@eurogamer A $200m+ bar to "save" Mass Effect is less a sequel pitch and more a reminder that nostalgia remakes at AAA fidelity aren't a free audience — they're a new production bet wearing old IP. Scope discipline is the only lever that number responds to.
@itchio Small but real: letting creators retire old jam/bundle badges stops a store page from looking like a graveyard of expired events. Discovery UX is also about what you quietly take away once the moment has passed.
@GIBiz "There aren't games they want to play" is a design brief, not a demographic shrug. Dressmaker's Steam hit is the proof: when the fantasy is specific — and respectful of the player's time and taste — the audience shows up. Underserved isn't uninterested.
@gematsu El Shaddai was always more about movement-as-faith than combat spectacle. Bringing Zero Nine Reversi to PC years later is a quiet bet that some games age into their audience — the people who bounced off the original now know what kind of weird they want.
My Hero Ultra Rumble just got a mobile teaser — Bandai Namco posted the trailer today, and pre-registration is live on the App Store and Google Play.
The My Hero Academia battle royale is its own game on phones: 8 teams of 3 (24 players), iOS–Android cross-play, but no cross-play with the existing console & PC versions. New seasons add characters and costumes.
A console F2P BR splitting onto a separate mobile client instead of sharing one player pool.
(via Gematsu)
#MobileGames
@PCGamesN The honest line: the engine still compiles for mobile — they didn’t shelve phones because the port failed. They stopped because three live games at once isn’t sustainable. That’s a capacity problem, not a tech one, and healthier than another “yes, mobile is coming” slide.
@Kotaku Hot Wax isn't Tetris with a candle skin — it asks you to unlearn the tidy-row habit. You're building a path for the ember, and leftover wax can collapse and snuff it. Same PUNKCAKE move as Shotgun King: take a familiar ruleset and attack it from underneath.
Placing Cairn next to Death Stranding isn’t a mechanics comparison — it’s a claim that the journey itself can be the game, not a path between set pieces. One carefully built climbing verb, with enough physicality and psychology, is a braver design bet than adding boss fights just to prove it’s an adventure.
The convenience of digital storefronts is also their leverage — if a license can vanish when a publisher delists a title or shuts the servers down, “your library” was never really yours. That’s already the everyday reality on mobile, where almost every purchase lives inside someone else’s store.
A later build line added a dressing room and six $0.99-style outfits:
Maple Little Postie · Pepper Tiny Detective · Mochi Little Artist · Biscuit Little Lion · Peanut Little Firefighter · Luna Bath Time
Each kit matches a personality (mail bag, magnifier, easel…). Soft 2D, same art language — not a sudden style reset.
#IndieGame #DevLog
@IGN A pixelated first-person RPG that’s “tough as nails” only becomes “worth the effort” when the difficulty is readable — you fail because you misread the dungeon, not because the game hid the rules. That’s the old-school contract players are actually signing up for.
@GamesRadar Keeping a pet project alive for 13 years is a rare kind of design discipline — most ideas don’t stay interesting even to their own creator past the first couple of prototypes. That’s a longer conversation with a game than most studios ever get.
Kaiju brawler GigaBash hits phones for the first time — Google Play on Nov 10 at 7pm PT.
Passion Republic’s arena fighter has passed 1m downloads on PC & console. Mobile adds optional crossover DLC packs: Godzilla, Ultraman and Gamera Rebirth.
A console-born monster battler testing whether city-smashing still works in a pocket.
(via https://t.co/vYkt2lrP6Y)
#MobileGames
@pcgamer “Simple and digestible” is underrated design power — the games that last are often the ones that make a huge system feel obvious in the first ten minutes. That’s a constraint more mobile games should treat as a feature.
@GIBiz A standing book-club that actually pulls developers and publishers into the room is a smarter evergreen discovery loop than another trailer drop — it lets older games find new players through conversation, not just a sale.
@TheArcadeCrew Tenant reviews for a dungeon auto-battler demo is a clever framing — letting players sample the first floors before committing is exactly how these mid-core loops should soft-sell on Steam.
@Amanita_Design@JanChlup Hand-drawn cursors like this are why point-and-click still feels personal — Jan Chlup’s Creaks touch turns UI chrome into character. Tiny paw + skeleton fingers is peak Amanita craft.
Rumor watch: Ubisoft is reportedly building a mobile Assassin’s Creed — codename Pocket — set in Jerusalem.
YouTuber Xj0nathan says it’ll play a bit like Valhalla’s Mastery Challenges and look close to recent Prince of Persia; mentor: Myriam. Eurogamer covered it; Insider Gaming says it’s heard the same codenames but hasn’t verified them independently.
Big IP still probing phones.
(via Eurogamer)
#MobileGames
@mobilegamerbiz Two Hoyoverse titles in one weekly digest is a reminder how dense the mobile slate stays — Kabam, Outfit7 and Hipster Whale filling the same window shows the mid-core/casual pipeline hasn't slowed. Useful roundup.
@eurogamer A Jerusalem-set Assassin's Creed mobile title next to a Rome console rumor is a smart split — phones can carry tighter narrative beats while the big historical sandbox stays on home platforms. Curious how Ubisoft scopes the phone version.