December 6, 2016 Dropping Out "If someone doesn't get the feature we had, I don't think they'd be able to sell more than 100 units" Catching up with Creative Head Ankush Madad at NGDC 2016
November 25, 2016 Now Playing Now playing: Tommy Palm on Kingdom Rush Frontiers What games are keeping the industry busy after hours?
November 24, 2016 Super Mario Done Don't expect Super Mario Run to compete with Pokemon GO, says Sensor Tower 92% of all games launched in Q3 2016 were free-to-play
November 22, 2016 Mobile Mavens What do mobile developers think of Super Mario Run's premium $9.99 price? Is Nintendo jumping too high with the cost?
November 16, 2016 New Platform, Same Nintendo Why Super Mario Run is an exciting moment for mobile and premium games A landmark moment
October 12, 2016 Minute To Win It Three people, 30,000 sales in the first month, and played by PewDiePie: the making of 60 Seconds! Robot Gentleman reflect on the post-apocalyptic indie hit
September 26, 2016 The Saga Concludes From paperbacks to touchscreens: the making of Sorcery! Creative Director Jon Ingold reflects on the four-part epic
September 21, 2016 Free To Paid AlphaPit developer on going premium after $240 lifetime revenue from ad-supported free-to-play Shane McCafferty on ditching F2P for premium
August 30, 2016 Indie Mavens Are paid apps dead or is there still life in premium mobile games for indies? Our Indie Mavens weigh in
August 12, 2016 Nearly Free-to-play Top Indian indie games selling at $0.15 apiece as part of Indian App Store's Independence Week Four Indian Mavens featured
August 5, 2016 Jurassic Going Premium Why Bebopbee shifted from F2P to premium for Jurassic GO - Dinosaur Snap Adventure CEO Rajeev Nagpal explains all
July 13, 2016 "craft Games Studio" Monument Valley lead designer founds Mountains, a new Melbourne games studio Three-person team focused on premium mobile games
May 20, 2016 Happy Valley Two years and 26 million downloads on, Monument Valley has generated $14.3 million 73% revenue comes from iOS
February 17, 2016 Labour Of Love Two years of cancer and crafting: The making of Crashlands Butterscotch Shenanigan's Seth Coster on hard years
February 3, 2016 Coming Soon Mediocre on new game DIRAC and playtesting the social way Swedish indie looks forward to a big 2016
January 19, 2016 Harder Than It Looks Square Enix Montreal's Patrick Naud on transitioning from triple-A console to mobile dev New tricks
October 13, 2015 Putting The Pieces Together Howdunnit: The making of Her Story Sam Barlow talks inspiration
October 8, 2015 Forced Into F2p Crescent Moon founder Josh Presseisen on the quiet death of premium games New York indie increasingly embracing F2P
September 22, 2015 Super Spider Sequel 2 years, 20 contributors, and "alarming" sales - The making of Spider: Rite of the Shrouded Moon Tiger Style on pushing the boundaries of mobile plausibility
September 22, 2015 How He Dunnit Her Story dev Sam Barlow on how the innovative detective game found an audience Sam Barlow interviewed
September 7, 2015 Going It Alone Boomlagoon founder Tuomas Erikoinen goes solo with Part Time Monkey Former CCO steps down to pursue indie dev
July 8, 2015 Back To Basics Why three-man-indie Framebunker is going iOS, paid and niche core Nicholas Francis and Charles Hinshaw's vision
June 16, 2015 Staying Premium? Square Enix reveals stylised puzzler Lara Croft Go for mobile Tomb Raider in the style of Hitman Go
June 10, 2015 Kalypso's First Baby Right place, right time, right price: the making of Crowntakers The story behind Kalypso's first mobile game
April 28, 2015 Big Bucks Premium on mobile still not dead, says late entrant Kalypso Marcus Behrens is backing the premium business model
April 10, 2015 My Store My Rules App Store featuring of CSR Racing IAP pack underlines promotion of iOS-exclusive paid content Releases from Kabam, Ubisoft and Warners ignored
March 26, 2015 Bouncing Bean Coming on leaps and bounds: the making of Bean Dreams Kumobius on the development of their paid iOS platformer
February 16, 2015 Pay Once & Play Apple promotes games without in-app purchases App Store differentiation
November 21, 2014 Stateside Learning from Taylor Swift: Your game is worthless but you can give it value Welcome to mobile gaming in 2014
November 19, 2014 Mobile Mavens Was it okay for ustwo to charge for Monument Valley: Forgotten Shores? Or should it have been a free release?
November 17, 2014 Opinion Reaction to Monument Valley's Forgotten Shores IAP shows mobile gaming at its worst Nothing wrong with paying to play
August 19, 2014 Interview We're trying to build respect with our players, explains inkle's Jon Ingold A premium trip
August 12, 2014 Interview Madfinger's Marek Rabas on why F2P games need to focus on emotions not challenges A freemium defence
August 6, 2014 Apple analytics: 66.3 percent of all App Store software is freemium Average price of a game is $0.74
July 9, 2014 Interview Koch Media CEO on releasing a $5 2GB point-and-click adventure for iOS Dr. Klemens Kundratitz believes in premium
June 24, 2014 Pg Connects Frogmind: Badland did as well as a paid game can do, we're "interested" in F2P Amount of revenue premium games make is falling
May 9, 2014 Stateside Stateside: Why choose between F2P and Premium when you can have both? An unnecessary choice
April 17, 2014 Is F2P the only way? $3.99 Out There was "profitable 3 weeks after release" Developer Michael Peiffert waves the premium flag