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December 5th, 2019, 21:40 Posted By: wraggster
Call of Duty Mobile has generated just short of $87 million in its first two months on app stores, although spending slowed in its second month.
A new report from Sensor Tower shows the mobile free-to-play shooter made $31 million last month, which combined with the $55 million in its opening month of October puts revenues well over $85 million.
Unsurprisingly, the US is the game's biggest market, accounting for 42% ($36 million) of its total spend. Japan was the second largest, contributing 13.2% ($11 million) of its revenues, with Britain in third at 3% ($2.6 million).
Most of the revenue -- 59.2%, more than $51 million -- came from iOS. This is more than the $10 million PUBG Mobile earned on the platform during its first two months, but less than the $66 million achieved by Fortnite.
https://www.gamesindustry.biz/articl...rst-two-months
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December 4th, 2019, 21:32 Posted By: wraggster
Call of Duty Mobile received three total honors in Google Play's best games of 2019, including the top spot as best overall game.
It also won the users' choice award, and a spot in the best five competitive games alongside Supercell's Brawl Stars, Rumble Stars Football, Tacticool - 5v5 shooter, and Tennis Clash: 3D Sports.
https://www.gamesindustry.biz/articl...t-game-of-2019
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November 26th, 2019, 18:26 Posted By: wraggster
ColEm v4.8 is released. ColEm is a ColecoVision emulator. ColEm will run software written for the ColecoVision video game console. ColEm package itself does not contain any games. You should place your own game files onto the SD card before running ColEm. Please, do not run any software you do not own with ColEm. The author cannot and will not tell you where to find free ColecoVision games.
ColEm v4.8 Changelog:
Fixed state saves for games using SRAM.
Fixed wrong SRAM contents being saved.
Fixed SGM AY8910 wave effects.
Now updating sound every 8 scanlines.
Now muting AY8910 channels when Fnum is set to 0.
Enabled AY8910 sound channels in ColEm-Unix.
https://play.google.com/store/apps/d...s.colem.deluxe
http://fms.komkon.org/ColEm/
http://www.emucr.com/2019/11/colem-v48.html
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November 25th, 2019, 18:28 Posted By: wraggster
Call of Duty: Modern Warfare set the record for best digital game launch this year, selling an estimated 4.75 million digital units in October according to SuperData.
In its October digital games market report, SuperData has Call of Duty: Modern Warfare as the bestselling digital title on console and the sixth bestselling title on PC (by total earnings). Activision Blizzard's first-person shooter only launched at the end of the month, on October 25.
Modern Warfare was beat out on PC by League of Legends at No.1, several popular games in China -- Dungeon Fighter Online, Fantasy Westward Journey Online II, and Crossfire -- and World of Warcraft, which is still enjoying a boost from the launch of World of Warcraft Classic in August.
https://www.gamesindustry.biz/articl...s-launch-month
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November 25th, 2019, 18:26 Posted By: wraggster
Like Xbox Game Pass before it, Apple Arcade is vying to prove that the subscription model can transform the games industry just as it has other forms of entertainment. However, unlike Game Pass, the mobile service stands to reach a far broader audience thanks to the ubiquity of the devices that carry it.
Apple Arcade is still very new, having only launched in September, but it already has 100 games in its catalogue. At a recent event in London, head of content strategy Nicola Sebastiani said he believes this is "unprecedented within platform launches." The variety of games on offer is not insignificant, again speaking to the wider audience developers can reach through smartphones (and tablets, Macs and Apple TV, as the firm kept reminding us).
This reach is "invaluable" to studios like Italian startup 34bigthings, said co-founder Guiseppe Franchi. The developer's Arcade offering, sci-fi shooter Redout: Space Assault, is a prequel to the original Redout, which mainly appealed to hardcore PC gamers. With touch screen controls, or the ability to pair your device with a controller, 34bigthings has made Space Assault more accessible in the hopes of attracting a broader range of players."[Apple Arcade] will ultimately benefit our gaming ecosystem and gaming as a whole. This is complementary to games on the App Store, and just one more way to play"
Nicole Sebastiani, Apple
The game was originally going to be self-published on PC and console (and will still launch on these platforms next year), but its inclusion in Apple Arcade as part of a subscription is both a "good deal" and opportunity for the studio.
Similarly, Lifelike -- the "mesmerising particle symphony" by Vienna-based indie Kunabi Brother -- is the type of game that stands a better chance of reaching people through a subscription. Based around various meditation concepts, this spiritual successor to the team's previous game Frost would have been "very risky" to release as a premium title.
"This is a very exotic and daring game concept, so Apple Arcade was the perfect game platform at the perfect time," said the studio's Julia Angerer.
Lifelike was officially produced by Apple, which means it was also at least partly funded by the electronics giant. While Kunabi Brother can't go into the specifics of the deal -- the same answer given by every developer on Arcade -- this "definitely encouraged us to take the risk to produce this."
Both Lifelike and Redout, along with most other games at the showcase, were previously planned as premium titles before their developers secured deals to launch on Apple Arcade. And Apple is also keen to offer games exclusive to the service, collaborating with more familiar names to produce them.
https://www.gamesindustry.biz/articl...n-apple-arcade
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November 22nd, 2019, 23:07 Posted By: wraggster
Southeast Asia is the current fastest-growing mobile games market in the world, and is expected to grow 17% year-over-year in 2019 according to Newzoo.
Per the market researcher's report on the Southeast Asian games market (consisting of Indonesia, Malaysia, Philippines, Singapore, Thailand, and Vietnam), the region will generate $2.6 billion in mobile games revenue in 2019, and $4.3 billion in revenue in 2019, up 13% year-over-year.
https://www.gamesindustry.biz/articl...e-games-market
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November 22nd, 2019, 23:00 Posted By: wraggster
Though we don't have sales numbers on Google Stadia's launch, an extremely rough approximation can be gleaned from the number of downloads of the mobile app, which stand at over 175,000 according to Sensor Tower.
The app appears to be effectively necessary to use Google Stadia, as it is the only way to purchase games and allows users to cast games to their browsers or TVs via Chromecast. While those who have not purchased Google Stadia can still download the free app from the App Store or Google Play, without an access code received from purchasing Stadia, the app is useless.
Sensor Tower has shared that 90.7% of all downloads of the Stadia app were on Android, while the rest were on iOS. The platform split may be at least in part due to the fact that Stadia can only be played on mobile via Pixel phones, making it a more appealing prospect to those already going through the Play Store in the first place.
https://www.gamesindustry.biz/articl...ver-175k-times
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November 22nd, 2019, 22:59 Posted By: wraggster
Minecraft Earth launched in the US last week, and though its slow rollout is sparking interest, it still has a ways to go before it catches fellow location-based AR giant Pokemon Go.
According to a report from mobile analyst Sensor Tower, Minecraft Earth saw 1.4 million downloads in the US since its launch on November 12. In total, US users represent 86% of all Minecraft Earth downloads, which globally stand at nearly 2.5 million.
Minecrafth Earth has had a slow-but-steady rollout, with a beta in select cities earlier this year and the initial launch in October starting in Australia and New Zealand.
https://www.gamesindustry.biz/articl...imes-in-the-us
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November 19th, 2019, 22:02 Posted By: wraggster
Apple's answer to the struggles of premium mobile titles, Apple Arcade, may have already managed to accelerate the decline of such titles not on its service, though said decline was already chugging well along on its own.
Sensor Tower reports that paid game revenue on the App Store declined 13% from the period of August 20 through September 18 this year to September 19 through October 18 -- Apple Arcade's launch month. Some of that decline can be accounted for by a normal seasonal drop, though the decline over the same period last year was only 4%.
That's still a significant difference, but it may also be attributed at least in part to the ongoing decline of premium titles on the whole, a process that's been steady since 2015. Per Sensor Tower's findings, premium games have grossed a total of $337 million on the App Store year-to-date as of September 30, which is less than 2% of all App Store revenue. That number was much higher in 2015, with full-year paid game revenue totals reaching nearly $642 million -- 5.4% of all revenue. Apple Arcade would need approximately 11.7 million subscribers paying for 11 months (after the one-month free trial) to equal the amount of money generated by paid games on the App Store in 2015.
In fact, free game revenue has increased each year from 2014 through 2018, while premium game revenue has declined both in dollar amount and share of all revenue since 2015. So have new game releases, with paid game releases on the App Store going from 26% of all new releases in 2014 to 7% of new releases so far in 2019. Currently, nearly 13% of all App Store games are paid.
https://www.gamesindustry.biz/articl...ut-not-by-much
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November 18th, 2019, 21:58 Posted By: wraggster
Nintendo has revealed plans to introduce a two-tier paid subscription model to Animal Crossing: Pocket Camp.
Released in October 2017, the mobile adaptation of one of Nintendo's flagship franchises has grossed around $111 million lifetime revenue.
However, following the surprise implementation of the subscription model in Mario Kart World Tour, Nintendo has given the greenlight for a similar system for Pocket Camp.
There is currently no information on the pricing and limited detail on features, but according to an in-game update the two tiers will offer very different perks around admin and storage.
https://www.gamesindustry.biz/articl...ng-pocket-camp
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November 17th, 2019, 21:09 Posted By: wraggster
Tapping a large entertainment IP to drive interest and downloads in a mobile game is nothing particularly new in the mobile market. But as the world's top PC and console publishers increasingly take the space seriously, the impact of the biggest gaming properties is becoming ever more noticeable.
The two biggest mobile launches recently have been Nintendo's Mario Kart Tour and Activision's Call of Duty: Mobile, which have proved to be two of the most successful app releases ever.
During October, Call of Duty: Mobile generated some 148 million downloads, according to Sensor Tower Store Intelligence estimates, making it the top mobile game globally for unique installs. That's substantially more than Mario Kart Tour, which took second place with 40.3 million downloads. During September, Nintendo's latest had driven up 86.2 million unique installs.
While casual and hyper-casual games such as SayGames' Sand Balls continued to flood the top download charts, there was still room for other big console and PC IP like PUBG Mobile -- the fourth most downloaded game in October with 22.5 million installs, thanks in large part to its popularity in India.
https://www.gamesindustry.biz/articl...c-ip-on-mobile
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November 8th, 2019, 21:07 Posted By: wraggster
For the last few iOS releases, jailbreaks were always released a few months after the version(s) they support were made public with the exception of iOS 12.4 due to a blunder from Apple. However, things are just about to change as checkra1n, a jailbreak for iOS 13, will be coming next week!
According to numerous tweets, various jailbreak community veterans including xerub, siguza and ih8snow worked on making checkra1n with Luca Todesco (@qwertyoruiopz) leading the whole effort meaning that the jailbreak will doubtlessly be of very high quality.
Over the last few weeks, there have been numerous reports of progress being made with the jailbreak and in terms of features, these can be summed up as:
- The jailbreak has been demonstrated running on iOS 13.1.2, 13.1.3 and even 13.2
- Presumably, the jailbreak will also support future versions of iOS 13 and maybe even other versions of iOS as it uses an unpatchable bug found in the boot code which is flashed at the factory and read-only
- When you install checkra1n, an application for managing it is added to your home screen and this presumably lets you install the package manager of your choice
- From what?s currently known, the package managers provided include Cydia, Zebra (an package manager that takes many cues from Cydia) and Installer 5
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October 23rd, 2019, 18:31 Posted By: wraggster
The games industry may be a bit off-stride as it enters the holiday sales season. Superdata released its monthly sales report today, saying that worldwide digital spending on games in September was down 1% to $8.9 billion.
Part of that dip was attributable to new releases not living up to expectations, while another part was due to one established hit suffering a steeper drop. Superdata estimated that Fortnite revenue across all platforms was down 43% month-over-month, making it the worst month of sales for Epic's hit since November of 2017.
That decline was mirrored on Superdata's charts, where Fornite had been number one on consoles in August, but fell to seventh in September. On the PC charts, Fortnite slid from sixth to ninth.
As for the disappointing new releases, FIFA 20 did little to spark the series fortunes, as Superdata reported FIFA in-game spending declined slightly for the month. The firm attributed that to a tough comparison against last year's FIFA, which might have benefitted from launching in the wake of the FIFA World Cup in Russia.
https://www.gamesindustry.biz/articl...pending-charts
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October 20th, 2019, 21:12 Posted By: wraggster
You'd think, given the inevitable backlash reaction, that we would have long since moved past the point where mobile game operators try to brag about how much money their biggest "whales" have spent. I guess that memo never quite reached Yodo1 boss Henry Fong, who blithely announced a few days ago that a player of Transformers: Earth Wars (which is developed by UK-based Space Ape Games but operated in China by Yodo1) has spent US$150,000 on the title.
These headline figures are probably meant to drive home the popularity of the game or the dedication of its fans, but inevitably, the conversation sparked has been quite a different one -- leading straight back to the increasing criticism and scrutiny of game monetisation practices which has gone far beyond consumer disquiet and is being actively taken up by governments around the world.
The reason it's terribly unwise to boast about these kinds of "high roller" numbers is, in part, that reactions to cases like this are always pretty extreme. There remains a fairly strong sense among a not insignificant chunk of game consumers that there's something intrinsically wrong with people playing a mobile game who end up paying out more than the cost of a full-price PC or console game. It's a position born to quite an extent from prejudice and the inability to see that their own perception of value is personal, not universal; "If you're paying that much money you could just have bought a real game" assumes a definition of "real games" that not everyone shares by any means. There are plenty of people who have the time and inclination to play mobile games but no desire whatsoever to engage with PC or console titles, and there's nothing wrong with that choice.
https://www.gamesindustry.biz/articl...-games-opinion
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October 14th, 2019, 23:06 Posted By: wraggster
Tencent's PUBG Mobile has become the world's top-grossing smartphone game, dethroning Arena of Valor.
According to the Q3 report from market intelligence firm Sensor Tower, PUBG Mobile revenue spiked 652% year-on-year, grossing $496 million for the period.
Last month, Sensor Tower also reported that PUBG Mobile was the first battle roayle mobile title to surpass $1 billion lifetime revenue, spurred along by its relaunch in China under the moniker Game for Peace.
Meanwhile, rival top-grossing games Arena of Valor and Fate/Grand Order generated $377 million, and $354 million for the quarter.
Niantic's Pokemon Go however was the fastest-growing game in terms of revenue for the period, up 63% quarter-over-quarter.
These numbers tie into the overall growth in mobile revenue, which was up 20% year-over-year, reaching $16.3 billion for the period.
While games represented a marginally smaller share of total in-app spending for Q3, it still accounted for 74% of global revenue.
Spending increased on both Apple and Android, with the revenue split remaining roughly 60/40 in favour of the App Store.
Apple continues to enjoy the highest spending rates, despite a lower install base than Android, with total spend up 19% year-on-year to $9.8 billion. Meanwhile, user spend was up 21.7% year-on-year on Google Play, reaching $6.5 billion for the period.
Both Google Play and the App Store also saw increased downloads, with the combined number up 17.6% year-on-year to 11.1 billion.
https://www.gamesindustry.biz/articl...one-game-in-q3
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October 14th, 2019, 22:52 Posted By: wraggster
Fortnite is currently offline, though it's not an accident or a technical error that's rendered it unplayable.
Yesterday, the game's latest live event saw the entirety of the game's battle royale mode -- including its island location, players, Battle Bus, its lobby menu screens, and everything else -- devoured in-game by a black hole caused by a giant meteor. These events were visible both in the game as well as through a livestream on the official Twitch channel. Since then, Fortnite has been unavailable for play and simply shows a black screen with the dim outline of a black hole at the center when you start it up, with the same image being shown on Fortnite's official Twitter account and Twitch channel.
https://www.gamesindustry.biz/articl...d-of-chapter-2
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October 10th, 2019, 21:59 Posted By: wraggster
axi0mX released a groundbreaking bootrom exploit called checkm8 around two weeks ago. This exploit, which uses an unpatchable vulnerability found in the bootrom of A5-A11 iOS devices, allows the execution of unsigned code at a very low-level thus making the creation of jailbreaks much easier since the boot process can be modified.
Checkm8 is currently doing wonders thanks to the work of big names such as Luca Todesco, s1guza, nullpixel, xerub and ih8sn0w
Over the last few days, Luca Todesco and other prominent iOS developers have been making lots of headway with the power that the checkm8 exploit gave them and these things include:
- Control of the framebuffer at a low level which allows for printing text on screen & custom boot logos
- Usermode code execution, the ability to obtain tfp0 and getting past AMFI
- Dynamic patch finding is being used to do this which means that offsets are found on the fly thus reducing the work needed to port tools/hacks using checkm8 to other vulnerable devices
- It is now possible to set the nonce generator via DFU mode thus making nonce setters effectively redundant
- A concise tutorial on how this can be done is found here
- Only the iPhone 5S and A10/A10X devices are supported as of right now
- Downgrading the iPhone 5S (and soon, other compatible A7 devices) to iOS 10.3.3 as this version is still being OTA signed for certain devices.
- A tutorial can be found here.
- According to this tweet, checkra1n might be the name of an upcoming jailbreak tool which we may be seeing in the near future considering the progress that’s currently going on
Without a doubt, the things above are all pretty exciting and Luca Todesco said that some tools will be released as soon as a couple of known bugs are fixed. With this in mind and the vast amount of people working with Luca, we might see an iOS 13 jailbreak in the coming weeks which is truly reminiscent of the limera1n days!
http://wololo.net/2019/10/10/news-ps...-in-user-mode/
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October 10th, 2019, 21:47 Posted By: wraggster
Jam City's Harry Potter: Hogwarts Mystery has made $153.5 million in gross revenue since launch in April 2018.
54% of that revenue came from iOS users with $83.3 million in revenue coming from Apple's platform, versus $70.2 million in revenue generated by Google Play users, according to Sensor Tower.
Breaking down these figures, it's worth noting that almost half of all Hogwarts Mystery sales came from the US, equivalent to $83.3 million. Following up was Germany with $13.4 million generated in revenue - 8.7% of the total - and finally the UK with its 8% share equaling to $12.3 million.
In terms of downloads, Hogwarts Mystery has been installed 54.6 million times across both iOS and Android. Interestingly, a majority of these downloads came from Android, despite Google's platform not generating as much revenue for Jam City.
53.7% of all installs came from Google Play, which equalled to 29.3 million downloads, versus 25.3 million unique installs coming from the App Store.
https://www.gamesindustry.biz/articl...50m-in-revenue
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