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Cover of Our Analysts' Picks for Best Mobile Games of 2019
Article

Our Analysts' Picks for Best Mobile Games of 2019

The mobile gaming landscape in 2019 was defined by the widespread adoption of battle pass monetization, the integration of midcore features into casual titles, and the successful migration of major console intellectual properties to mobile platforms.

  • The 'Battle Pass' model emerged as a dominant industry trend in 2019, with Clash of Clans successfully implementing 'Season Challenges' to drive significant engagement and revenue growth.
  • Call of Duty: Mobile was the standout new release of 2019, achieving record-breaking launch performance with over 100 million downloads in its first week.
  • Black Desert Mobile successfully bridged the gap for Western audiences by adapting the MMORPG genre with streamlined UI and combat mechanics, maintaining a top 200 grossing rank since its December 2019 launch.
GameRefineryJan 2020
Article

Logitech's Streaming Adventure: Does Buying StreamLabs Really Make Live Streaming More Accessible?

This analysis examines shifting power dynamics and consolidation across the gaming landscape, focusing on how major hardware and platform holders are pivoting toward service-based ecosystems.

  • Logitech acquired StreamLabs for $89 million as part of a vertical integration strategy to link hardware sales with streaming software services.
  • Sony reduced PlayStation Now pricing to defend its market position against emerging cloud gaming competitors, leveraging a 49% brand awareness rate among console gamers.
  • Major tech firms including Facebook, Verizon, and Apple are increasing investment in virtual reality to offset slowing smartphone sales, aided by the rollout of 5G infrastructure.
SuperJoostOct 2019
Cover of 4 Reasons Why You Want to Quit Playing Hearthstone
Article

4 Reasons Why You Want to Quit Playing Hearthstone

Hearthstone, once a dominant force in the collectible card game (CCG) market, faced significant player attrition by 2017 due to evolving design choices and monetization strategies.

  • The reliance on high-variance, random mechanics in Hearthstone has devalued player skill, turning strategic matches into coin flips and alienating both casual and hardcore segments of the player base.
  • Hearthstone’s lack of social and cooperative features, such as guilds or in-game community hubs, limits player retention and prevents the game from building the long-term engagement seen in competitors like Clash Royale.
  • The shift from 'Adventure' content—which provided a clear path to earning specific Legendary cards—to a standard expansion model has increased the financial barrier to entry, often requiring players to spend $100 or more to remain competitive.
Deconstructor of FunApr 2017
Cover of Cultural Adaptation of Social Games to the Japanese Market
Article

Cultural Adaptation of Social Games to the Japanese Market

The Japanese social gaming market presents a high-barrier, high-reward environment that requires extensive cultural adaptation rather than simple translation.

  • Successful entry into the Japanese market requires deep cultural adaptation, as demonstrated by Nika Entertainment’s 'Atlantis Adventure' maintaining a top position on the Mobage platform for over 40 weeks.
  • Visual assets must be localized to match Japanese aesthetic standards, which include bright color palettes, character designs with large eyes and small bodies, and architectural styles that align with local expectations.
  • Developers should avoid imagery that could be perceived as mutant-like to prevent negative associations with historical events like the Fukushima disaster.
Game World ObserverJul 2016
Cover of Games Lift: Batch 1 Selected Projects
Article

Games Lift: Batch 1 Selected Projects

Gamecity Hamburg launched its inaugural Games Lift incubator program in 2020 to foster the growth of local game development talent.

  • Gamecity Hamburg launched the Games Lift incubator in 2020 to provide financial support, infrastructure, and professional mentorship to emerging local game developers.
  • Five projects were selected from 16 applicants: Alchymia, Crumbling, Leif's Adventure: Netherworld Hero, Luna Park, and Ninja Brigade.
  • Each of the five selected teams receives 15,000 euros in funding, access to a co-working space, and a three-month intensive workshop program.
Gamecity Hamburg
Cover of The Teams and Projects of the Games Lift Incubator: Germany
Article

The Teams and Projects of the Games Lift Incubator: Germany

The Games Lift Incubator, based in Hamburg, Germany, serves as a professional development program designed to support independent game developers in refining their projects and navigating the complexities of the industry.

  • The Games Lift Incubator in Hamburg supports independent developers by providing mentorship, business management training, and networking to transition early-stage concepts into market-ready products.
  • The current cohort consists of five distinct projects: Alchymia, Crumbling, Luna Park, Leif’s Adventure, and Jonah Weingarten’s Ninja Brigade.
  • The incubator’s VR projects utilize specialized mechanics, including motion-controlled toy manipulation in Crumbling and redirected walking technology in Luna Park.
Gamecity Hamburg
Cover of At the Milestone Pitch: Games Lift Incubator 2020
Article

At the Milestone Pitch: Games Lift Incubator 2020

The Games Lift Incubator 2020, an initiative by Gamecity Hamburg, reached its midpoint in October 2020, marked by a milestone pitch session where five participating indie development teams presented their progress to industry mentors and an awarding committee.

  • The Games Lift Incubator 2020, managed by Gamecity Hamburg, is supporting five indie studios—Curvature Games, Project Crumbling, OneManOnMars, Ninja Brigade, and Alchymia—through a structured mentorship program.
  • The program focuses on bridging the gap between creative concept and market viability by providing specialized coaching in PR, investor readiness, and business development.
  • Mentorship is provided by industry experts from organizations including Niantic, Raw Fury, and KING Art, covering areas such as crowdfunding, visual consistency, and project management.
Gamecity Hamburg
Cover of Leif’s Adventure Is a Developer’s Dream Come True: Germany
Article

Leif’s Adventure Is a Developer’s Dream Come True: Germany

The development of the side-scrolling action-adventure game Leif’s Adventure serves as a case study for independent game creation within the Hamburg, Germany, ecosystem.

  • The development of 'Leif’s Adventure' serves as a model for solo indie production, utilizing the Unity engine and a freelance network to maintain a hand-illustrated aesthetic.
  • The project participated in the 2020 Games Lift Incubator in Hamburg, a program designed to help independent developers transition from core production to commercial viability.
  • The game features an asymmetric cooperative mode that allows players of different skill levels to play together, a mechanic developed through iterative playtesting rather than market research.
Gamecity Hamburg
Cover of The Bar Is Set: Gamecity Hamburg Games Lift Graduation
Article

The Bar Is Set: Gamecity Hamburg Games Lift Graduation

The Games Lift Graduation event marks the conclusion of a three-month incubator program hosted by Gamecity Hamburg, designed to support emerging game development talent.

  • Gamecity Hamburg concluded a three-month incubator program for five emerging game development teams, transitioning their projects from early concepts to refined, playable demonstrations.
  • The incubator showcased a diverse portfolio of titles including the rogue-like Alchymia, the action-adventure Leif’s Adventure: Netherworld Hero, and the metroidvania-inspired Ninja Brigade.
  • Virtual reality innovation was a core focus of the program, highlighted by the projects The Amusement and the action-roguelike Crumbling, which featured technical advancements such as redirected walking.
Gamecity Hamburg
Cover of Road to Polaris: Five Hamburg Indies at the Convention
Article

Road to Polaris: Five Hamburg Indies at the Convention

Gamecity Hamburg facilitates the participation of five local indie developer teams at the Polaris Convention, held in Hamburg from October 28 to 30, 2022.

  • Gamecity Hamburg supported five local indie studios at the Polaris Convention in Hamburg from October 28–30, 2022, to increase regional talent visibility.
  • The Polaris Convention served as a major industry platform, spanning over 20,000 square meters and hosting more than 250 exhibitors, including major publishers and e-sports organizations.
  • The five featured studios and their titles were OneManOnMars (Leif's Adventure: Netherworld Hero), Impawsible Games (Jonah Weingarten's Ninja Brigade), Beardshaker Games (Soulitaire), Curvature Games (The Amusement), and Radioactive Dreams (Turbo Shell).
Gamecity Hamburg
Cover of OneManOnMars Releases Leif's Adventure: Netherworld Hero
Article

OneManOnMars Releases Leif's Adventure: Netherworld Hero

The independent studio OneManOnMars, led by Roman Fuhrer, officially released the 2D action-adventure title Leif's Adventure: Netherworld Hero on December 19, 2024.

  • OneManOnMars released the 2D action-adventure title Leif's Adventure: Netherworld Hero on December 19, 2024, across Steam, Nintendo Switch, and PlayStation platforms.
  • The project spanned a seven-year development cycle, evolving from a solo endeavor into a collaborative production supported by publisher Mindscape.
  • The game's development was significantly influenced by participation in the 2020 Games Lift Incubator in Hamburg, which provided critical networking and professional guidance.
Gamecity Hamburg
Cover of Games Lift: Fading Skies Is a Grand Adventure for a Small Team
Article

Games Lift: Fading Skies Is a Grand Adventure for a Small Team

The development of Fading Skies, a genre-blending title combining 3D platforming with action RPG elements, serves as a case study for the challenges and creative autonomy inherent in small-team game development.

  • Fading Skies is a 3D platformer and action RPG developed by a two-person team, Ronja and Marc Fleps, who previously worked in the Hamburg games industry.
  • The project gained industry recognition by winning the Newcomer category at the 2018 German Computer Game Awards.
  • The developers prioritized creative autonomy and high quality standards over rigid deadlines, resulting in an extended development timeline for the self-funded project.
Gamecity Hamburg