Earlier today, Innersloth released the newest update for Among Us(Free) with version 2023.2.28. This update has now rolled out on all platforms, and it brings in a collaboration with Bungie’s Destiny 2. The Among Us Bungie collaboration adds the Guardian Cosmicube for a limited time. It is available in the in-game store right now. The update also improves the announcements interface, renames the Freeplay mode to “Practice”, and more. Full details for the Bungie collaboration are here. The Guardian Cosmicube is available for 3,500 Beans. It is available from now until May 30th. This collaboration arrives with Bungie releasing the major Destiny II: Lightfall expansion for the game earlier today on PC and console platforms. Check out the key art for the collaboration below:
If you’ve not gotten Among Us yet, it is available for free on the App Store for iOS here and Google Play for Android here. Check it out on Nintendo Switch here and Steam here. Here’s our forum thread for the game. Among Us is available on mobile, Xbox, PS4, PS5, Nintendo Switch, and PC platforms. Where have you been playing it recently and what do you think of today’s Bungie collaboration update?
Dead Cells() players on mobile have gotten two major content updates on iOS and Android today through the version 3.2.0 update out now. This update, currently available on iOS and Android but not Apple Arcade yet, brings in the Boss Rush Mode and the indie crossover update titled the Everyone is Here 2 updates. Dead Cells+ on Apple Arcade will likely get it later today or later in the week before Friday. The updates bring in an alternative game mode, characters from indie greats, new cosmetics, enhanced bosses, and a lot more. Watch the trailers for both updates from Playdigious below:
Now that these major updates are out, I hope we get news on the Castlevania paid DLC on mobile from Playdigious. Until then, I’ll be playing it on Steam Deck. Check out this Steam post for more screenshots from the upcoming paid console and PC DLC. If you’re curious about Dead Cells on mobile read my interview with Playdigious covering it and Streets of Rage 4here. You can buy Dead Cells on the App Store for iOS and on Google Play for Android. If you’re unsure whether to grab it on mobile or Switch, read my comparison here. What do you think of Dead Cells right now on mobile and will you be playing it today with the major update launch?
Genshin Impact(Free) version 3.5 update pre-installation has finally gone live on iOS, Android, and PC platforms ahead of its release date this Wednesday for all platforms. Genshin Impact version 3.5 ‘Windblume’s Breath’ arrives on March 1st for iOS, Android, PS5, PS4, and PC platforms worldwide bringing in the Windblue Festival, a new Archon Quest, two new characters, updated rules for Genius Invokation TCG, one extra Intertwined Fate for each completed Archon Quest, and more. If you missed the previously-announced Prime Gaming collaboration, read this. Watch the Genshin Impact version 3.5 update Dehya character trailer below:
The Genshin Impact 3.5 preload size is 2.03GB on iOS. You can download this by tapping the pre-install resource package from the title screen as usual or from the Paimon menu in-game under other. PC pre-installation details are here. If you haven’t checked out Genshin Impact yet, you can download it for free on the App Store for iOS here and on Google Play for Android here. The PC version is available on the official website here and the Epic Games Store. If you play on iOS, with iOS 14.5 or iPadOS 14.5 and later, you can use PS5 and Xbox Series X|S controllers to play Genshin Impact. We featured Genshin Impact as our Game of the Week when it released and awarded it our 2020 Game of the Year. I also featured it as one of the best iOS games to play with a controller. What do you think of what we’ve seen of Genshin Impact 3.5 so far?
Feral Interactive who brought us amazing mobile conversions of Total War: Medieval II, Company of Heroes, Alien Isolation, and many more, has begun teasing its next project. The upcoming game has been teased with a cryptic clue posted on the company’s official website and Twitter. The clue is the text “Rendez-vous on Champs Elysees” and a cropped image which you can see below. There are tons of possibilities if you look at the games involving Feral Interactive on Steam right now. I have a wishlist of games I hope Feral Interactive brings including the likes of Total War Empire and more.
According to the radar, the game is coming soon, so hopefully we learn about it in the near future. I expect the pattern to follow an announcement with a release window followed by gameplay and a release date going by how Feral Interactive usually operates with its upcoming games. I’m not sure what to make of the clue. If you have any suggestions on what it could be, let us know in the comments below. Feral Interactive is yet to release a bad conversion on iOS, so I’m optimistic to try whatever this next game is. Make sure to read my interview with Feral Interactive here. What is your favorite game on iOS and Android by the developer?
Following an announcement from November 2021, Rovio brought back the original Angry Birds in the form of Rovio Classics: Angry Birds on iOS and Android. This premium release was a snapshot of a different time on the App Store, and also preserved a classic. Sadly, today Rovio has announced that it is delisting the Android version of Rovio Classics: Angry Birds this Thursday and it will be renaming the iOS version pending further review. I’m not confident in the iOS version remaining on the App Store much longer given this statement, and this news is definitely disappointing. It will have been less than a year since it launched as well.
If you’ve wanted to play the original Angry Birds on modern iOS devices, you can grab Rovio Classics: Angry Birds on the App Store for $0.99. Keep in mind that it may not be available for much longer, but the announcement says you will be able to play it after it is delisted. Rovio Classics: Angry Birds. I thought we would eventually get more of Rovio’s older games as they were back in the day through this campaign, but the company has something else in mind sadly. Make sure to check out our forum thread for Rovio Classics: Angry Birdshere. Did you play Rovio Classics: Angry Birds or the original game back in the day or will you be buying it now while you still can?
HoYoverse just announced the Genshin Impact(Free) version 3.5 update release date and new features. Genshin Impact version 3.5 ‘Windblume’s Breath’ arrives on March 1st for iOS, Android, PS5, PS4, and PC platforms worldwide bringing in the Windblue Festival, a new Archon Quest, two new characters, updated rules for Genius Invokation TCG, one extra Intertwined Fate for each completed Archon Quest, and more. In addition to this update’s release date and new details, HoYoverse revealed a Genshin Impact collaboration with Amazon Prime Gaming. Prime Gaming members can receive the ‘Wings of the Starlit Feast’ as a special reward through this collaboration. As usual, pre-installation for PC and mobile will go live closer to March 1st. Watch the Genshin Impact version 3.5 update trailer below:
If you haven’t checked out Genshin Impact yet, you can download it for free on the App Store for iOS here and on Google Play for Android here. The PC version is available on the official website here and the Epic Games Store. If you play on iOS, with iOS 14.5 or iPadOS 14.5 and later, you can use PS5 and Xbox Series X|S controllers to play Genshin Impact. We featured Genshin Impact as our Game of the Week when it released and awarded it our 2020 Game of the Year. I also featured it as one of the best iOS games to play with a controller. What do you think of today’s Genshin Impact update announcement?
Following its launch in April 2022, Square Enix has announced (Via Gematsu) that Echoes of Mana(Free) for iOS and Android will be shut down in May. This will mean Echoes of Mana is shutting down just over a year since it launched. As of today’s announcement, sale of Spirit Crystals has been stopped. In-game events will be updated leading into the closure of the game on May 15th. The reason being shutting down Echoes of Mana has been explained in the announcement post from the developers.
I won’t say this is unexpected, but I can’t imagine people playing Square Enix’s free to play games on mobile are happy about the situation and will line up to invest into the next one with how many have recently closed. Until service ends on May 15th, you can still download Echoes of Mana on the App Store for iOS here and Google Play for Android here. It is free to play with the in app purchases now disabled. If you’d prefer a premium experience on mobile instead, you can play Adventures of Mana (remake), Secret of Mana, and the Trials of Mana remake. Have you played the premium Mana releases on iOS or Android and did you end up playing and enjoying Echoes of Mana?
Ultra Blade() from Immortal Rogue and Blast Waves developer Kyle Barret was announced for iOS and Android back in June last year. The roguelike hack and slash game has now gotten a confirmed release date on mobile with pre-orders and pre-registrations live. Ultra Blade has you taking on endless hordes of enemies with thousands of hero and blade combinations with unique abilities and looks. After an extensive beta test in our forum, it is now ready to release later this month on both iOS and Android. Watch the Ultra Blade teaser gameplay video below:
The official website has some GIFs showcasing the animation and gameplay in motion. Ultra Blade will also feature a challenge mode with more challenging quests that regenerate each hour in addition to its endless mode. At launch it will have six unique biomes, many bosses, and more. If you’re interested in playing it, you can pre-order Ultra Blade on the App Store for iOS here for $2.99. Pre-registrations are now live on Google Play here. If you’ve not played Immortal Rogue from Kyle yet, read our original review here or check out our forum thread featuring comments from players and the developer here. What do you think of Ultra Blade so far?
Following the final closed beta signups going live, Genshin Impact and Honkai Impact 3rd developer HoYoverse has begun pre-orders and pre-registrations for the upcoming space fantasy turn-based RPG Honkai Star Rail. Honkai Star Rail() is also celebrating the final closed beta with a new trailer showcasing the character Bailu. A Honkai Star Rail release date for the full game is yet to be revealed, the App Store pre-order page lists it for April 26th. This should be considered a placeholder date until we get an official announcement. Watch the Honkai Star Rail Bailu ‘Torrid Heat’ new trailer below:
If you’d like to play it at launch, you can pre-order Honkai Star Rail on the App Store for iOS here, pre-register for it on Google Play for Android here, and wishlist it here on the Epic Games Store in addition to its regular PC version. Honkai Star Rail is still a great looking game going by the new screenshots and trailer. Until this releases, you can try Honkai Impact 3rd on the App Store for iOS here and Google Play for Android here. Have you been playing Honkai Impact 3rd and Genshin Impact recently?
While we are still waiting for the Vampire Survivors(Free) ‘Legacy of the Moonspell’ DLC on mobile, developer poncle just pushed out a nice meaty update for the game on all platforms. The 1.3.0 update dubbed ‘The Chaotic One’ brings in a new challenge stage (Bat Country), three new achievments, two relics, surprises, and more. The full patch notes will be available here if they aren’t already up. I’m glad to see the game already get a big update on all platforms including mobile. Watch the Vampire Survivors version 1.3.0 The Chaotic One update trailer below:
If you haven’t played Vampire Survivors yet, read my Steam Deck review of it here, DLC review here, and iOS review here. We featured it as our Game of the Week as well when it launched. You can get Vampire Survivors on the App Store for iOS here and on Google Play for Android here. It is free without any in app purchases. It only has optional ads you can view to earn more gold when you get a game over. Check out our forum thread here for more discussion and impressions around the port. What do you think of it if you’ve downloaded it already?
Originally announced last year, Omega Strikers() finally has a confirmed release date as revealed in the Nintendo Direct earlier today or yesterday depending on your timezone. The MOBA meets air hockey ‘Footbrawler’ experience Omega Strikers from Odyssey Interactive is a 3v3 knockout striker with full cross progression and cross play support. It will launch on iOS, Android, Switch, and Steam with more consoles to be revealed. Watch the mobile trailer for Omega Strikers below:
Omega Strikers is free to play, and pre-orders have just gone live. You can grab it on the App Store for iOS here, check it out on Google Play for Android here, wishlist it on Steam here, and pre-order it on the eShop for Nintendo Switch here. It will feature 15 strikers at launch. Odyssey Interactive also confirmed that unlocks will also carry over to different platforms so it actually is cross play and cross progression fully. What do you think of Omega Strikers and will you be pre-ordering it to try it day one?
Following last week’s release of fighting game World Heroes 2 Jet, SNK and Hamster have released Sengoku 3 on iOS and Android worldwide. Sengoku 3 debuted in 2001, and it is a side-scrolling action game where you try and purge malicious souls. You have weapons, ninja arts, and more in the speedy ninja action side-scroller experience. Shaun is probably going to review this one. If you’ve not kept up with the ACA NeoGeo releases and want to check out some good shoot ’em ups which is usually the most popular genre, read Shaun’s post here here. Check out a screenshot from the Android version of Sengoku 3 below:
You can buy Sengoku 3 ACA NeoGeo on the App Store for iOS here and on Google Play for Android here. As with prior releases on mobile, this costs half of what it does on consoles at $3.99. If you’ve not heard of the series or seen it in action on mobile yet, Shaun has reviewed most of the releases so far in the ACA NeoGeo series on iOS. Check out his reviews for Sengoku 2here, Top Hunter Roddy & Cathyhere, Samurai Shodown IVhere, Alpha Mission IIhere, Metal Slug 5here, Shock Troopershere, NAM-1975here, ZED BLADEhere, PUZZLEDhere, The King of Fighters 2002here, Big Tournament Golfhere, King of the Monstershere, Last Resorthere, Aero Fighters 2here, Burning Fighthere, Robo Armyhere, Mutation Nationhere, Twinkle Star Spriteshere, Aero Fighters 3here, and Prehistoric Isle 2here. Check out the official website for the series on mobile here. What’s your favorite recent ACA NeoGeo release and are you grabbing today’s release?
Last week, Superbrothers and Pine Scented software launched JETT: The Far Shore + Given Time on Steam alongside updating the PlayStation and Epic Games Store versions of the game with the new free expansion. Having covered Superbrothers for a very long time all the way back to 2010 when Sword and Sworcery was shown at GDC, we obviously were also going to talk about how things evolved over time for Superbrothers from Sword and Sworcery to JETT: The Far Shore. In the lead up to JETT’s new expansion and it hitting Steam last week, I chatted with Craig D. Adams (founder Superbrothers A/V and co-creator of JETT with Patrick at Pine Scented) and Dan Berry (Given Time contributor and UK comics person and broadcaster) in a slightly different format.
Since the team was still hard at work on JETT for Steam and the expansion, I sent over questions about a week before launch and got sent back a video of Dan discussing the questions with Craig. It almost felt like an interview in itself with Dan interviewing Craig. I’ve split that up into two parts and edited for clarity and brevity. The first part which you can read here covered JETT: Given Time, JETT: The Far Shore, and a bit about the future of Superbrothers. Part 2, below, covers Sword and Sworcery, working with Jim Guthrie, Twitter integration, PlayStation’s Sound Shapes that had Superbrothers’ involvement, and more.
TouchArcade: We covered Sworcery over a decade ago right from its showing at GDC 2010. It is one of my favorite games of all time. Tell us a little bit about Superbrothers and how how Superbrothers has changed over time.
Craig Adams: Thank you for asking about Superbrothers. It is extremely cool that Sworcery is one of your favorite games of all time. Something exciting on the Superbrothers side: It is 2023 and we are beginning our relentless 30 year celebration leading up to 50 years of Superbrothers if you can believe that. It has been a long time. What I mean to say is this is our 20th year of Superbrothers existing.
When I got going in 2003, it was a nom de plume for my pixel illustration. I liked the idea of it being unnecessarily pluralized and a little bit confusing. I always had the idea that it would be cool if there were video games that had that kind of tone, style, and vibe. I would try to make those games myself with my limited skill set.
That didn’t quite work. I joined the industry and learned some things. Then I connected with Capy (Games) and somewhere in there I also connected with Jim (Guthrie) and that’s how Sworcery happened. At that time, the snapshot was just me on the Superbrothers side. The concept is supposed to be bigger than just me. It is like a band that I want to be in. I have to do a whole bunch of work to create a structure that other people can plug into it. I should mention that around that time my actual real life brother Mack did step in on the business side. He has been around throughout.
Superbrothers became appropriately pluralized at a certain point. For many years it was just me cooking along with JETT co-creator Patrick at Pine Scented Software and that’s all it was for a number of years until we needed to bring on part-time people as part of the JETT squad.
So then, I guess Superbrothers changed a little bit. I was sort of managing different people and directing moreso. In order to get JETT done, we had to scale up and become a lot more serious. I had to try to learn the ropes as a director and a creative director and all that stuff. So for a few years, it was a different kind of thing. My brother Mack who was in orbit occasionally, he has another job, ended up needing to step in and really help as an executive producer and do a lot of number crunching and admin stuff.
It was pretty white knuckle for a few years at Superbrothers there. It still is just me and some computers out in the woods of Quebec but as a sort of a broader operation, with my brother Mack, with the JETT squad. At some point we had over 30 people in different states, provinces and countries. It was a pretty interesting and wild time.
Fun fact, to get the project done, we needed more producer capacity at a certain point. It just so happened that Mack and I knew a really good producer. We brought our older sister, Sarah, who had never worked in a video game context before, but knew her way around productivity software, and running meetings and stuff like that. For a moment there, three siblings were working to ship a PS5 game.
It was an interesting shape for things to take. Then once JETT The Far Shore shipped, we were able to let that JETT squad go off in their various directions. Then for Given Time, we staffed up just a little bit. That’s where Dan Berry entered the picture along with Richard Flanagan. It was like a tighter squad moving through with Given Time. Now we are reaching the end of that journey so even that squad will dissipate shortly. Then Superbrothers will go back to being just me and some computers out in the woods of Quebec. But then I’ll be trying to figure out what’s the next thing, and how can I make another structure that people can plug into and anyway that’s I guess me trying to describe whatever Superbrothers is. At root, I always hoped it would be a bigger concept that could include a bunch of interesting things and some freshness. Some things come from different angles. I’ll try to keep that dream alive.
TA: Sworcery wasn’t a one and done game for Superbrothers. We saw a special Japanese soundtrack edition for its release there, and more ports following the iOS launch. It was even updated in late 2021 for modern iOS devices. How was it revisiting Sworcery after all these years?
CA: For me, I think Sworcery is pretty safely in the rearview. Maybe I knew about the 2021 update, I don’t remember. Maybe I even pitched in with some artwork to go out on social media. I should say for Sworcery, thank goodness Capy was the developer really, and have continued to be the developer. So any updates that have been happening are things that they have done on their side. I’ve been pretty distant from it. All I’ve been paying attention to is JETT and being in deep space.
TA: The original Sworcery experience with Twitter integration is something lost to time now. I still remember how amazing that was back in the day. How did you come up with the idea to make it such an important part of the experience?
CA: Going way back. Me thinking through what Superbrothers stuff should be on this device. That was back in the day when everybody was looking to gamify this, social gaming was a thing, Farmville was probably top of the pops back then. There was this feeling that we should think about that. We should think about things in that general space to see if there’s some idea.
But what we were more interested in was, We had an experience, Chris (the creative director of Capy at the time and co creator on a bunch of these concepts) and I. We played Animal Crossing back in the day. It was really fun to discover something over here, and communicate it to someone over there, and to have just like weird little nuances that you’re picking up and communicating with other people about. Both Chris and I were on the early adopter train for Demon’s Souls (PS3) which is a little different from Animal Crossing, but similarly had mysterious things happening inside of it, that you just had to just go and talk to other people.
This is where I reveal that I’ve forgotten everything about Demon’s Souls but when the World Tendency is a certain way you get these specific items over here. That level of mysteriousness was interesting. That was the thing that made us think, hey, what if we made a game where there were weird things like that in there, and it would be helpful for you, that when you learn something, you have a way to tell other people. Or if you’re playing it and seeing people talking, that stuff might reel you in. You might wonder what they are talking about. Anyway, the moon phase stuff in Sworcery seemed like a good kind of relatively simple concept, but a weird lunatic concept to kind of underpin some of the puzzles.
We looked at the different social platforms at the time. Facebook seemed like a bad scene. Twitter seemed fun. Remember, back in like 2009 or 2010. People bouncing off each other, jokes, just a lot of handshakes and high fives. It seemed like If we got it right, that’s where we would want to be. If we could do something where someone goes “hey i solved a weird thing”, they could broadcast that and we would get some of the Animal Crossing and Demon’s Souls flavor of that kind of interaction.
The actual integration wasn’t that hard. The API was an always moving target, but the thing we were asking it to do wasn’t all that difficult. Then there was a little miscalculation in there because we had that onboard, but late in development, I just got this worry. I was seeing playtesting that people wouldn’t notice that this cool feature existed. I think it was me that lobbied to make it a little bit more foregrounded, and make it seem a little bit more part of the intended experience, which is not a bad move, but then the blowback from that was that Sworcery had a really strong launch out of the gate. Great. People really wanted to use that Twitter feature. Great. But then they would fire off Tweets about everything, and so the first couple of days, it was like a slightly obnoxious takeover of Twitter, and some people were a little bit put out.
That wasn’t the intent, and it worked out well for Sworcery, but it was also not the intent to step on people’s toes. The good thing is once we passed that first day or day and a half or something, it settled into a nice pattern. It was having the desired effect. People were sharing fun little goofy things. Some of them might include clues and some of them are just for fun. It was kind of part of the golden times of Twitter. Back in the day, I guess that was March 2011.
Dan Berry (to Craig): Explain the Megatome.
CA: Because we were going into this direction of integrating Twitter and because Sworcery had whatever the Superbrothers-y approach where it’s aware of the context that it’s in. It kind of brings some of the meta textual elements into the fiction. That’s where the Megatome came from, which I think was just a word that we needed because it sounded like something really cool that you would be intrigued by, and then Clive Holden who was the voice of the Archetype was like, “If you’re calling it the megatome, at some point it has to detonate.” He was right. At the end of the story, you detonate the Megatome, and the megatome is basically like a magical Twitter book where you can read everybody else’s thoughts. The twitter integration was brought into the fiction in that way. It’s funny that the task of the Scythian is to take the representation of Twitter that grants you this amazing ability to read thoughts and to destroy it. And then all the years since then, it seems like that’s probably the right move overall. We probably should not be able to read each other’s thoughts to quite this level. It might have adverse effects.
TA: The Sworcery soundtrack is legendary. Not only is it one of my favorite albums of all time, but it was a huge part of what made the game special. How was it working with Jim Guthrie on Sworcery?
CA: It is great to hear that you like it. I think it is also good. I agree. Working with Jim was a treat. Jim and I got back a bunch of years before Sworcery. I guess I crossed paths with him in 2005. I sent him some pixels when I was doing the freelance illustration thing, and he sent me this burned CD of all these goofy compositions he had been making using a PS1 game called MTV Music Generator (Editor’s Note: Jim uploaded a recent track on YouTube here https://www.youtube.com/watch?v=7cZjRWg3rlo) and I love Jim’s music. My wife and I listened to all his albums back in the day a lot, and so hearing this was wild. He had some of that in his second album, Morning Noon Night, and I loved it there. But this was like a whole world of those sounds. It was very inspiring to me and I took my pixels and made a music video around one of them. Jim and I were in Toronto and we crossed paths and I told him all about the cool things that were going on in video games at the time like Electroplankton and whatever else.
There were actually songs on that album that suggested to me pixel paintings. There’s a song called ‘Under A Tree’. It was always going to be a pre-dawn walk in the woods, or there was a song called Little furnace that I had various visual ideas about, but nothing strong enough but I just knew that I wanted to do something that would hit the magic of that tune.
I couldn’t make these games on my own, so it took connecting with Capy and getting the ball rolling there. It turned out they were big Jim fans as well. We all got on like a house on fire. Working with Jim on sworcery was such a treat, because I was kind of building the game around his music and saying yes to ideas from his direction. Because there wasn’t an ironclad design that we had to honor. He would come in with something and we would go, “that fits, but we haven’t figured out how we would wrap it up.” There was a little bit of us figuring out how to wrap our thing around what Jim would bring.
Then there were some instances where we had a boss battle with these Trigons, and we really needed a piece that would meet these specifications, and Jim would always come in with some beautiful, soulful, kind of piece of music that hits the target. A lot of high fives and it was a treat. Jim’s still a good friend, and of course, a JETT contributor, because Andy (scntfc) had a cameo appearance in Sworcery. It only made sense to see if we could Jim a cameo in a score otherwise dominated by scntfc’s work. So Jim was the one that delivered the Out of Our Hands song that caps off JETT’s prologue.
TA: Following Sworcery, the next project involving Superbrothers and Jim Guthrie was Sony’s Sound Shapes. Tell us a little bit about how that collaboration with Sony came into being.
CA: It is a Sony published game, but the developer of sound shapes was Queasy Games, a Toronto developer. Jess Mak is the key person, and might still be a one pierson shop these days. Jess Mak was a hero of mine back in the days when I was trying to get Superbrothers going, and I was working in the console video game industry. This is like the early days of indie, and it was a treat that in Toronto we had Metanet software making N, and Jess Mak making Everyday Shooter. It turned out that they were in the same city, and we got into each other’s orbits, and there was a really tight community around that time with Metanet and Queasy and Capy and lots of others.
The way I got pulled into Sound Shapes was just that the idea of the game was that they would be pulling this visual contributor and that music contributor, and pairing them together, or at least that was the concept for Sound Shapes at a certain point. It just made sense coming off of Sworcery, to see if Jim and I could show up, and I’ll say I didn’t totally understand what Sound Shapes was exactly going to be, because it’s a very unusual thing.
So the way that it boiled down was Jessica and Mathew Kumar who were working there kind of gave me an asset list after I’d done some sketches, and I just turned in all those assets Superbrothers style characters and locations. They bric-a-brac-ed it together, and I got a chance to check it out at the end. It was a pretty cool experience overall, to just be a part of that machine.
In that mix, I also did get to know some of the folks at Sony, here and there.
TA: Sworcery saw a special Moon Grotto EP from composer scntfc. What led to this collaboration?
CA: In Sworcery times a friend had connected Andy (scntfc) to me, and there was this idea of number stations ending up in Sworcery. It seemed like a mysterious game with that kind of thing would fit. At a certain point the Moon Grotto concept came into being, and it occurred to me that Andy scntfc whose music I was now familiar with, would be a good fit. So that happened. Andy composed the music you hear in the Moon Grotto and he created the number station transmission that we ended up playing at the end of Sworcery. Probably a short time later, the same friend, who had Venus Patrol which was a website blog around that time, motivated the idea of getting a physical release, a 7” together.. It was mostly a reason to put a whole bunch of puzzles and mysteries together in a physical package. That’s pretty much how that came about.
Fun fact, that’s kind of its own story, is the number station transmission that you hear at the end of Sworcery, if you dial that number into your phone, I think it dead ends now, but that’s recent. For a number of years it would lead you to a mysterious answering machine. It was a little creepy. We recorded all the messages that people left on this answering machine. But then the weird thing is there was an internet ghost story that got started, that if you called that number, somebody would come to your house and kidnap you which is not true, we don’t have that kind of infrastructure (laughs). Yea, there were the top 10 weird internet phone numbers, and we made the top 10. But then we got uncomfortable with that, so we unplugged it.
TA: What have you been playing recently across different platforms?
CA: This is where it is revealed that as the father of two kids, and with a project running, I’m not getting like a lot of deep video gaming sessions regularly. But, with two kids, we have been playing a lot of Mario Strikers: Battle League the last little while. The kids are 5 and 8. The 5 year old especially, is way into it, and it is great. We can play two kids against each other or the three of us. We went through Super Mario Odyssey which I played on release. It was a treat to go through with each of the kids. Gotta get those moons man.
On my side on the PS5, I loved God of War (2018), and I know that I have to allow that outsider indie credibility is going to suffer when I say that. It was just a big juicy cheeseburger. It had Metroid Prime vibes inside of it deep in there. I don’t think Ragnarok is reaching the heights of 2018, but it is very expansive so that’s fun. I guess it is pretty well made. Then Sable, I’ve dipped a toe into it, because just came to PlayStation and I tend to play on PlayStation. But yea, there’s a zillion games that I should be playing like Rollerdrome. I enjoyed the hell out of that for a little while, but I haven’t come back to it. Immortality, seems amazing. I gotta dig in. That’s pretty much where I’m at video game wise these days. I’m a pretty conventional video game player, I think. Im looking forward to Star Wars: Jedi Survivor, the sequel to Fallen Order. They have just the right amount of Dark Souls flavor with just the right amount of Sony Santa Monica-inspired accessibility.
DB: You (Craig) spoke about what your kids are playing so I’ll talk about what my kids have been playing. They’re very much into Marvel Snap, obviously there’s the obligatory Roblox and Minecraft that they will just spend time on all day long. We’ve been playing Bugsnax. They really enjoy Bugsnax. They’ve been enjoying the Kirby game which is a delight. Personally, I’ve been playing The Curse of the Golden Idol which is great, a little bit of Luck Be a Landlord, I dipped back into Deathloop a little while ago which was fun, Elden Ring. There’s always a hundred hours of Elden Ring. Pentiment was a good thinker. For not thinking at all, I quite enjoyed playing Wreckfest. Just driving a car around and smashing it up. It was good.
Thanks to Craig D. Adams and Dan Berry for their time here leading up to the launch of JETT: The Far Shore + Given Time and also to popagenda for facilitating this interview.
That screen-blocking software update notification that keeps coming back may be annoying to a phone user, but ignoring it for too long is a mistake.
Many consumers opt to not have phones set to automatic update. Once the day begins, these notifications can pop up at inconvenient and distracted times — while you’re rushing to make a call or send an email or text — but smartphone software updates are primarily designed for your benefit.
Companies including Apple and Samsung, as well as Alphabet‘s Google which makes the Android OS, are constantly working on security and user experience features in annual updates and more periodic updates to fix newly discovered bugs.
Apple’s current operating system iOS 16 launched this past September, and it boasts many new features: the ability to edit and unsend messages; set multiple lock screens and set Focus filters to limit who you receive notifications from; privacy and security updates like Safety Check so victims of domestic or intimate partner violence can reset access that they’ve granted to others; and Lockdown Mode, a method of extreme protection against cyberattacks.
Samsung’s Android 13 One UI 5.0 lets users customize their lock screen, create stickers from any photo and open apps in split screen, along with security updates like warnings when sharing personal information, and a security dashboard in settings to check for and fix security issues.
Not all software updates offer an array of new features, but when they do it can feel like you are getting a new phone without added cost. Yet, many users still do whatever they can to put off the 30 minutes that a software update can take.
Researchers at the University of Tennessee and University of Munich identify this “deliberate delay” as a coping strategy that digital product users implement to counteract the negative emotions that arise when software updates are released. Discomfort often stems from the perception that software updates will require users to relearn how to use certain features on their device and threatens their current habits. Annoyance is a factor, too, and the assumption that current functionality of their phone is optimal, so a software update would only disrupt their devices’ usability.
But there is also more basic human psychology.
“I think some of it is just the nature, ‘I’ll get around to it, when I get around to it,’” said Dr. Richard Forno, University of Maryland Baltimore County’s director of the Cybersecurity Graduate Program and assistant director of the school’s Center for Cybersecurity.
He recommends setting up a phone to automatically download and install the updates overnight when you’re sleeping (as long as Airplane mode is not set). “That’s a feature that a lot of people could and should enable, so they don’t have to worry about it,” Forno said.
Apple, Google update options
Apple allows users to decide whether they want their phone to automatically download and install the newest iOS update, or if they prefer to manually update it. Android users can choose between three local system update policies, including automatic, windowed and postponed updates — all of these policies eventually result in a device automatically updating. The automatic system policy installs as soon as a new update becomes available; the windowed system policy installs updates during a daily maintenance window that the user gets to choose; the postponed option delays installing an update for 30 days. When 30 days have passed, the system then prompts the user to install the system update.
While it’s offered, cybersecurity experts don’t recommend waiting 30 days. “For the normal user, within a few days to a week is likely fine,” said Justin Cappos, associate professor of Computer Science and Engineering at New York University Tandon School of Engineering and a member of New York University’s Center for Cybersecurity. There are certain users who are at a greater risk if they choose to put off or ignore these notifications. “If you are a dissident who is possibly being targeted by a nation-state actor, you should update right away,” he said.
When a major security update comes out, everyone should act relatively fast.
Hackers will target the flaws you don’t update
Big annual OS updates may have the flashier and more reported on new features, but security protection is a major reason why users should download all new software updates available for their phone. Smaller, incremental updates, are released primarily to fix bugs and ensure users greater protection. It’s as simple as knowing that Apple or Samsung, or any other phone maker, is indicating that your current operating system is not the safest anymore, and it is sending that message out into the world. That’s not just good for you, but for hackers looking to exploit users who don’t get the message.
“You’re leaving yourself vulnerable to attacks. Once a vulnerability has been announced and a patch has been released, attackers quickly grab that information and create exploits for those specific vulnerabilities,” said Kathleen Moriarty, chief technology officer at the Center for Internet Security.
Without the latest security patches, every piece of information on your phone is open to attack, from social media accounts to banking information to text messages.
“If you reuse passwords in different places, and they’re able to capture a password that is stored on your phone, they might be able to gain access to other applications,” Moriarty said.
Reuse of passwords across accounts is bad cybersecurity practice to begin with and can become even worse when the personal phone security lapse is used to gain access to an employer’s network.
“Hopefully, you’re not using those across boundaries because this is one area of attack that has been used where, let’s say an administrator for an organization is targeted specifically through their personal accounts and that personal account access is used to gain corporate access,” Moriarty said.
If malware gets through an outdated OS, tricking you to click on a link or download something, it can gain access to your personal information, cause your battery to drain faster and reduce overall performance.
Performance fears overstated, patches better and quicker
Years ago, software updates were much larger and infrequent, which made these updates themselves more susceptible to hacking issues and bugs. For example, Apple found a major operating flaw after its 2017 release of MacOS High Sierra that enabled anyone to enter your computer without needing a password.
However, as Apple and Samsung have shifted toward releasing smaller software updates and patches more frequently, it minimizes the impact on devices and improves testing.
“I have a higher trust level because of the newer processes in place. There are far fewer problems that happen with software updates now than five or 10 years ago,” Moriarty said.
Companies also have developed software updates that can occur behind the scenes on a phone without a user having to download them. In Apple’s release of iOS 16.2, the operating system is now able to push out security updates between the incremental updates with a new feature called “Rapid Security Response.”
Back in 2019, Google’s Project Mainline was introduced in Android 10 and implemented this process of mobile updating without requiring user involvement or a system reboot. While this system can’t do an entire software update in the background through Google Play, it can install critical operating system patches without having to wait on the user or phone maker.
“They can push out security updates pretty much as they need to without requiring the phone to be rebooted and disrupt a person’s life, which is a good thing, because it’s transparent to the end user, but they’re getting the updates they need. So that’s a win for security,” Forno said.
Nowadays, there’s less reason to be worried when it comes to software updates, but the internet is also a good tool to quickly see how any recent update is working for other users. From social media platforms like Instagram and Twitter to tech news sites like The Verge, users can receive quick feedback on the latest software fixes.
“Because of the social media availability, you will know if there are big problems being caused that were unexpected or not predicted with a particular update. So, you could wait a little bit or decide not to be first, especially [for] a large update. But I don’t think the timeline is that long anymore. Due to things like Reddit forums and Twitter and other places where you have easy access to immediate feedback,” Moriarty said.
Smartphone battery issues
Some users avoid software updates out of fear that it will decrease their battery life or slow down the phone itself, and while this can happen after downloading a major software update, these issues are temporary.
“Your phone is going to burn through battery as it installs the update, runs all of its verifications and its checks, and then does a bunch of re-indexing. So, it would not surprise me if for a day or two, after you download an update, your phone battery life might be a little bit less because it’s working more,” Forno said.
However, there have been occasions where Apple’s iOS updates have caused poor battery life for an extended amount of time beyond the initial installment duration. For instance, the release of iOS and iPadOS 15.4 caused a large number of customers to report battery issues lasting for weeks after the updates’ release, which resulted in Apple’s quick release of iOS and iPadOS 15.4.1 to combat this bug.
A phone’s storage is also impacted when you install a security update. Depending on the size of the software update, how old your phone is and what operating system it is currently using, storage can be an issue.
“I think the average user needs to ensure their devices are updated regularly. … I don’t think they have to worry about checking for updates every day,” Forno said.
Age of iPhone, Android model matters
Software updates don’t guarantee that a phone will always be secure. As newer generations of iPhones and Androids are released, Apple and Samsung gradually phase out older devices, and OS support. For example, iOS 16 is supported on every iPhone released since the iPhone 8. Samsung now guarantees customers at least four years of major Android updates and as much as five years of security updates.
Hardware updates, including new chips and security features, come out on a regular basis, too.
“Updating to a new model of your phone every year to every few years can help you stay ahead of the security curve,” Cappos said.
Apple’s release of the iPhone 14 series included the A16 Bionic chip on Pro models, emergency satellite call technology, and better hardware security through the switch to eSIM-only cards. The next big release is the Samsung Galaxy S23 this month, which includes Samsung’s latest tweak to Android 13, One UI 5.1. Users should review the phone’s hardware, software and UI features, and owners of existing Samsung phone models will want to be on the lookout for an announcement about One UI 5.1 being made more broadly available.
Amanita Design’s psychedelic horror experience Happy Game($5.99) is out now on iOS and Android worldwide following its debut on Nintendo Switch and PC platforms a little while ago. Happy Game is a standard paid game on iOS and Android, and not included in Apple Arcade like some of the developer’s releases. I’m glad to see Amanita Design continuing to do premium mobile releases, and hope we get more in the future. If you haven’t played Happy Game yet, the mobile teaser trailer below will give you a good idea about the game:
You can currently buy Happy Game on the App Store for iOS here and on Google Play for Android here for $5.99. Check out the official website here. You can also grab it on Steam here and Switch here. If you’d like to check out Samorost 2 on mobile from Amanita Design, you can buy it on the App Store for iOS here and on Google Play for Android here. Hopefully the wait for Amanita’s next new game isn’t too long for mobile players. Are you grabbing Happy Game on mobile today?
Following the release of developer Patrones & Escondites’s Unmemory back in 2020, we learned about Delete After Reading() last year. Delete After Reading is about a trio of friends setting out to rescue one of the greatest video games of all time from one of the richest people in the world. According to the developer, the quirky narrative game will also feature some serious themes. Today, the Delete After Reading release date has been announced with pre-orders and pre-registrations going live. Alongside that news, a new Delete After Reading trailer is available. Watch it below:
Delete After Reading definitely looks worth checking out. Pre-orders are supposed to go live as of this writing, but the iOS one currently might be showing you a macOS only link right now. If you’re interested in checking it out, you can pre-order it on the App Store here, pre-register for it on Google Play here (link is currently rolling out), and check it out on Steam here. Delete After Reading is due on March 14th worldwide. Will you be checking out Delete After Reading when it arrives next month?
Following last week’s release of Prehistoric Isle 2, SNK and Hamster have released the 1994-released fighting game World Heroes 2 Jet($3.99) on iOS and Android worldwide. World Heroes 2 Jet was an SNK fighting game featuring 16 heroes, villains, and more. It was the third game in the series and it also featured fast-paced battles with a counter system and more. If you’ve not kept up with the ACA NeoGeo releases and want to check out some good shoot ’em ups which is usually the most popular genre, read Shaun’s post here here. Watch a trailer from the console version Hamster released below:
You can buy World Heroes 2 Jet ACA NeoGeo on the App Store for iOS here and on Google Play for Android here. As with prior releases on mobile, this costs half of what it does on consoles at $3.99. If you’ve not heard of the series or seen it in action on mobile yet, Shaun has reviewed most of the releases so far in the ACA NeoGeo series on iOS. Check out his reviews for Sengoku 2here, Top Hunter Roddy & Cathyhere, Samurai Shodown IVhere, Alpha Mission IIhere, Metal Slug 5here, Shock Troopershere, NAM-1975here, ZED BLADEhere, PUZZLEDhere, The King of Fighters 2002here, Big Tournament Golfhere, King of the Monstershere, Last Resorthere, Aero Fighters 2here, Burning Fighthere, Robo Armyhere, Mutation Nationhere, Twinkle Star Spriteshere, Aero Fighters 3here, and Prehistoric Isle 2here. Check out the official website for the series on mobile here. What’s your favorite recent ACA NeoGeo release and are you grabbing today’s release?
Amanita Design brought the psychedelic horror experience Happy Game to Nintendo Switch and PC a little while ago. At the time it was planned to hit iOS at some point, but we didn’t have a hint of a release date. Today, Amanita Design announced that Happy Game will be hitting iOS and Android this week. If you’ve not heard of the developer before, Amanita Design brought us premium games and also Apple Arcade releases in the form of Pilgrims and Creaks in recent years. Older games like Botanicula and Machinarium are legendary. Watch the Happy Game mobile teaser trailer below:
As of now, there are now pre-orders, but Happy Game launches on iOS and Android this Thursday on February 2nd worldwide. A price point is yet to be confirmed for mobile. Check out the official website here. You can also grab it on Steam here and Switch here. If you’d like to check out Samorost 2 on mobile from Amanita Design, you can buy it on the App Store for iOS here and on Google Play for Android here. It is priced at $2.99 on both platforms. I’m excited for a new Amanita Design release on mobile after quite a while, and I hope the wait for Amanita’s next new game isn’t too long. What is your favourite Amanita Design release and what did you think of Happy Game if you’ve played it already?
Railbound from Afterburn Games is set to get a massive update this week. Since its launch, Railbound has gotten a good amount of support already. Read about the most recent big update here. Afterburn Games will bring Railbound 2.0 to mobile and PC platforms on February 3rd. This update adds in over 30 new puzzles, the new Semaphores mechanic, a new region, and more. The new region will also feature new story postcards and music. The Semaphores mechanic lets you decide when and how to delay carriages during puzzles. Watch the Railbound 2.0 update teaser trailer below:
Railbound 2.0 will come later to Nintendo Switch. A release date is yet to be confirmed, but the update is coming to Switch. It will hit Steam, itch.io, Google Play, and the App Store on February 3rd worldwide. With this update, the game will have over 200 levels. If you haven’t gotten it yet, we featured Railbound as our Game of the Week when it launched. We like it a lot. You can grab Railbound on the App Store for iOS here, Google Play for Android here, Steam here, itch.io here, and Nintendo Switch here. Head over to our forum thread for more discussion around Railboundhere. Have you played it before or will you be grabbing it this week with version 2.0?
After the launch of Season 6 and Season 5, our our 2021 iPhone Game of the YearRocket League Sideswipe saw a bit of a delay for its newest season. We now know that Rocket League Sideswipe Season 7 will arrive on January 30th worldwide for iOS and Android with an update having just gone live bringing in support for all the new features and content. This update will focus on changes and updates to the Rocket Pass and Ranked Seasons, new content including a Collection Tab, a quick party up button, advanced tutorials, currency tokens, a token shop featuring items from previous seasons, and more.
Details for the Rocket Pass changes that all sound great are here. If you’d like to read the full patch notes for Season 7, they are here. If you do play Rocket League Sideswipe, make sure you update today so you’re ready for the new season on Monday. If you haven’t grabbed the game yet, get Rocket League Sideswipe on the App Store for iOS here and on Google Play for Android here. Head over to our forum thread for the game here. Have you been playing Rocket League Sideswipe lately and what do you think of the Rocket Pass changes coming to the game next week?