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12 Ways to Take Battle Passes to the Next Level in Mobile Games

Game Refinery

Battle passes have crept into almost every mobile game genre imaginable, with our platform showing that 66% of mobile games in the top 20% have incorporated the feature. We’ve updated the blog post with new battle pass implementation examples and best practices for introducing the feature into your mobile game.

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[Event Spotlight] How Mobile Game Developers Can Boost Engagement In The Casual Puzzle Genre With Competitive 1v1 Events

Game Refinery

Following the high-level trend of hybridization across mobile , more and more casual games have started introducing competitive elements into their live event strategies. This has become especially prevalent in the puzzle subgenre, with around 75% of casual puzzle games in the US top-grossing 200 implementing these features.

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Tower of Fantasy – Is the Game Really a Genshin Impact With a Social Twist?

Game Refinery

Tower of Fantasy was launched in the global markets in August 2022, luring players to the game with its “Genshin with an MMO experience” headlines. In the Japanese market, the game has proven more popular and kept its position in iOS top-grossing 100 after its release, which happened around the same time as in the US market.

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What We Can Learn About LiveOps From the 2024 Mobile Gamedev Award Winners

Game Refinery

Millions of mobile games are out there battling for engagement, yet only a few titles manage to fight their way to the top. All these crossovers come in different shapes and sizes too, spanning everything from fashion brands, automotive, anime, TV, movies, and even other video games. Their secret to success?

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How Mobile Games Can Buck the Recession

Deconstructor of Fun

This week, we dive into the games that are defying headwinds from the recent economic slowdown in every category. We review the game of the week: Talking Tom Time Rush from Outfit7 ✉️ Received this email from a friend? These are the Mobile Games Defying Economic Headwinds — and Why In data.ai In Today’s Email ?

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Solo dev Simon Taylor saw his game Smash Dungeon fail “The journey comes to an end”

PreMortem.Games

It’s a hard pill to swallow if you’ve worked on your game for five years, only to launch it to a largely indifferent audience. That’s what happened to solo developer Simon Taylor (working under the name Plastic Cow Games ) and his game Smash Dungeon. After that, the game never gained any traction and faded away in obscurity.

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The Imminent Ragnarok of M&A in Mobile Gaming Space

Deconstructor of Fun

I believe that the deprecation of the IDFA will catalyze a period of accelerated consolidation in the mobile gaming space via M&A. Smaller, single-game mobile gaming studios will see their growth trajectory obstructed completely and suddenly. The valuations of these companies will drop rapidly.