga, Mathai was previously an assistant manager for Star TV.
  • Truman Simpson, QA Engineer — Simpson was formerly a senior quality assurance tester for Sony Computer Entertainment America.
  • Rainer Knopf, Community Support Specialist — Also joining Zynga this week is Knopf whose prior role is unknown.
  • Mauro Fiore, Senior Game Designer — Fiore was most recently a senior game designer for Rockstar Games.

Social Gaming Roundup: Zynga, FIFA Superstars, OpenFeint, & More

FIFA SuperstarsFIFA Superstars Nominated at Best Free-to-Play Game — Electronic Arts and Playfish have received a nomination for the GameMaster Golden Joystick Awards this week for FIFA Superstars. The awards ceremony will take place October 21st.

Zynga to Gain EA Executive — Another executive from Electronic Arts is defecting over to Zynga, reports Develop. According to a “U.S. source” Jeff Karp, one of EA’s social games executives, is slated to join Zynga after 11 years at EA.

Jeremy Verba Leaves Zynga — According to VentureBeat, Zynga general manager Jeremy Verba has left the company after 19 months to become CEO of dating site, eHarmony.

OpenFeint Releases New Social Features — Aside from its activity in China, OpenFeint has begun its roll out of new social features for Android. This includes player status updates and a new message wall.

Mobage Releases for iPhone in Japan — DeNA has released its mobile social games network, Mobage, in Japan’s App Store this week, reports Penn-Olson. Though the platform has been available in mobile browsers, it did not have a dedicated app.

Zynga LawsuitZynga vs. Vostu Lawsuit Clashes Abroad –  Last week, Zynga filed its copyright infringement lawsuit against Brazilian startup Vostu, again, in a Brazilian court. This led to a preliminary injunction against Vostu. Now, TechCrunch reports that U.S. District Judge Edward Davila has issued an order that restrains Zynga from enforcing the Brazilian courts decision to shut its games down.

[Launch] Greenopolis Stays Environmentally Friendly in New Mobile App — The environmentally friendly Greenopolis has launched a new mobile app for iOS and Android dubbed RecyclePix. The social title allows users to take pictures of themselves and friends recycling and share them on social feeds. Doing so earns “Greenopolis Points” which can then be redeemed for real world rewards and discounts.

[Launch] Yazino Socializes Bingo as a Team Sport — Yazino announced the launch of its newest social game, Extreme Bingo for both Yazino.com and Facebook. Combining traditionally Bingo rules with the use of strategically placed power-ups (on the Bingo “Battleboard”), players are able to compete in synchronous, team-based play.

Uno Boost Gets a Boost From Facebook Credits Integration

Uno Boost is a single player variant of the popular family card game from Mattel developed by GameHouse for Facebook. The game is enjoying steady growth, with a monthly active users north of 1.1 million and daily active users at 110,000, according to our traffic tracking service AppData. GameHouse credits the game’s rapid growth to fully embracing Facebook Credits.

Gameplay in Uno Boost is similar to GameHouse’s companion title, Uno, which we reviewed back in 2009 when the title launched as “Live Uno” or “Uno Live.” Play follows the traditional color or number matching rules of the Uno card game, with the exception of “Boost” cards, a limited resource which can be substituted for cards in the player’s hand at any time when they’re in a tough spot. This keeps play flowing quickly and smoothly, and most games are over in a matter of minutes, if not less. Uno Boost focuses on solo play against computer opponents rather than multiplayer action.

“Uno Boost is in a unique place,” says GameHouse Director of Business Development, Braden Moulton. “In terms of product quality, we benchmark against games like Bejeweled Blitz. While the game is different, the notion of providing a fun, concise experience to our users is similar.”

The game is monetized primarily through the sale of the aforementioned Boost cards, which can be purchased individually or in “packs” using either Facebook Credits or in-game currency. Certain packs are only available using Facebook Credits. There’s also an offer wall powered by TrialPay and a video ad service powered by Live Gamer that nets players individual Boost cards per viewing in exchange for viewing video advertisements.

“Facebook Credits is the hard currency within Uno Boost,” says Moulton. “We are fully embracing Credits and since launching them in Uno Boost in March, we have seen significant improvements in conversion and monetization. [...] We’ll continue to evolve our monetization strategy in parallel with our partners at Facebook.”

Going forward, the developer plans to roll out additional gameplay features planned in collaboration with Mattel over the next four months. Ian Fliflet, Director of Social Strategy at GameHouse, tells us that we can expect player achievement awards in the next month or two. He also says that GameHouse is looking to capitalize on new Facebook viral measures, though he declined to elaborate on what those might be. We know that the developer could implement the Buy With Friends viral discount feature, because the game uses Credits as in-game currency.

GameHouse currently enjoys a total MAU of 3.9 million and 538,000 DAU across all 23 of its Facebook apps. Fliflet tells us that the company has more titles in development that span both original intellectual property and licensed IP. GameHouse recently announced a partnership with Fremantle to bring CBS game show Let’s Make A Deal to Facebook.

You can follow Uno Boost’s progress on Facebook with AppData, our traffic tracking service for social games and developers.

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