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  • ‘Vampire Survivors’ Version 1.3.0 Update Is Out Now With a New Challenge Stage, Achievements, and Some Surprises – TouchArcade

    ‘Vampire Survivors’ Version 1.3.0 Update Is Out Now With a New Challenge Stage, Achievements, and Some Surprises – TouchArcade

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    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?

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    Mikhail Madnani

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  • ‘Omega Strikers’ Is a Cross-Platform 3v3 ‘Footbrawler’ Hitting iOS, Android, Switch, and PC for Free on April 27th – TouchArcade

    ‘Omega Strikers’ Is a Cross-Platform 3v3 ‘Footbrawler’ Hitting iOS, Android, Switch, and PC for Free on April 27th – TouchArcade

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    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?

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    Mikhail Madnani

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  • Side-Scrolling Action Game ‘Sengoku 3’ ACA NeoGeo From SNK and Hamster Is Out Now on iOS and Android – TouchArcade

    Side-Scrolling Action Game ‘Sengoku 3’ ACA NeoGeo From SNK and Hamster Is Out Now on iOS and Android – TouchArcade

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    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 2 here, Top Hunter Roddy & Cathy here, Samurai Shodown IV here, Alpha Mission II here, Metal Slug 5 here, Shock Troopers here, NAM-1975 here, ZED BLADE here, PUZZLED here, The King of Fighters 2002 here, Big Tournament Golf here, King of the Monsters here, Last Resort here, Aero Fighters 2 here, Burning Fight here, Robo Army here, Mutation Nation here, Twinkle Star Sprites here, Aero Fighters 3 here, and Prehistoric Isle 2 here. 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?

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    Mikhail Madnani

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  • Superbrothers Interview Part 2 – Sword & Sworcery EP, Jim Guthrie’s Music, Sound Shapes, and More – TouchArcade

    Superbrothers Interview Part 2 – Sword & Sworcery EP, Jim Guthrie’s Music, Sound Shapes, and More – TouchArcade

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    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.

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    Mikhail Madnani

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  • The Latest ‘Marvel Snap’ Update Brings in Some ‘Quantumania’ – TouchArcade

    The Latest ‘Marvel Snap’ Update Brings in Some ‘Quantumania’ – TouchArcade

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    While Marvel Snap (Free) is a really great card game all on its own, it’s also a Marvel game.  That means if we’ve got a new movie in the theaters, we can probably guess what kind of event will pop up next. And so it is with the latest Season in Marvel Snap, titled Into the Quantum Realm. Clearly a tie-in of sorts with Ant-Man and the Wasp: Quantumania, which hits theaters next week, but how does that translate into the game? Let’s look at the details.

    The big news as usual is the introduction of a new card. This time, we get M.O.D.O.K., the Mental Organism Designed Only for Killing. He’s a 5-Cost 8-Power card with an On Reveal ability that discards your entire hand. Match him up with other cards with discard-related abilities like Morbius and… oh boy. As usual, the only way to get M.O.D.O.K. right now is by buying the Season Pass for $9.99, which includes ol’ Big Head himself along with extra variants, titles, avatar icons, and more.

    M.O.D.O.K. isn’t the only new card, however. As with previous Seasons, there are a few additional cards joining the pool for those with a bit of luck on their side. They’ll be releasing one at time each week this month, with the previous Season’s prize card Zabu being the first. Next week sees the release of Ghost, a 1-Cost 2-Power card with the Ongoing ability of always revealing your cards last. Two weeks from now Stature will be added. She’s a 5-Cost 7-Power card whose Cost drops to 1 if your opponent has discarded a card from their hand during the game.  The last week of the month sees the addition of Kang himself, a 5-Cost 0-Power card whose On Reveal ability lets you see what your opponent did, then restart the turn without Kang. These are all Series 5 cards, and the possibilities they present are enticing.

    There are also four new locations that you’ll have to deal with. Enjoy? Depends on your point of view, I suppose. Rush to be the first to fill The Sacred Timeline and you’ll be rewarded with a copy of your opening hand. Play a card on the Quantum Tunnel and it will be swapped with another card in your deck. Camp Lehigh will add a random 3-Cost card to each player’s hand, and all cards played in the Quantum Realm will see their base Power set to 2.

    Another substantial batch of content for Marvel Snap, in other words. Lots of potentially game-changing new elements to come to grips with, which should help keep things spicy. I didn’t even mention the new variants that are being added. Venomized Hell Cow? Taco Hulk? Yes please. Anyway, I’m off to the Quantum Realm to see if I can earn some of these cool new cards somehow. My super power is sheer luck, you see.

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    Shaun Musgrave

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  • ‘Castle Crumble’ From ‘Spire Blast’ Developer Orbital Knight Is This Week’s New Apple Arcade Release Out Now Alongside Many Notable Game Updates – TouchArcade

    ‘Castle Crumble’ From ‘Spire Blast’ Developer Orbital Knight Is This Week’s New Apple Arcade Release Out Now Alongside Many Notable Game Updates – TouchArcade

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    Spire Blast developers Orbital Knight have released Castle Crumble () on Apple Arcade today. If you played Spire Blast you will right at home here, and I think I like it more based on the first few levels I played. It features cannonballs, magic beams, and more as you try and destroy castles with nice haptics. It is going to be interesting to see if it gets updated as often as Spire Blast with new content. Check it out here on Apple Arcade.

    castle crumble apple arcade download february 2023

    Alongside today’s new release, a few notable games have been updates beginning a few days ago until now. Amazing Bomberman adds the Liberabimus stage, mission level 151-200, and new customization parts. Cut the Rope Remastered brings in a winter themed board with 12 new levels and fixes for issues in the prior update. Episode XOXO brings in the first four chapters of The Valentine’s Day Project new original story. JellyCar Worlds gets its first content update since launch bringing in World 7 featuring the grapple ability, the ability to access challenges from many more places, improved UI, and more.

    jellycar worlds apple arcade

    LEGO Star Wars: Castaways adds in an exclusive Clone Wars event to earn minifigure pars inspired by the clones and a chance to take on Fearsome Droidekas in the HoloSim levels. MasterChef: Let’s Cook! adds a new Mix minigame, Valetine’s day themed additions, new challenging ways to cut, pan, and pour, and more. What The Golf? adds in the new Love Birdies special day pack with this week’s update. Charrua Soccer has its anniversary event on with all characters from last year’s events, daily challenges, and more. The Valentine’s Heart Challenge is also featured here for a limited time.

    solitaire stories 2023

    The final update of the week is Solitaire Stories bringing in Tri-Peaks, a remix of the original Pantaloony story, and more. This month will also see three special in-app events — The Pod: Death by AI, Crystal Caverns, and Romeo & Juliet. Check out our forum threads for Amazing Bomberman here, MasterChef: Let’s Cook! here, Cut the Rope Remastered here, What The Golf? here, Charrua Soccer here, LEGO Star Wars: Castaways here, Solitaire Stories here, JellyCar Worlds here, Episode XOXO here, and Castle Crumble here. For all Apple Arcade related things, check out our dedicated Apple Arcade forum for discussion on the service and every game included here. What do you think of Apple’s new release today?

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    Mikhail Madnani

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  • Psychedelic Horror Experience ‘Happy Game’ From Amanita Design Is Out Now on iOS and Android – TouchArcade

    Psychedelic Horror Experience ‘Happy Game’ From Amanita Design Is Out Now on iOS and Android – TouchArcade

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    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?

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    Mikhail Madnani

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  • Genre-Mixing Interactive Story ‘Delete After Reading’ Releases on March 14th for iOS, Android, and Steam – TouchArcade

    Genre-Mixing Interactive Story ‘Delete After Reading’ Releases on March 14th for iOS, Android, and Steam – TouchArcade

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    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?

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    Mikhail Madnani

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  • Fighting Game ‘World Heroes 2 Jet’ ACA NeoGeo From SNK and Hamster Is Out Now on iOS and Android – TouchArcade

    Fighting Game ‘World Heroes 2 Jet’ ACA NeoGeo From SNK and Hamster Is Out Now on iOS and Android – TouchArcade

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    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 2 here, Top Hunter Roddy & Cathy here, Samurai Shodown IV here, Alpha Mission II here, Metal Slug 5 here, Shock Troopers here, NAM-1975 here, ZED BLADE here, PUZZLED here, The King of Fighters 2002 here, Big Tournament Golf here, King of the Monsters here, Last Resort here, Aero Fighters 2 here, Burning Fight here, Robo Army here, Mutation Nation here, Twinkle Star Sprites here, Aero Fighters 3 here, and Prehistoric Isle 2 here. 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?

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    Mikhail Madnani

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  • Psychedelic Horror Experience ‘Happy Game’ From Amanita Design Is Coming to iOS and Android on Thursday – TouchArcade

    Psychedelic Horror Experience ‘Happy Game’ From Amanita Design Is Coming to iOS and Android on Thursday – TouchArcade

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    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?

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    Mikhail Madnani

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  • ‘Railbound’ Massive 2.0 Update To Bring In More Than 30 New Puzzles, a New Mechanic, and More This Week – TouchArcade

    ‘Railbound’ Massive 2.0 Update To Bring In More Than 30 New Puzzles, a New Mechanic, and More This Week – TouchArcade

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    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 Railbound here. Have you played it before or will you be grabbing it this week with version 2.0?

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    Mikhail Madnani

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  • ‘Prehistoric Isle 2 ACA NEOGEO’ Review – A Shoot ‘Em Up From a Lost Age – TouchArcade

    ‘Prehistoric Isle 2 ACA NEOGEO’ Review – A Shoot ‘Em Up From a Lost Age – TouchArcade

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    It’s somewhat surprising how clearly one can draw a line between SNK before NEOGEO’s launch and after. The likes of Psycho Soldier and Ikari were relegated to cameo appearances, and only a few lucky pre-NEOGEO IPs ever saw follow-ups on the multi-system. Perhaps the strangest of the rare bunch was Prehistoric Isle, a 1989 side-scrolling shooter that wasn’t particularly well-liked or successful. Somehow, some way, someone decided ten years after that it needed a sequel, and thus there was Prehistoric Isle 2 ($3.99).

    So yes, this is a late 1999 NEOGEO game. One of the last before SNK was swallowed up by pachinko company Aruze and went into perhaps its darkest era. Prehistoric Isle 2 is one of the last non-fighting, non-Metal Slug games SNK released on the system. By this point the system was very mature, which meant a couple of things. First of all, SNK’s developers (Saurus and Yumekobo in this case) had a pretty good handle on the hardware. Second, the system had fallen woefully behind the competition in terms of pure processing power. SNK must have taken notes for what Nintendo did in a similar situation, because Prehistoric Isle 2 uses a ton of prerendered CG for its visuals, often using it to create a faux-3D look that was mildly impressive at the time but is more than a little obvious today.

    Prehistoric Isle fans were likely disappointed, though. This sequel really doesn’t share much with the original game aside from also being a side-scrolling shooter where you fight dinosaurs. The original game bit pretty hard off of R-Type for its core mechanics, but by 1999 that wouldn’t have been very trendy anymore. Instead, the follow-up takes some cues from the popular Cave shooters of the era for its power-ups and basic gameplay. You have two different helicopters to choose from, each with their own basic shot type and limited bomb attacks. You can tap the fire button for concentrated more powerful shots, or hold it down for continuous shots that fan out more but deal less damage.

    As for the power-ups, they can be picked up from destroyed crates or from people you manage to rescue. They’ll switch you between a few different kinds of weapons which can in turn be leveled up. You can also add missiles to your arsenal and pick up additional bombs. Prehistoric Isle 2 is a bit lenient in one sense. Instead of a stock of lives, you have a life bar that can take five hits before you die. You can even find rare health pick-ups to restore a portion of the meter if you’re very lucky. If you continue, you’ll be dropped right where you left off. It’s an easy game to coin feed through if you want to, in other words.

    Taking hits has its costs, though. Each hit downgrades your weapon by one level, and if you’re carrying any rescued people you’ll lose them. Some enemies drop stars that will give you extra points at the end of the stage, but continuing wipes out your whole stock. If you want to maximize your score, you need to collect and keep as many stars as possible, rescue as many people as possible by escorting them to a helicopter that will take them away, and max out your weapon level to activate a temporary score multiplier.

    This can be a little tricky because the regular enemies are sometimes bullet sponges, generally appear in large numbers, and love to rain holy hell down on you with their bullets. The bosses by comparison are surprisingly easy to deal with. Their patterns aren’t too tricky and as long as you’re patient they will eventually go down. There are six stages in all and some of the bosses can take more punishment than others, and the last boss in particular is a rather memorable set of encounters. All in all, this game is enough of a silly spectacle that less skilled players can probably enjoy credit-feeding their way through, while the scoring mechanics are deep enough that those who want to dig deeper will unearth something for their efforts.

    The biggest problem with Prehistoric Isle 2 is that it just doesn’t have much going for it beyond its unique theme. There’s no defining mechanic here, so it ends up feeling like a very generic shooting experience. Given how late in the game this title arrived, it’s disappointing how plain it feels to play. That said, it’s not bad either. It rides that middle line very closely, perhaps content to lean on its visual punch to carry it through. I’ll grant that it can sometimes be very pretty for what it is. The dinosaurs and other monsters look rather plastic, but the backgrounds often carry a depth and life that you don’t often see in SNK’s shooters. Certainly worth the ride at least once just to see it all.

    After that one trip around the proverbial town, it falls to Hamster’s usual tricks to extend the game’s life. Score Attack and Caravan Mode both shine nicely here thanks to just how many scoring opportunities are present in the game. You always feel like there’s room to notch a higher score, which is a nice source of replay value for a game that otherwise lacks it. You can also choose between the Japanese or overseas version of the game to play, though it doesn’t make much difference in this case. Shooters take very well to these kinds of extra modes, so if you love the high score chase then you’ll have things to do here.

    Prehistoric Isle 2 plays fairly well with touch controls, though you also have the usual option to use an external controller. You can bring in a second player through external controllers as well, and that does add some spice to the game. Half of the fun in this silly game is in the content tourism, and it’s always more enjoyable to take a trip with a friend. I wish there was some kind of online or wireless multiplayer option, but I’ve been banging this drum for a while and don’t expect anything to change there. Fortunately, the rest of the options haven’t changed either; you have access to just about all of the settings you could ever ask for to mess about with to your heart’s content.

    What else can be said? There are better shoot-em-ups on the NEOGEO and we’ve seen a couple of them in the ACA NEOGEO line. There are also some worse ones, and we’ve seen a couple of those too. But I’ll say this: none of them look quite like Prehistoric Isle 2 does. It’s very much of its time and place, and that dated nature has a charm to it. Nothing on the NEOGEO looks quite like it. The sheer zing of that visual presentation helps what is otherwise an aggressively average shooter, and Hamster’s usual fine work makes it shine the best it can in the present era. Worth a spin if you’re looking to shoot some dinos on your mobile device, at least.

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    Shaun Musgrave

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  • Physics Puzzler ‘Squiggle Drop’ From Noodlecake Games Is Out Now on Apple Arcade Alongside Some Notable Game Updates – TouchArcade

    Physics Puzzler ‘Squiggle Drop’ From Noodlecake Games Is Out Now on Apple Arcade Alongside Some Notable Game Updates – TouchArcade

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    Noodlecake’s Squiggle Drop () featuring more than 100 puzzles is the final new Apple Arcade release of January 2023. When Apple revealed the games for the month, I was very curious to see how Squiggle Drop would turn out. It seemed like a game I’d enjoy. Having spent a bit of time with it this morning, Squiggle Drop is lovely. It scratches the quick pickup and play puzzler itch and also has a bit of what I liked in the Scribblenauts games. I haven’t finished it, but the music is also a highlight so far. You can grab Squiggle Drop here on Apple Arcade.

    Alongside Squiggle Drop, a few notable Apple Arcade games have gotten updates. Skate City takes you to Tokyo for Pro Skate Mode. This update brings in new collectibles in Tokyo, and has 60 new challenges. Warped Kart Racers adds in the Speedway Nights track, a new chapter to unlock Boomhauer, new rewards unlocked during multiplayer, and more. Episode XOXO brings in a few more chapters in the ongoing Game of Hearts story. Stitch. has added the Best Friends category with eight new hoops, 3 more patters, and removes the Flawless stitching bonus. Temple Run: Puzzle Adventure brings in a new Mirror Story, 60 new puzzles, and new tournaments.

    The final update is Devolver Digital’s Cricket Through the Ages getting its first update in about a year. The update notes mention this release bringing in “A dramatic tale of one duck’s nefarious mission to destroy humanity! and the quantum scientists’ battle to save Cricket!”. With the updates done, check out our forum threads for Stitch. here, Episode XOXO here, Skate City here, Squiggle Drop here, Warped Kart Racers here,Temple Run: Puzzle Adventure here, and Cricket Through the Ages here. For all Apple Arcade related things, check out our dedicated Apple Arcade forum for discussion on the service and every game included here. What do you think of 2023’s first month of Apple Arcade?

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    Mikhail Madnani

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  • ‘Rocket League Sideswipe’ Season 7 Launches Monday, Major Rocket Pass Changes and New Content Included – TouchArcade

    ‘Rocket League Sideswipe’ Season 7 Launches Monday, Major Rocket Pass Changes and New Content Included – TouchArcade

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    After the launch of Season 6 and Season 5, our our 2021 iPhone Game of the Year Rocket 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?

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    Mikhail Madnani

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  • SteamWorld Quest and Heist Are Discounted for a Limited Time on iOS To Celebrate the SteamWorld Build Announcement – TouchArcade

    SteamWorld Quest and Heist Are Discounted for a Limited Time on iOS To Celebrate the SteamWorld Build Announcement – TouchArcade

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    Thunderful Games recently announced SteamWorld Build for PC and console platforms, as the newest entry in the long-running franchise. A demo for it is currently available on Steam. To celebrate the announcement, both SteamWorld Quest ($2.99) and SteamWorld Heist on iOS are discounted for a limited time. If you haven’t played them yet, SteamWorld Quest is a deck building turn based tactical RPG hybrid release. Read my full review of the iOS version here and Shaun’s review of the Nintendo Switch version here. SteamWorld Heist is a turn-based strategy game that hit many consoles and PC before coming to iOS. Read Shaun’s review of it here. Both games are down to their lowest prices yet on iOS.

    SteamWorld Quest is usually priced at $24.99 on Nintendo Switch and PC. The iOS version is priced at $9.99 but it is down to $2.99 for a limited time. We featured it as our Game of the Week when it released. SteamWorld Heist is priced at $4.99 usually, and it is down to $0.99 for a limited time on iOS. Both games are amazing regardless of platform at full price. If you haven’t gotten them yet, now is a great time to grab both with big discounts. I hope SteamWorld Build can hit mobile in the future, but right now it is only announced for PC and consoles. What is your favorite SteamWorld game?

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    Mikhail Madnani

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  • A Hero’s Bonds’ From Square Enix Shutting Down This April on iOS and Android – TouchArcade

    A Hero’s Bonds’ From Square Enix Shutting Down This April on iOS and Android – TouchArcade

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    Following its launch back in 2021, Square Enix announced that Dragon Quest The Adventure of Dai: A Hero’s Bonds (Free) for iOS and Android will be shutting down. Dragon Quest The Adventure of Dai: A Hero’s Bonds was one of the three games originally revealed under the Dragon Quest: The Adventure of Dai project that includes a console game as well. Dragon Quest The Adventure of Dai: A Hero’s Bonds has been developed by DeNA and it is a team action RPG with three lane combat and co-op support for up to three players. Following today’s announcement, sale of Red Gems have been discontinued. If you bought any, you can use them until service ends in April 2023. Square Enix says more updates are planned until the service ends. While it is disappointing to see this happen for regular players, I can’t imagine regular Square Enix free to play mobile game players are enjoying seeing this happen to multiple games from the publisher.

    'Dragon Quest the Adventure of Dai: A Hero's Bonds' Shutting Down This April

    If you’ve not played it yet, Dragon Quest The Adventure of Dai: A Hero’s Bonds includes two different stories with ‘Dragon Tracks’ featuring the story from the original Adventure of Dai series and ‘Bonding Journey’ which is a new story written under the guidance of Riku Sanjo, the original author. If you’d like to check it out ahead of service ending on April 26th, you can download Dragon Quest The Adventure of Dai: A Hero’s Bonds on the App Store for iOS here and on Google Play for Android here. It includes English, Japanese, Traditional Chinese, and French language support. What do you think of Dragon Quest The Adventure of Dai: A Hero’s Bonds if you played it following its global launch in September 2021?

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    Mikhail Madnani

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  • Shoot ‘Em Up ‘Prehistoric Isle 2’ ACA NeoGeo From SNK and Hamster Is Out Now on iOS and Android – TouchArcade

    Shoot ‘Em Up ‘Prehistoric Isle 2’ ACA NeoGeo From SNK and Hamster Is Out Now on iOS and Android – TouchArcade

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    Following last week’s release of the side-scrolling action game Sengoku 2, SNK and Hamster have released the shoot ’em up Prehistoric Isle 2 ($3.99) on iOS and Android worldwide. Prehistoric Isle 2 debuted in 1999 featuring different kinds of dinosaurs as enemies. Your aim is to get rid of them and save the city while rescuing citizens. I’ve been digging some of the Hamster releases I haven’t played thanks to Shaun’s recent shoot ’em ups feature for them on Switch. Read it here. Shaun will likely review Prehistoric Isle 2 soon. Check out our new forum thread for it here. Check out a screenshot from the Android version of Prehistoric Isle 2 ACA NeoGeo below:

    You can buy Prehistoric Isle 2 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 2 here, Top Hunter Roddy & Cathy here, Samurai Shodown IV here, Alpha Mission II here, Metal Slug 5 here, Shock Troopers here, NAM-1975 here, ZED BLADE here, PUZZLED here, The King of Fighters 2002 here, Big Tournament Golf here, King of the Monsters here, Last Resort here, Aero Fighters 2 here, Burning Fight here, Robo Army here, Mutation Nation here, Twinkle Star Sprites here, and Aero Fighters 3 here. 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?

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    Mikhail Madnani

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  • ‘Honkai Star Rail’ Final Closed Beta Signups Now Live, New Trailer Released – TouchArcade

    ‘Honkai Star Rail’ Final Closed Beta Signups Now Live, New Trailer Released – TouchArcade

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    Genshin Impact and Honkai Impact 3rd (Free) developer HoYoverse just began signups for the final closed beta for the upcoming space fantasy turn-based RPG Honkai Star Rail. It has been a little while since we heard about Honkai Star Rail, and I’m glad it is moving forward wit hits final closed beta. This closed beta will feature Herta Space Station, Jarilo VI, and Xianzhou Luofo. The combat system and other newer in-game features will also be included on iOS, Android, and PC through this beta. Closed beta sign-ups are now live on the official website. The Honkai Star Rail Final Closed Beta release date is set for February 10th at 10 AM (UTC+8). Watch the Honkai Star Rail new trailer below:

    Honkai Star Rail and the final closed beta are planned for iOS, Android, and PC platforms. A Honkai Star Rail release date for the full game is yet to be revealed. Honkai Star Rail has continued to look gorgeous in every bit of new footage, and I’m interested to see how this final closed beta turns out next month. Until we get a release window for Honkai Star Rail, you can get 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?

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    Mikhail Madnani

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  • ‘Mr Traffic’ Version 2.1 Update Out Now Brings In New Costumes, Missions, Many Gameplay Changes, and More – TouchArcade

    ‘Mr Traffic’ Version 2.1 Update Out Now Brings In New Costumes, Missions, Many Gameplay Changes, and More – TouchArcade

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    Late last month, Mr Traffic (Free) from Dashy Crashy (Free) developer Dumpling Design had its major 2.0 update go live bringing in progression changes, holiday costumes, and monetization changes. Over the weekend, Dumpling Design pushed out another big update for the game with fixes for things from 2.0 and also bringing in new costumes, missions, achievements, Game Center rivals on the leaderboards, and another change to in app purchases and ads. Check out the full patch notes here. Watch the Mr Traffic trailer below:

    Lives have now been added to Mr Traffic. If you watch an ad, you get 3 lives. An in app purchase gives you infinite lives and removes ads. The new gameplay highlight is the ability to stop time with a new charge ability. Mr Traffic is free to play. You can grab it on the App Store for iOS here and on Google Play for Android here. Head over to our forum thread for Mr Traffic here for discussion around the game. Have you played Dashy Crashy or Mr Traffic from Dumpling Design yet?

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    Mikhail Madnani

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  • Ride On!’ Review – Apple Arcade’s New Killer App? – TouchArcade

    Ride On!’ Review – Apple Arcade’s New Killer App? – TouchArcade

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    Having gotten a Nintendo 3DS years after the system launched and having never owned a Nintendo DS before, I enjoyed checking out the massive library of games from Japan that I missed. Barring the multiple RPGs I played, there were quite a few Nintendo eShop exclusives that were constantly recommended. One of them was Pokémon developer Game Freak’s Pocket Card Jockey. Pocket Card Jockey blended elements of simulation games, horse racing, and solitaire to be something I never thought would work on paper, but it did. I only played a few hours of it when I bought it on 3DS, but loved what I played.

    Earlier today, Game Freak launched Pocket Card Jockey: Ride On! () for Apple Arcade devices as the newest game on the service. Pocket Card Jockey: Ride On! is a blend of a remake and a port of the Nintendo 3DS game for modern devices. I’ve been playing a pre-release build of Pocket Card Jockey: Ride On! on my iPhone and iPad for review, but wanted to also try the macOS and tvOS versions for this review, since this is the first time we have a Pocket Card Jockey game on non-portable platforms as well.

    Since I didn’t put in as much time into the 3DS version as I had liked over the years, I can only comment on the similarities or differences in the early parts of the game. This Apple Arcade review will also focus mostly on the ports rather than the game itself, which is very similar to what I played on 3DS albeit with a few changes and one new feature.

    If you aren’t familiar with Pocket Card Jockey at all, it is a card game that blends in simulation, solitaire, horse racing, strategy, and more. Initially, Pocket Card Jockey: Ride On! might seem a bit complex with its mechanics, but its gameplay loop is sublime once it clicks. If you don’t enjoy solitaire at all though, this isn’t for you. I enjoy seeing new takes on tried and tested gameplay, and Pocket Card Jockey: Ride On! feels like a game that was always designed for mobile, rather than an enhanced version of a portable console release.

    In Pocket Card Jockey: Ride On!, you spend time in races or in the simulation aspects. The former involves different phases. These include the solitaire, strategy, and resource management. The simulation aspects are quite deep, and you will see them continue to expand the more you play. Having played some Pocket Card Jockey: Ride On! daily for about a week on different devices, I’m very pleased by the newest addition to Apple Arcade. The structure of Pocket Card Jockey: Ride On! allows for seemingly infinite replay value.

    When it comes to the controls, Pocket Card Jockey: Ride On! is very much a touch-focused game. While it does have macOS and tvOS versions since it is an Apple Arcade Original, those feel like afterthoughts. They even say “tap” instead of “click” for macOS. The tvOS version on Apple TV forces you to pair a controller to play Pocket Card Jockey: Ride On!, but you use it to simulate a touch cursor with the left stick and press the confirm button to click. The interface here also mentions tapping instead of clicking or pressing a button. There is no controller support on iOS and iPadOS as of this writing. I tried three different controllers on my iPad Pro with no luck. The interface feels great on touch, but this is worth noting as some people who subscribe to Apple Arcade enjoy using controllers to play games.

    Barring the change to 3D for the racing, Pocket Card Jockey: Ride On! also has a new daily login system. This is something I expected given how the aim of this release is also to keep people playing the game and remaining subscribed to Apple Arcade. It isn’t a dealbreaker by any means, but something to keep in mind. I haven’t played the free-to-play iOS version of the game in Japan from years ago, so I’m not sure if this is a remnant of that release. There have also been a few changes to some aspects of the game from the 3DS version which you can read in my interview with Game Freak here.

    I’ve praised Pocket Card Jockey: Ride On! quite a bit, and while I love the transition the game has made from 3DS to modern iOS devices, I hope a future update can add a higher frame rate option. The races would be a lot nicer at 60fps or 120fps. I can’t imagine that is too much for modern iOS devices given the visuals on display. Barring that, Pocket Card Jockey: Ride On! looks great and seamlessly syncs across devices.

    While some of the technical issues are disappointing, Pocket Card Jockey: Ride On! is an easy recommendation if you have an Apple Arcade subscription. The structure of the game perfectly suits the service, and I hope it gets updated over time to bring in new content and fix some of the issues. If you don’t have an Apple Arcade subscription yet but enjoyed Pocket Card Jockey on 3DS, this is the best reason to check the service out.

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    Mikhail Madnani

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