Stores and publishing

App stores news, their innovations, and the success of certain games on them. This section also features articles about the peculiarities of game publishing.

At the end of October, the cooperative multiplayer game Superball by the Chinese indie studio Pathea Games was released. The studio is best known for their life simulation hit, My Time at Portia. The project took a long time to reach a full release and is still experiencing difficulties. We spoke with Yao Liu, one of the key developers of Superball, about the project’s journey and the hopes of its developers.
At the end of October, the cooperative multiplayer game Superball was released by the Chinese indie studio Pathea Games, which is well known today for the life simulation hit My Time at Portia. The project took a long time to reach a full release and is still facing difficulties. We spoke with Yao Liu, one of the key developers of Superball, about the project's journey and the developers' hopes for the future.
As always on Wednesdays, we publish material in the "Investor/Publisher Wanted" section. Let us remind you, this section is dedicated to projects seeking investments, publishers, or assistance in promotion. The subject of today's publication is "Tankers Online," a modern take on the NES classic Battle City (also known as Tank 1990)
In October, a PC-focused military shooter and a new installment of the enduring monster-catching saga vied for the title of the biggest release. The latest edition of the monthly gaming market review features a wealth of data and charts on revenue, sales, and other metrics for major releases, indie hits, and unexpected newcomers
In 2023, the Saudi company Sandsoft announced grand ambitions — it aimed to become an influential publisher within five years, capable of competing with giants like Tencent, Electronic Arts, and Activision Blizzard. However, it seems that their plan has failed
Phil Spencer, the CEO of Microsoft Gaming, stated that the company's primary application of AI is focused on security and moderation of Xbox Live, with no directive in place to integrate AI into the creative process. Additionally, he pointed out the brand's enhanced presence in the traditionally difficult Japanese market.