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THE LATEST NEWS BELOW
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August 19th, 2019, 22:18 Posted By: wraggster
Today, Google hosted another Stadia Connect presentation in which the company showed off more entries in its line-up of titles coming to Google Stadia. The new titles announced for the service today are as follows:
- Cyberpunk 2077
- Kine
- Darksiders: Genesis
- Orcs Must Die 3
- Windjammers 2
- Moral Kombat 11
- Destroy All Humans
- Super Hot
- Farming Simulator 19 Platinum Edition
- Samurai Showdown
- Grid
- Attack on Titan 2 Final Battle
These games will come to the service either at Google Stadia's November launch for Stadia Pro, or sometime after (as some of them have post-November release dates). They will join an already-announced roster of other titles from publishers such as Bandai Namco, Bethesda, Bungie, Sega, Square Enix, 2K Games, and Ubisoft.
Google Stadia Pro will cost $9.99 per month for 4K, 60fps streaming alongside a free game every month, beginning with Destiny 2. The free service, Stadia Base, will launch in 2020 and will offer 1080p and 60fps, but no 4K and no free game per month. All games will be purchasable on either Pro or Base for a premium fee.
https://www.gamesindustry.biz/articl...-google-stadia
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August 14th, 2019, 18:41 Posted By: wraggster
Dr. Mario World continues to lag behind Nintendo's other mobile titles, seeing lacklustre first-month results.
Arriving in July to a scathing critical reception, Dr. Mario World was co-developed with LINE, and is the fifth Nintendo mobile title.
According to market intelligence firm Sensor Tower, Dr. Mario World grossed roughly $1.4 million across the App Store and Google Play from 7.5 million downloads during its first month.
While the figures compare favourably to licensed puzzle games from other developers -- such as Snoopy Pop+ ($1 million), Family Guy Freakin' Mobile Game ($900,000), and Sega Heroes ($340,000) -- it trails considerably behind the rest of Nintendo's mobile catalogue.
https://www.gamesindustry.biz/articl...er-first-month
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August 14th, 2019, 18:36 Posted By: wraggster
The first-ever Fortnite World Cup last month was a massive undertaking, bringing together a number of popular and rising streamers and esports players to try for a piece of a $30 million prize pool.
And the spectacle itself, alongside the online presences of those streamers and esports personalities, brought in viewership spikes across Twitch and YouTube both for official channels and for individuals participating. Epic already announced the milestone of a peak 2.3 million concurrent viewers, the highest viewership for any esports event outside of China.
According to Newzoo, the Fortnite World Cup qualifiers brought in over 700,000 hours of viewership per week on official Twitch and YouTube channels, with Twitch bringing in 65% of that viewership.
https://www.gamesindustry.biz/articl...ube-viewership
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August 12th, 2019, 21:33 Posted By: wraggster
In March of this year, Apple unveiled its upcoming subscription service for premium mobile games: Apple Arcade. Now, it seems Google may have an answer for Android users.
Android Police has shared screenshots highlighting a possible new service from Google called Google Play Pass, a similar subscription service offering access to premium apps for $4.99/month. A Google spokesperson has additionally confirmed to the outlet that the service is being tested.
Per the screenshots, Stardew Valley and Marvel Pinball are visible as games that could be included, but games are not the only element of Play Pass. Unlike Apple Arcade, which is focused on games, Play Pass appears to encompass premium apps as well as games, including music and fitness apps. It's also worth noting that Apple Arcade has not yet announced its own pricing details.
The shared screenshots promote a "curated catalog spanning puzzle games to premium music apps and everything in between," touting "hundreds" of premium apps available without ads, fees, or in-app purchases. A free 10-day trial option also appears to be available, as well as a family plan and the ability to cancel any time.
https://www.gamesindustry.biz/articl...s-subscription
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August 12th, 2019, 21:08 Posted By: wraggster
A class-action lawsuit is forming against Epic Games following a breach that exposed the personal data of Fortnite players at the end of last year.
US law firm Franklin D. Azar & Associates is calling for users who believe they have been affected to join the suit, promising to "fight to get you the recovery you deserve."
The suit follows news earlier this year that Epic had fixed a vulnerability in its security that may have allowed hackers to access Fortnite users' accounts, including personal information and credit or debit cards linked to the game.
FDAzar notes that this acknowledgement and fix came two months after the security breach was first reported to Epic Games, and as such players have a right to compensation.
https://www.gamesindustry.biz/articl...te-data-breach
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July 25th, 2019, 15:12 Posted By: wraggster
Despite being available in only 11 markets, Dragalia Lost is now Nintendo's second highest-grossing mobile game.
According to market intelligence firm Sensor Tower, it has grossed $100 million since launching in September 2018, and boasts player spending of $33 per install.
When the game first launched, it had the highest spend per install of any Nintendo mobile title; it now sits behind Fire Emblem ($38 per install) and well ahead of Animal Crossing: Pocket Camp ($3.30 per install).
Of the limited markets where it's available, Dragalia Lost saw the most revenue from Japan, where players have spent more than $58 million, followed by the US which accounts for roughly $21 million.
Hong Kong sees the highest spending per download at $63, followed by Japan at $47, and the US at $17.
https://www.gamesindustry.biz/articl...do-mobile-game
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July 24th, 2019, 16:17 Posted By: wraggster
Niantic's Harry Potter: Wizards Unite earned $12 million in its first month, according to estimates from Sensor Tower.
However, while that is more than any other mobile game in the "location-based AR" category, it is still very far short of Niantic's previous release, Pokémon Go.
Sensor Tower's estimate for Pokémon Go's launch month revenue is around $300 million -- almost 30 times the amount earned by Wizards Unite in the same period of time.
Harry Potter is also far behind in terms of downloads, with 15 million compared to Pokémon Go's 182 million.
The new game is still ahead of other, similar mobile games, such as Ludia's Jurassic World Alive and Next Games' The Walking Dead: Our World. Wizards Unite had more than double the downloads of Jurassic World Alive (which had 6.5 million), but it was only slightly ahead of that game's $10.3 million first-month revenue.
https://www.gamesindustry.biz/articl...ind-pok-mon-go
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July 16th, 2019, 15:59 Posted By: wraggster
Tencent has launched its own mobile streaming app for PC games, joining similar endeavours from Sony, Microsoft, and Valve.
The announcement comes via a translation from Niko Partners senior analyst Daniel Ahmad, who posted the news on Twitter.
The app allows users to stream their WeGame library directly to their iOS or Android device. However, at present it only supports League of Legends and auto-chess mode, Teamfight Tactics.
https://www.gamesindustry.biz/articl...to-smartphones
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July 15th, 2019, 18:52 Posted By: wraggster
In many hacking scenes, there’s a constant cat and mouse game going on with vulnerabilities being patched as soon as possible to thwart hacks and jailbreaks from being released. Now, the proverbial cat in the iOS jailbreaking scene has caught up a tad further as iOS 12.2 (and 12.1.3/4) are jailbroken thanks to nedwill’s tfp0 exploit!
Regarding updating, it’s recommended to wait a while before updating to iOS 12.2 from a jailbroken version of iOS namely because of two things which are:
◾ Ongoing testing on the Fortnight bug which affects restores to iOS 12.1.x with the iOS 12.2/3 SEP. It is currently unknown whether a restore to iOS 12.2 with the iOS 12.3.1 (current) SEP is affected by this bug or not◾ The bug consists of the inability to get past the lock screen after 2 weeks from the restore date. Apparently, it affects all devices and is only triggered if you have a passcode enbaled (Touch ID/Face ID require a passcode to function so if you have those enabled, the bug will be triggered as well)
◾Not all tweaks and tools are updated with support for iOS 12.2 so it’s a good idea to at least wait a week or two before updating. Furthermore, unc0ver 3.3.0 is still in pre-release stage so there’s a higher chance of something going wrong and ending up in a bootloop
◾If you decide to update, make sure you have SHSH blobs for iOS 12.2 and your n0nce set in case of any issues occuring!
If you’re on iOS 12.3/12.3.1, you’re out of luck but some developments may occur after iOS 12.4’s release as it will most probably patch some kernel vulnerabilities
On a concluding note, there’s even more good news relating to iOS jailbreaking as pwn20wnd will be bundling @jakesashacks’ kernel-level jailbreak detection bypass named Shadowize RootFS with unc0ver 3.4.0 which will be released after iOS 12.1.3-12.2 support is stabilised.
Unc0ver 3.3.0 Pre-Release IPA (with support for iOS 12.1.3-12.2): https://github.com/pwn20wndstuff/Undecimus/releases
Pwn20wnd’s Patreon (for donating): https://www.patreon.com/Pwn20wnd
http://wololo.net/2019/07/12/ios-jai...-his-tfp0-bug/
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July 15th, 2019, 17:38 Posted By: wraggster
As of Pokemon Go's third anniversary last weekend, Niantic's mobile AR Pokemon catching adventure has brought in over $2.65 billion in revenue.
Sensor Tower's estimate puts Pokemon GO over Clash Royale and Candy Crush Saga by comparison of the games at the same time, though still below the $3.15 billion Clash of Clans made at its three-year mark. These totals do not take into account the Chinese releases of the other games, as Pokemon Go has not yet launched in China.
https://www.gamesindustry.biz/articl...b-since-launch
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July 15th, 2019, 17:37 Posted By: wraggster
Having arrived a day early, Dr Mario World is off to a solid start on iOS, topping the charts within less than 12 hours.
A report from App Annie shows that the newest Nintendo mobile game reached No.1 in the US iOS games charts by 11am when it launched yesterday.
When comparing for hourly ranking with other major mobile releases this summer, this puts Dr Mario well ahead of Harry Potter: Wizards Unite. Niantic's Potter-themed follow-up to Pokémon Go didn't reach No.1 until 12am on June 21 -- a day after it launched.
https://www.gamesindustry.biz/articl...lower-than-bts
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July 15th, 2019, 17:32 Posted By: wraggster
Add Jordan to the list of countries where PlayerUnknown's Battlegrounds isn't welcome. According to Jordanian outlet Roya News, the country's Telecommunications Regulatory Commission banned PUBG last week, and is currently planning to ban a half-dozen other games, including Fortnite.
The PUBG ban came into effect on Thursday, and over the weekend the TRC released a statement explaining the action came after a wave of complaints from citizens and authorities alike. However, the TRC said one of its main reasons for implementing the ban was a World Health Organization study that classified PUBG as a violent game leading to addiction and social isolation, further stating that children who play violent games are more violent than their peers.
We are not aware of any such study, although a 2014 WHO advisory group report on the public health implications of electronic entertainment briefly expressed concerns about violent games having adverse effects on children. And while WHO's recent gaming disorder classification does indicate that social impairment could be part of a gaming disorder diagnosis, it makes no mention of violent games. Furthermore, to our knowledge, WHO has not classified any specific games as violent.
https://www.gamesindustry.biz/articl...banned-as-well
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July 8th, 2019, 17:51 Posted By: wraggster
Gaming accounted for nearly 75% of global mobile spending in the first six months of this year, grossing $29.6 billion for the period.
That's according to market intelligence firm Sensor Tower, which has released data on spending figures across Google Play and the App Store for H1 2019.
Overall, spending on mobile games and apps is up 15.4% this year, reaching more than $39.7 billion across both the leading mobile storefronts.
While game spending on mobile was up 11.3% year-on-year, growth was hampered on the App Store somewhat by a downturn in spending on iOS in China. Coupled with the hangover from last year's game approval freeze, App Store spending only saw 7.8% growth during H1 2019, but still reached $17.6 billion
Google Play however saw game spending rise 16.8%, reaching $12 billion for the period.
https://www.gamesindustry.biz/articl...so-far-in-2019
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June 25th, 2019, 21:41 Posted By: wraggster
Niantic's eagerly anticipated Harry Potter: Wizards Unite is off to a reasonably good start, but still sits in the shadow of Pokémon Go.
That's according to Sensor Tower data, which reports the game racked up around 400,000 installs in its first 24 hours after launching in the US and UK on Friday.
Player spending across the App Store and Google Play reached at least $300,000 during the same period.
However, Sensor Tower notes that at the same point after its launch, Pokémon Go has been installed around 7.5 million times in the US (it didn't launch in the UK until the following week). It had also generated around $2 million in player spending.
https://www.gamesindustry.biz/articl...000-on-day-one
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June 25th, 2019, 21:37 Posted By: wraggster
InnoGames' browser-based and mobile strategy title, Forge of Empires, has earned €500 million ($568 million) in lifetime revenue since its launch in 2012.
Of that total, over half of it was raised in the last two years. The game reached €250 million in lifetime revenue back in 2017, following successful releases on iOS and Android.
German developer InnoGames has over 400 employees, and saw record sales in 2018 with its mobile revenue up by 37%, according to PocketGamer.biz. Last year, it closed its secondary Dusseldorf location, merging the majority of its team to its Hamberg HQ.
The company is currently looking to fill a number of open positions in Hamburg, both on Forge of Empires and other existing titles, but also for work on a new, unannounced mobile MMO.
https://www.gamesindustry.biz/articl...fetime-revenue
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June 13th, 2019, 21:32 Posted By: wraggster
SSF PreviewVer R2 is released. SSF is a Sega Saturn emulator for Windows systems using DirectX 9.0b. The current version claims near-complete implementation of the Sega Saturn hardware (not counting emulation bugs), and can emulate the Saturn based Sega Titan Video arcade hardware too. As with most emulators, CDs or disc images are not included and have to be owned separately. The BIOS is also not included; as of 0.07 Beta R3, games run without the BIOS however. The usage of BIOS files is optional but recommended for better compatibility, and needed for tasks such as management of the contents of the internal memory of the Sega Saturn, or setting the system clock.
http://www.geocities.jp/mj3kj8o5/ssf/
http://www.emucr.com/2019/06/ssf-previewver-r2.html
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June 13th, 2019, 20:25 Posted By: wraggster
Games remains the single most lucrative mobile app category, according to new data from App Annie, comprising 74% of consumer spending in 2018 -- but it has fallen significantly behind video in terms of how long users spend in apps.
App Annie's annual report showed that 95% of spending on games was through in-app purchases, with just 5% on paid downloads.
The dominance of games in mobile spending is well established -- as is the dominance of in-app purchases as the primary revenue stream for developers -- but other data points in App Annie's report are more surprising.
Despite the huge amount of money spent in games, it is one of the weaker categories in terms of time spent in apps, with just 10%. The number of hours spent in games has increased 30% since 2016, but this rate of growth is behind other key app categories.
The most notable of those is video players, which enjoyed a 125% increase in time spent across the same time period. In 2016, App Annie's data showed games and video as roughly equivalent, but mobile users are now spending far more time watching video than playing games -- 15% of time spent, versus 10% for games.
https://www.gamesindustry.biz/articl...for-users-time
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