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The Best iPhone Online Casino Games
The Apple iPhone is the worlds best selling Mobile Phone for a reason, its the place to get the best in music and the best in apps and also the very best in Casino Games.
There are websites where you can find the best iphone online casino games as well as the latest in information on the best Casino operators for the Apple iPhone and where to get the biggest bonus and offers. “
THE LATEST NEWS BELOW
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November 27th, 2018, 16:08 Posted By: wraggster
Google has removed a total of 13 supposed racing games from the Google Play store following the discovery that all of them installed malware onto devices that downloaded them.
Malware and security researcher Lukas Stefanko tweeted about the problem last week, showing that the 13 apps were all from the same developer going by Luiz O. Pinto. In total, the games had over 560,000 installs before being removed, and two made it onto Google Play's trending apps list.
The games reportedly would launch after installation and then appear to crash. What was actually occurring was that the app was downloading a different program when launched, which would then install malware on the user's device and delete the app icon on the phone's home screen.
TechCrunch has since confirmed with Google that the games have been removed for violating the store's policies.
https://www.gamesindustry.biz/articl...alling-malware
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November 26th, 2018, 17:15 Posted By: wraggster
Today, Epic Games has announced its next phase of Fortnite competitive play: the Winter Royale Online Tournament, where $1,000,000 will be up for grabs to players. Winter Royale Qualifiers will open to players starting on November 24. For more details on Winter Royale, including information on major updates coming to the in-game tournament system and other plans for the future of competitive events.
Click to expand...
Check out Epic’s full blog post.
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November 15th, 2018, 18:25 Posted By: wraggster
Blizzard is working on mobile titles for all of its IPs, according to executive producer Allen Adham.
Speaking at a press conference during BlizzCon (via Reddit), Adham confirmed Diablo Immortal wasn't the only mobile product in the pipeline.
"In terms of Blizzard's approach to mobile gaming, many of us over the last few years have shifted from playing primarily desktop to playing many hours on mobile, and we have many of our best developers now working on new mobile titles across all of our IPs," he said.
"Some of them are with external partners, like Diablo Immortal; many of them are being developed internally only, and we'll have information to share on those in the future.
"I will say also that we have more new products in development today at Blizzard than we've ever had in our history and our future is very bright."
Activision Blizzard share price has been on the decline since the launch of Call of Duty: Black Ops IIII which fell short of its predecessors sales by $50 million; the botched announcement of Diablo Immortal sent share prices tumbling even further.
https://www.gamesindustry.biz/articl...or-all-its-ips
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November 14th, 2018, 21:14 Posted By: wraggster
After two years of praise and popularity on PC and consoles, Stardew Valley dug into mobile last month with an iOS launch, and it appears to have been a reasonably successful one for the premium farming sim.
Sensor Tower reports that Stardew Valley has grossed over $1 million on iOS since its launch on the platform three weeks ago today. It's worth noting that the game is a premium game costing $7.99 and does not have any microtransactions.
Around 41% of those who purchased the game on mobile were based in the US. Japanese users made up 12%.
In addition, nearly one-fourth of the game's players on iOS were playing on iPad rather than iPhone.
https://www.gamesindustry.biz/articl...n-in-ios-debut
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November 12th, 2018, 20:38 Posted By: wraggster
Blizzard messed up its introduction of Diablo Immortal. Wow, there's a smoking hot take for you. The Blizzcon keynote that managed to provoke a massive fan backlash and knocked millions off Activision Blizzard's stock market valuation was ill-judged. Hold the presses!
But the crucial twist buried in there is that Blizzard's error was not, as its fans might claim, in its actual product strategy. Nor was it even in its choice of venue, as some commentators have suggested. Rather, I'd argue that Diablo Immortal is absolutely the right product, being announced in absolutely the right venue. The errors were merely down to stage management and presentation.
Rather than looking at the stage management that Blizzard got wrong, then, I'd like to think for a moment about what Blizzard got right. For around a decade, we've had a peculiar situation where mobile games have existed as a world parallel to, but separate from, PC and console gaming. As mobile games' commercial importance has grown - eventually rising to the point where by most measures the mobile sector is a bigger market than PC and console combined - the majority of companies have recognized that they desperately need to be present and relevant in this market.
https://www.gamesindustry.biz/articl...mobile-reality
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November 6th, 2018, 18:46 Posted By: wraggster
The new iPad Pro was shown off on stage, with vice president of hardware engineering John Ternus making comparisons to modern consoles for the tablet device.
"To put it another way," Ternus said while the slide on the screen behind him changed to show a picture of Microsoft's white Xbox One S, "the iPad Pro delivers Xbox One S-class graphics performance in a product that's 94% smaller." Amid the applause, he adds "And there's no AC cord required."
When Microsoft's gaming chief Phil Spencer was pinged on Twitter about the comment, he was definitely encouraging of a future where mobile devices can play with consoles.
It's interesting to note that Apple didn't shy away from the comparison at all, similar to Huawei directly comparing their phone to Nintendo Switch. While tablets are still not ideal for gaming the same way consoles are, if only for heat reasons, Microsoft does seem keen on handling the control aspect of it.
https://www.gameinformer.com/2018/10...-as-xbox-one-s
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November 5th, 2018, 20:57 Posted By: wraggster
Dragalia Lost, the first original mobile IP from Nintendo, has set a record for the publisher for highest consumer spend per download.
Since launching in five countries on September 26 Dragalia Lost has grossed $28 million, according to market intelligence firm Sensor Tower.
Looking at just the US and Japan, Nintendo's two largest markets, the average consumer spend since launch was $18 per install.
Consumer spending per download in Japan was four times that of Nintendo's most successful mobile game, Fire Emblem: Heroes, at an average of $25. In the US, this figure is $8.50.
https://www.gamesindustry.biz/articl...derable-margin
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November 5th, 2018, 20:37 Posted By: wraggster
Zynga will continue to delve into licensed IP for its casual mobile games in the coming year, and is focusing on two hefty names to do it: Harry Potter, and Game of Thrones.
According to Zynga's latest financial report, the company will invested in licensed games for both franchises for release in 2019.
The first, a Harry Potter match-3 title, will be licensed through Warner Bros. Interactive Entertainment. The second, a Game of Thrones social casino slots game, goes through HBO. An additional Game of Thrones title is also in the works.
https://www.gamesindustry.biz/articl...thrones-titles
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November 5th, 2018, 20:29 Posted By: wraggster
Blizzard Entertainment is bringing Diablo to iOS and Android, and in doing so has incurred the wrath of a small, incredibly vocal part of the game's fanbase.
Diablo Immortal, which is co-developed with NetEase, was announced at Blizzcon this weekend, marking the classic series' debut on mobile. Blizzard described the new game as an MMO, and an experience designed to be "living, breathing, and constantly evolving."
New storylines, character classes, loot and challenges will be added to the game on a regular basis, making Diablo Immortal a game that could be played for years to come.
"With their incredible passion for Diablo and proven mobile expertise, the development team has spawned an ultra-responsive and breathtakingly beautiful mobile game, and we can't wait for players to get their hands on it," said Blizzard president J. Allen Brack in a statement.
A Diablo game for mobile makes a lot of sense from a business perspective, and having such an accessible entry point for the series would seem to be a good thing for the community, too. However, Diablo Immortal has actually proved controversial, stirring a part of that community into action.
A petition calling for the project to be cancelled was drawn up soon after the game was announced, and it has since collected almost 30,000 signatures.
https://www.gamesindustry.biz/articl...unity-backlash
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November 5th, 2018, 20:27 Posted By: wraggster
In news that sounds like it came right out of 2007, RuneScape 2 - aka Old School RuneScape - is popular once more. Jagex has announced that over one million new users have installed the game following its full release on iOS last week.
That added one million from October 30 onward is in addition to the existing one million+ users who installed the game on Android for its Members' Beta program. The combined groups lead to Old School RuneScape seeing a new record for daily active users since the game launched on PC in February of 2013.
Old School RuneScape is a slightly updated version of RuneScape as it was in August of 2007, and was created for players who preferred the look and feel of the game before developer Jagex overhauled it entirely into its current incarnation, RuneScape 3.
"After five years of successive growth since its PC launch in 2013, the arrival of Old School RuneScape on mobile is a hugely important milestone for Jagex in taking the RuneScape franchise multiformat," said Jagex CEO Phil Mansell. "Making our living games available to more players on more devices was a priority for us as we set out the third age of Jagex as, over the years, our players have grown up and some, who were PC players, now have alternative format preferences that fit their changed lifestyles."
https://www.gamesindustry.biz/articl...llion-installs
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October 28th, 2018, 18:27 Posted By: wraggster
Great to see the PSP Emulator written in Java is still getting updates:
PPSSPP is a PSP emulator that’s available for a many platforms including PCs, Android and iOS.
PPSSPP 1.7, which came 5 months after PPSSPP 1.6, comes along with the following updates:
- Greatly improved performance in some Gundam and Earth Defense Force games, including Earth Defense 2 PortableA fix for crashes related to Vulkan rendering on the Galaxy Note 9, some Xiaomi devices and the new Nvidia Shield
- DTM:Race Driver and some other games had some rendering issues fixed thanks to the implementation of vertex range culling
- Issues with post-processing shaders on OpenGL 3+ were fixed. Some issues relating to sound output switching on Windows (via WASAPI) were also fixed
- Some texture decoding code was optimised which could improve loading times in some games, namely Medal of Honor Heroes 2, when using Vulkan rendering
- Simple Discord integration is now a thing on Windows, macOS and Linux.
- Thanks to this, you can show your friends what you’re playing!
- Other stuff including many bug fixes and compatibility fixes which can be browsed over at PPSSPP’s GitHub Issues page
Download Here https://www.ppsspp.org/downloads.html
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October 28th, 2018, 12:40 Posted By: wraggster
Candy Crush has been a name oft-referenced as the quintessential example of a popular mobile game, so it shouldn't be surprising that it's apparently the most popular game of all time on Google Play in the UK.
App Annie has released a report on the UK's top ten Google Play games of all time, with separate lists for both most-downloaded and consumer spend. Candy Crush Saga topped both lists, though below it the breakdown was a bit more varied.
By downloads, Kiloo's Subway Surfers took the number two spot, followed by Temple Run 2. Angry Birds from Rovio came in at number 6, but more common names in the news lately such as Clash of Clans, Pokemon GO, and Fortnite (the latter likely due to recency) were nowhere to be found.
However, the former two did make an appearance on the consumer spend chart, with Clash of Clans in the #2 spot and Pokemon GO at #3. Activision Blizzard commanded this list not only in the top spot, but also with Candy Crush Soda Saga at #4 and Farm Heroes Saga at #6.
https://www.gamesindustry.biz/articl...ime-on-android
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October 28th, 2018, 12:36 Posted By: wraggster
Epic Games has cashed in on some of its good fortune with Fortnite, as the company today announced it has raised $1.25 billion in investment from a group of seven different companies.
The Unreal Engine company has welcomed KKR, ICONIQ Capital, Smash Ventures, aXiomatic, Vulcan Capital, Kleiner Perkins, and Lightspeed Venture Partners as new minority shareholders, joining a list that already included Tencent, Disney, and Endeavor. Epic said despite the new money pouring in, the company continues to be controlled by its founder and CEO, Tim Sweeney.
"We're excited to partner with the finest minds in the financial, sports, and entertainment communities. This reinforces Epic's position of leadership in real-time 3D technology, and accelerates our ability to improve the way people play, work, and interact with the world," Sweeney said.
The new stakeholders would no doubt be pleased to see their investment grow as much as the older ones. In 2012, Tencent acquired a little over 48% of outstanding Epic stock at the cost of $330 million. Earlier this year, a Bloomberg analysis put the company's total value between $5 billion and $8 billion.
https://www.gamesindustry.biz/articl...l-of-investors
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October 17th, 2018, 21:56 Posted By: wraggster
Ole Bunny by Peter Sekera is the story about a small bunny who loves the smell of roses and therefore he is in the arena, where bullfighting is taking place. The goal of the game is to collect as many roses as possible and avoid bulls.
Ole Bunny can move only to the O shape. Each click changes the direction to the new side. The compass will show you the way, where you will find the roses. Do not forget to eat carrots, it will give you special powers!
via https://pdroms.de/android/ole-bunny-v1-0-0-android-game
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October 15th, 2018, 17:11 Posted By: wraggster
The marketplace is filled with 'Game Boy Clones' and cases that add a 'Tiny Game Boy Micro' to the pack of your smartphone, but now Nintendo themselves has registered a US patent for a plastic shell which encases your phone in a Game Boy-shaped case, complete with working buttons. This is something more than a standard case, with buttons that cleverly react with your device's touchscreen beneath to register commands.
A window in the design lets you see a Game Boy screen-sized portion of your own smartphone - the patent mentions it would be here that the game you are playing is displayed - or you can open up the front of the case to see the rest.
It begs the question - when will Game Boy emulation come to iOS and Android? Because this case looks ready made for it.
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September 23rd, 2018, 21:28 Posted By: wraggster
Google has announced several experimental updates for its Daydream platform that will allow developers to experiment with Android VR in different ways.
The first update allows positional controller tracking with six degrees of freedom (6DoF) for the Mirage Solo headset. In addition, Google will be shipping out a new set of controllers specifically designed create 6DoF experiences to some developers. The controllers are intended to cut the price of 6DoF experiences by using off-the-shelf parts with machine learning to track and estimate motion.
Another feature Google is bringing to Daydream is See-Through Mode, which lets the wearer of the headset see what's in the real world on the other side. Google suggests the mode might be used to develop in AR, showing off a demo of someone designing a room by looking through to an actual room and placing virtual furniture.
Finally, Google is working on support to make all Android smartphone apps playable in Daydream, meaning developers would simply be able to support them in VR without having to develop them from the ground up for the platform.
https://www.gamesindustry.biz/articl...or-daydream-vr
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September 17th, 2018, 20:42 Posted By: wraggster
STAR WARS: Rivals™ will be shutting down on October 11, 2018. As of September 11, 2018, in-app purchases are no longer offered and the game is no longer available for download.
You can continue to enjoy the game until October 11, 2018. No refunds or credits will be offered for any virtual goods, game currency or other items purchased by or provided to you. We appreciate your support and understanding.
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September 14th, 2018, 20:28 Posted By: wraggster
Over the past few months, something unusual has been happening at the street corner just down from my apartment, on the way to the station. Almost every evening, at least when the weather is fine, there's a little gathering; largely silent, but lit up with the ubiquitous glow of smartphone screens and the occasional flare of a lighting cigarette.
There's a slight air of the illicit about it - sometimes I wonder what the uninitiated make of the whole affair - but once you know what to look for, it's perfectly obvious what's happening. There's a Pokemon Gym on that corner (conveniently next to a cigarette machine, which I suspect contributes to the popularity of this specific spot), and over the summer months, in spite of the oppressive Tokyo heat, it's been attracting a cadre of die-hard fans again for the first time in quite a while."The great failing of Pokemon Go at launch was that it was outright terrible at player retention"
This is not a phenomenon confined to a single street corner. Pokemon Go hotspots in busy parts of the city seem more crowded in the evenings than they have been at any point since the slightly crazy weeks following the game's launch. On a more personal level, friends have been getting back into the game and encouraging others on social media to add them to its new friend link system. Within my own sphere, there's a level of interest around Pokemon Go that hasn't been apparent for quite some time - so it came as no surprise when developers Niantic announced this week that there has been a 35% uplift in active users of the game since May of this year. That's an especially dramatic number given that Pokemon Go has never actually been unpopular, as such; it's maintained its position as a mainstay of mobile gaming since launch, so a boost on that level represents a pretty huge number of players engaging, or re-engaging, with the game.
There are a number of different factors in play here, perhaps the most obvious being the work that Niantic has put into overhauling and extending the game. The great failing of Pokemon Go at launch was that it was outright terrible at player retention; it was fun and interesting for a fixed amount of time but then lacked sufficient compelling reasons for players to keep coming back. The addition of significant social features like gifts and Pokemon trading, along with raids and other features at gyms, has gone a long way to making Pokemon Go into a game people actually want to come back and try again.
https://www.gamesindustry.biz/articl...of-seasonality
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