A free-to-play action game where players collect demons while battling in hell, and it’s created by legendary designer American McGee?
Count us in (even if it makes our virtual feet burn).
“Our studio has a background making console and larger-scale PC games, so we’ve been trying to bring a bit of the quality and style and the 3D assets to the mobile and multi-player space,” says McGee. “This is actually our fourth title in the mobile/online space, and it’s taking everything we’ve learned, combined with the knowledge that DeNA has brought to the table, specifically with games within this genre, and we’ve wrapped it inside a story where the player is going into hell. I’ve been jokingly describing it as Pokemon in hell because you’re fighting against demons, then collecting these same demons and then doing the usual card collecting and upgrading of and skill-expansion of those units.
“We’ve also presented the fight mechanic in a pretty interesting way, as it’s much closer to a traditional RTS or RPG-style interface, so the player can engage with, in real time, the battles between the units as those things play out.”
Rumble Entertainment is starting to make some serious noise in the gaming space.
Not only did the company announce $17.5M in Series B financing led by free-to-play giant Nexon, but their first game, KingsRoad, already attracts over 1 million players per month in its open web and Facebook beta, with 40-percent of players joining in real-time cooperative play daily while spending an average playing time of over 1 hour per session.
With Backyard Monsters Unleashed launching on mobile next week, Kixeye’s CMO, Brandon Barber, sat down with Inside Mobile Apps to talk about the new game in an exclusive interview.
Check out what Barber had to say as he talks Monsters and mobile in the site’s latest Insider Q&A.
Space Ape’s Samurai Siege is rocketing up the iOS and Google Play charts, earning $65K per day on 950,000+ installs in just under two weeks.
How did they do it? Inside Mobile Apps sits down with Space Ape’s CEO, John Earner, to find out more about the game, and what he thinks of the comparisons to Clash of Clans.
KakaoTalk has gained a lot of traction not just as a messaging application, but as a social games platform as well. Since launching its social games service at the end of June 2012, Kakao has more than 30 million out of its 100 million users playing its catalog of 180 games. The company has announced that these games have generated revenue of 348 billion Won (around $311 million) in the first half of 2013. This is an increase of 193 percent from Q4 2012, where the company earned 118 billion Won ($105 million).
After a huge 2012, Kabam is primed to make a big splash in coming months. According reports, the social gaming giant is now valued at $700 million after a private sale of $38.5 million in common stock. The company also reported that it reached $180 in revenues in 2012, up 70 percent year to year.
Caesars Interactive Entertainment, as a subsidiary of Caesar Entertainment, is part of the world’s largest gaming company. It has built its social gaming portfolio with studio acquisitions such as Playtika and Buffalo Studios as well as through partnerships with Microsoft and Electronic Arts. With these acquisitions, Eilers Research reports that Caesars now holds 18.6 percent of the overall social casino market in the second quarter.
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