2K and Firaxis announces Xcom: Enemy Unknown for iOS

2K Games and Firaxis Games logosGaming giant 2K Games and game developer FIxaxis Games (known for the Sid Meier’s Civilization franchise) today announced that strategy title XCOM: Enemy Unknown is coming to iOS — iPhone, iPad and iPod Touch — by the summer.

2K and Firxais, which made the announcement at the 2013 Penny Arcade Expo East, will be bringing the entire XCOM: Enemy Unknown experience from the consoles and PC versions to iOS. The consoles and PC versions of the game hit store shelves in October 2012, and it was critically acclaimed, receiving numerous 2012 game of the year awards from the likes of GameTrailers, GiantBomb, Kotaku and MTV Multiplayer.

In XCOM: Enemy Unknown, the player is put in the shoes of a commander of a secret global military organization, named as the game title suggests, XCOM. Gameplay features include the player’s ability to oversee combat strategies and individual unit tactics, as well as base and resource management.

Earlier this week, 2K and Firaxis announced Haunted Hollow, a haunted mansion management game. Haunted Hollow is slated to release in the spring.

Tapjoy sees ad revenue spike nearly 50 percent during holidays

Tapjoy logoMobile advertising and publishing platform Tapjoy today revealed data it gathered during Christmas, Chinese New Year and Valentine’s Day, showing that ad revenue grew by as much as 54 percent. This demonstrates an opportunity for developers to generate more revenue during holidays.

Compared to the seven-day average for app revenue, developers saw ad revenue increase 54 percent for Christmas, 44 percent for the Chinese New Year and 34 percent for Valentine’s Day. “Major retail brand” advertisers that ran Valentine’s Day-themed ads on Tapjoy’s network on iOS and Android experienced an increase in its click-through rate (CTR) and conversion rate around Valentine’s Day. Other companies like Google, witnessed a spike in ad clicks around particular holidays, where the company saw ad clicks on smartphones jump 61 percent during Black Friday last year and by more than 100 percent on tablets.

Tapjoy average holiday app revenue

In the U.S. between the iOS and Android platforms, conversion rates on Android were generally higher than that of iOS. Both of the platforms saw its conversion rates fall after Feb. 10, most likely due to consumers having already completed their Valentine’s Day shopping by then. The CTR was also higher on Android, though the CTR for iOS spiked significantly in the first week of February.

Tapjoy conversion rate Valentine's DayTapjoy click-through rate Valentine's Day

Glu Mobile launches first real-money gambling game

Glu Mobile logoGlu Mobile today announced the launch of the company’s first real-money gambling game in the U.K. The game was made possible through the company’s partnership with mobile gambling service Probability PLC.

The title is a slots game featuring intellectual property from the mobile game developer and publisher Glu’s Samurai vs. Zombies Defense game. The game, titled Samurai vs. Zombies Slots, is browser-based, and only available on Probability’s network in the U.K. Probability will also distribute the game through its U.K. betting firm partners like Paddy Power, William Hill and Probability’s white label partners.

“We are pleased to expand our mobile portfolio to include real-money gambling,” says Niccolo de Masi, Chief Executive Officer of Glu Mobile, in a statement. “We anticipate that real-money gambling will continue to gain momentum globally and believe that with this offering, Glu is well positioned to capitalize to the extent that additional markets adjust regulations. We plan to leverage Probability’s extensive partner network to further extend Glu’s successful original IP to new demographics.”

The partnership between Glu Mobile and Probability is structured in such a way that Probability provides a comprehensive operational role, accepting all real-money gambling regulatory responsibilities.

Glu’s stock closed today up 16.94 percent to $2.83 a share, following the announcement for the real-money gambling title’s release. Glu’s Q4 2012 earnings showed that the company’s revenues were up 1 percent quarter-over-quarter to $18.5 million, and up 24 percent year-over-year.Glu Mobile stock March 12 2013

Animoca’s David Kim on his company’s 7-Eleven business approach, South Korea as trendsetters and Silicon Valley’s myopia

Hong Kong-based mobile game developer and publisher Animoca is known for its Android-focused development approach, with notable games in its “app supermarket“-sized portfolio including Star Girl, Aqua City and Pretty Pet Salon.

The company, which was founded in January 2011, has reached the 115 million downloads mark and now serves 100 million game sessions a month.

We sat down with Animoca CEO David Kim who filled us in on his company’s 7-Eleven business approach, South Korea as trendsetters, Silicon Valley’s myopia and the mobile game industry tsunami in 2013.

Inside Mobile Apps: Since it’s the beginning of 2013, what did Animoca learn in 2012 that it will bring into this year?Animoca CEO David Kim headshot

David Kim, Animoca CEO (pictured right): I don’t know if this is a lesson unique to us, but our biggest surprise to us that we quickly adjusted to was the meteoric growth of Android. Everybody kind of talks about it. Everybody kind of knows it. For all of us that are more Bay Area, Silicon Valley-focused, you forget how ubiquitous Android is everywhere. Right now, the number overseas have surpassed iOS a long time ago. The pace of change on Android, and the newer versions, and what that’s abled us to do, in terms of developing games that are slightly cooler. It really is small adjustments that make all the difference in what takes an average game to a cool game. That’s the biggest pleasant surprise and what we adjusted to very quickly in 2012.

IMA: Can you compare Animoca’s long-tail game development approach to the velocity, hit-driven approach?

Kim: Animoca, being based in Hong Kong, we’re easily overlooked because we’re not in your face all the time in the Valley. I don’t come knocking at your door every other week. Looking back at how Yat [Siu] and I built the business, understand that we’re actually from Internet 1.0 and we’ve seen the blowup and we’ve seen cycles. As individuals, we have built games on PC, Wii, DS and various other platforms over the years. While the mobile industry itself is new, we’re actually very familiar with games. We’re not that old, but in the industry, we’re very much old timers in terms of games as well as Internet slash new media. If you’re going back to the mid-90′s, that’s as far as you go, and we were there. Not to disparage the younger folks who are in the industry now, you need that vivacious energy. You need that raw, aggressive energy, but we’re not jumpy. If you look at our approach, we’ve got 250-plus games, and we’ll be somewhere in between doubling that into 2013. The reason why we have this broad portfolio approach, and not the hub-and-spokes model, is the hit-driven business. Quite frankly, we’re not Miramax of old. We’re not [The Weinstein Company] where we can throw out a movie and we know it’s going to be a hit because we’re going to make it so. We’re a little bit more humble than that.

We’re taking a broader, portfolio approach what we’ll call the Safeway approach where you’ll find our products in each aisle. We might not take the biggest space on the shelf, but you’ll certainly see it, and with enough time, if the users are actually looking around, you’ll be familiar with our games, if not necessarily Animoca. We’re not as dogmatic as having our brand out there as a company. We want our products, our games, to do its own talking. What’s been happening in our board approach is, if we do what we do well, which are simulation games that are a little bit more female skewed and younger skewed, we know this segment extremely well now.  We’ve thrown a lot of different IP at it, and we’ve done a lot of different formats of the simulation strategy game. We know what’s going to work. We now have enough of these games that are small cash cow calves that we as a business can run this indefinitely. We have a 7-Eleven, which is never going to be a Whole Foods or Trader Joe’s with this meteoric rise and take over the world. But your 7-Elevens, they are everywhere because each one of them make money. We have a collection of these 7-Elevens, if you will. That’s our steady base. Once in a while we have our super hits like Pretty Pet Salon and Star Girl, with huge numbers. I won’t say that those aren’t pleasant surprises, because we’ve been working at it, but sometimes things just work extremely well. That’s how we get our gravy on top. This is how we actually run our business. We can run this any which way. As a business, I would prefer that over super hits, super driven and here today, gone tomorrow.

IMA: Talking about more international, emerging markets, you guys are Hong Kong-based, what do you think is the key to success in emerging markets such as China?

Kim: China is its own animal. Whenever you talk about the international market, or the emerging markets, you have to caveat China because [China is] its own thing. Few companies, even American-Chinese companies, have a difficult time penetrating China. It’s a tough market to crack. [Animoca is] in a great geographic, and figurative, location. We’re seeing everything. Although we’re Hong Kong-based, our view is global. We’re almost evenly distributed, slightly skewed more toward the U.S., then Asia about a third, and then the rest of the world. Of the companies that are public and have their numbers out in the open, I don’t know of companies that are as evenly distributed. Rovio is everywhere. But other than those exceptions, companies like ours, that produce, develop and publish games, to have even distribution of revenue is unique.

We’re able to do that because we’re not in [Silicon Valley]. When you’re in the Valley, enough people have myopia, they think the world starts in the Valley and ends in New York. While that is the single largest market, it certainly isn’t the only market, and certainly not the majority of the global market. We refer to [certain countries] as emerging markets economically, but in Korea, Hong Kong, the penetration rate is higher than it is in the U.S. You can actually get a lot of trends if you pay close attention to a market like Korea. There are a lot of things that happen there where you can see that’s where the rest of the world is going to go. Korea showed that they were ahead in search before Google. Before Facebook, there was a company in Korea called Cyworld that took over the market. Korea exports Samsung, Hyundai and games. Somewhere between Samsung being there, mobile taking off as it is, and having games in their DNA, they are the trendsetters. You can see the viral social growth of games on the Kakao platform in Korea. That’s probably a foreshadowing of a lot of things that are going to happen elsewhere. Being in Hong Kong, not so much the geography, but being outside the U.S., and being able to see a more broader view of what’s happening globally, you’re actually able to see that pattern a lot more clearly. And not so much the blinders, California and New York view. Great states by the way. (more…)

CocoaChina hires Kai Zhao as its U.S. VP of Engineering, plans to launch social gaming platform in 2013

Chinese mobile game company CocoaChina today announced it hired of Kai Zhao as vice president of engineering as well as revealing some of the company’s plans in 2013.CocoaChina logo

Zhao is tasked with leading the technical direction for infrastructure supporting mobile games published in the U.S. Before joining CocoaChina, he was most recently the co-founder and chief technology officer for photo sharing startup Keepsy. He also co-founded Chinese translation website Yeeyan and worked for more than 15 years with major tech companies including AOL, Netscape and Motorola.

In 2013, CocoaChina has big plans for the U.S. and for the rest of the world. The company’s most important plan for this year will be the launch of its own social game platform around Q2 2013, which will be similar to GREE’s platform, DeNA’s Mobage platform as well as communication platforms with gaming platform elements like KakaoTalk and Line. It’s other plans include publishing third-party games in the U.S. from top Chinese developers, as well as its own titles, and launch a beta version of its development toolset for cocos2d-x, an open-source, cross-platform 2D game engine, by the end of Q2 2013.

Zhao’s experience building and maintaing large scale infrastructures for AOL products such as AOL web mail and AOL photo will translate to doing the same for CocoaChina’s upcoming social gaming platform, says Lei Zhang, CocoaChina’s U.S. general manager.

“We are looking to build an infrastructure that supports that scale, so Kai’s experience both hands-on and management experience in that scale, for the U.S., is tremendously valuable,” he says.

In late November 2012, we reported that CocoaChina’s FIshing Joy 2 was raking in $1.6 million in gross revenue a month on Android in China, with a conversion rate of more than 30 percent and saw average revenue per daily active user (ARPDAU) of $0.40. Fishing Joy 2′s gross revenue figure has since increased, according to Zhang, by more than doubling to $4 million in gross revenue as of February 2013. Zhang notes that seasonality from the Chinese New Year may have attributed to the recent increase in monthly gross revenue.

CocoaChina as a company, which was founded in 2008, started as a developer community for iOS developers, sort of like a Facebook or MySpace but for mobile developers only. The company also develops and publishes first-party and third-party mobile games mainly in Greater China as well as for the rest of the world. CocoaChina has partnerships with companies such as Disney Mobile, U.S. mobile developer Z2Live, South Korean gaming giant Nexon, and more, where CocoaChina publishes its partners’ games in the Chinese market. Lastly, the company is the sole financial backer of cocos2d-x.

Nexon reports 39% year-over-year increase in revenues to $331.4M

Nexon today reported revenues of 30.9 billion yen ($331.4 million) for Q4 2012, up 39 percent year-over-year from 22.2 billion yen ($236.6 million) and up 9 percent from $304 million in Q3 2012.Nexon logo

Despite the increase in revenues, the free-to-play gaming giant saw a net loss of 94 million yen ($1 million), due to a write-down for its investment in JC Entertainment and the new interpretation of South Korean tax regulation, according to the company.

The South Korean company, which moved its headquarters to Tokyo and raised $1.3 billion before its IPO in 2011, is most known in the U.S. for its free-to-play massively multiplayer online role-playing game MapleStory.

Operating income was 9.8 million yen, an increase of 5 percent year-over-year. Both total revenues and operating income exceeded the company’s expectations. Operating income margins fell from 41.4 percent in Q3 to 31.6 percent in Q4 in which the company cited its larger mobile games portfolio had lower profit margins compared to its higher-margin downloadable game business in China.

Looking forward to Q1 2013, Nexon expects its mobile business to generate between 7.4 billion yen ($79.4 million) and 8.1 billion yen ($87.4 million), a more than thirty-fold increase from 225 million yen in Q1 2012.

Nexon had a couple key acquisitions of mobile-social developers in 2012, and announced a partnership with DeNA last month. The company believes it will benefit from its lineup of marketing initiatives on DeNA’s social gaming platform Mobage. Nexon first acquired Tokyo-based mobile-social game maker inBlue for an undisclosed amount in late June 2012, and later acquired Japanese mobile-social game developer Gloops for $469 million in October 2012. Gloops is well-known for its games on DeNA’s Mobage platform.

The company’s stock closed today after its earnings report, down 3.4 percent to 857 yen ($9.20).Nexon Q4 2012 earnings reportNexon stock February 13 2013

Mominis rebrands as PlayScape

Mobile game publisher Mominis today announced that it is rebranding as PlayScape, a name based off the company’s existing platform PlayScape, which offers cross-game experience points and currency.Mominis PlayScape logo

“We’ve grown exponentially and evolved significantly, and we want our name and brand to reflect that,” said Eyal Rabinovich, co-founder of MoMinis in a statement. “PlayScape represents our vision of providing a fully integrated ecosystem, from development and distribution, to optimization and data analysis in one holistic offering.”

After five years as Mominis, the company will be not only change its logo and website domain name, but also all of its existing products under the PlayScape name — PlayScape Studio, PlayScape Platform and PlayScape Center.

PlayScape, has acquired 40 million users to date, with six million monthly active users and one million daily active users. The publisher plans to launch 100 games in 2013, ranging from arcade games to action games to puzzlers.

The Israeli company recently secured $6 million in Series B funding from Gemini Israel Ventures as well as from previous investor BRM Group. The company plans to land another $4 million in equity to complete the latest round.

GREE lifts the lid off $10M investment fund for mobile game developers

GREE today lifted the lid off the GREE Partners Fund, a new program where the mobile-social gaming powerhouse will be making significant equity investments in talented, independent mobile game developers in the free-to-play space.GREE logo

“From our perspective, we view [the GREE Partners Fund] as if this is going to be a long-term relationship, then we can open the kimono and share everything that we’ve learned,” says jim Ying, GREE’s new VP of developer relations and publishing.

Last year, the Tokyo-headquartered company acquired developer Funzio, who’s now developing first-party games for GREE, and invested an undisclosed amount of money in Vancouver, Canada-based IUGO Mobile and $3 million in independent mobile game studio MunkyFun. All the acquisitions and investments are part of GREE’s strategy of making significant investments in developers.

“We unofficially announced the [GREE Partners Fund] a month back with MunkyFun, Ying tells Inside Mobile Apps. “It’s the same model. We’re including it as the first recipient of the fund.”

Ying will run the program, and GREE will invest $1 million or more into developers. Similar to the IUGO Mobile and MunkyFun deals, GREE will be investing money into developers for equity. GREE’s not only brining money to the table, it will also share its knowledge and know-how in areas such as monetization and retention as well as support partners through marketing efforts, post-launch operations, growth initiatives and more. Partners will also have access to GREE’s business analytics team, so partners can drill down into their game metrics.

GREE is focusing more on partnering with a developer based on a team’s talent pool and track record over anything else like a specific game a developer made, Ying adds. GREE aren’t just looking for any old developer, though. GREE is only looking to partner with developers who have the potential to make games that can be a top 25 grossing title, Ying says. The developer also had to have released a free-to-play mobile game that has had some success, and have experience in post-launch operations such as events or content.

Since this partnership model is hands-on, GREE will be initially looking for local developers from North and South America. Developers who are interested in the GREE Partner Fund can find information or apply here.

Com2uS revenues dip quarter-over-quarter to $19.5M in Q4

Mobile game developer and publisher Com2uS reported revenues of 21.2 billion KRW ($19.5 million) and profits of 3 billion KRW ($2.8 million) in Q4 2012. Both revenues and profits quarter-over-quarter for the South Korean company were down by five percent and 60 percent, respectively. Last quarter, Com2uS saw 22.4 billion KRW ($20.5 million) in revenue and 7.5 billion KRW ($6.8 million) in profit. However, both revenues and profits were up year-over-year, with an 89 percent increase in revenues and 145 percent increase in profits.Com2uS logo

Com2uS’ smartphone revenues for Q4 were 19.8 billion KRW ($18.2 million), up from 138 percent in Q4 2011 at 8.3 billion KRW ($7.6 million), but down 6.2 percent quarter-over-quarter. Smartphone sales attributed to 93 percent of the company’s total revenue, slightly down from 94 percent in Q3 2012. The company saw stable revenue from existing games like Tiny Farm and from titles within the Kakao Talk Game Center like Com2uS Homerun King, Derby Days and Tiny Pang.

Sales in South Korea accounted for 64 percent of total sales in 2012 at 49.1 billion KRW ($45.1 million), up 163 percent from 2011 domestic sales of 18.6 billion KRW ($17.1 million). Overseas sales for Com2uS in Q4 were down 17 percent quarter-over-quarter at 6.7 billion KRW ($6.1 million), although up 18 percent year-over-year. The company said launch delays of new games led to the quarter-over-quarter smartphone and international revenue decreases.

Com2uS also revealed its earning estimates for 2013, expecting 101.7 billion KRW ($93.3 million) in revenue, which would be a 32 percent increase from 76.9 billion KRW ($70.6 million) in 2012. The company also estimated 24.1 billion KRW ($22.1 million) in profit, up 18 percent from 20.5 billion KRW ($18.8 million). Other plans for the company in 2013 include launching approximately 50 new games (33 in-house, 17 third-party), an app to compete with messenger apps KakaoTalk and Line and expanding to core — the U.S., Japan and China — markets through local platforms.Com2uS Q4 2012 financial resultsCom2uS 2013 earnings estimates

Amazing Ants surpasses 1M installs in one week, ranks in the top 5 on the top free iPad apps chart

Indie mobile game developer Twyngo revealed to Inside Mobile Apps that their first game, Amazing Ants for iOS, surpassed the 1 million install mark in one week since the title’s launch on Jan. 10.Twyngo logo

“It’s been very gratifying to see the degree of enthusiasm and success about the game, Twyngo co-founder Unni Narayanan told Inside Mobile Apps. “We knew that we had built an atypically high quality product with a rich experience that appealed to a broad category of people.”

Twyngo is the second game published under mobile game developer Pocket Gems, a new business venture that Pocket Gems announced it was pursuing back in December 2012. Developer dreamfab’s Chasing Yello for Android was the first title published by Pocket Gems in late December 2012.

Narayanan says Pocket Gems was a great help to Twyngo by guiding his team through the process of creating a successful game based on a freemium model.

“There’s exceptional value delivered in the game for zero price,” Narayanan says. “Pocket Gems was instrumental in helping us see the benefit of the freemium model. The reason the game is a success is that the game is of high quality and a rich experience, but it’s also broadly accessible to a lot of people because we’re doing the freemium model.”Amazing Ants screenshot

With more than 1.3 million installs and counting, Narayanan believes the potential for Amazing Ants to continue to grow is huge.

“The potential market is very, very large,” he says. “We’re going after the same demographic that an Angry Birds or a Cut the Rope reach out to. The market size is huge. As long as at the grassroots level people like the game and are enjoying it, we can see more growth.”

Narayanan emphasizes that Amazing Ants’ appeals to people who are looking for a wholesome experience.

“There’s an untapped opportunity for people to still develop family-friendly games that appeal across multiple age groups,” he says. “The reason our game is resonating with many folks is that people want that sensibility, that rich, immersive cartoon-like experience. They want that, but they want a different mechanic than what they’ve seen already out there. That’s a sentiment that we’re tapping into.”

According to our traffic tracking service AppData, Amazing Ants is currently ranked No. 4 on the top free iPad apps chart, ranking as high as the No. 2 spot on Monday.

Check out our review of Amazing Ants on our sister site Inside Social Games here.

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