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The Walking Dead: No Man's Land cover

The Walking Dead: No Man's Land

GameBy Next Games · Released Oct 1, 2015

Documents about The Walking Dead: No Man's Land

Cover of Beyond Almedia’s Freecash Ban: What’s up, REWARDED UA?
37 min
Gamigion37 min

Beyond Almedia’s Freecash Ban: What’s up, REWARDED UA?

The rewarded user acquisition sector is currently navigating a critical period of transition following the removal of major platforms like Freecash from the Apple and Google app stores.

  • Apple and Google removed the rewarded UA platform Freecash from their app stores due to concerns over misleading advertising practices and sensitive data handling.
  • The rewarded UA model is shifting from simple 'install and delete' mechanics to a focus on long-term engagement, play, and monetization.
  • Advertisers in the rewarded space often face challenges with profitability, as some top-tier games like Monopoly Go may pay $15–$25 per user, making it difficult to recoup costs within a one-year window.
GamigionApr 2026
Cover of 5 things Next Games learned from The Walking Dead: No Man’s Land
19 min
PocketGamer.biz19 min

5 things Next Games learned from The Walking Dead: No Man’s Land

Next Games, a mobile developer specializing in licensed entertainment franchises, identifies five core strategic pillars for successfully translating global intellectual property into engaging mobile experiences, based on the development and operation of The Walking Dead: No Man’s Land.

  • Synchronize game updates, marketing, and community management with the source material's broadcast schedule to maximize user acquisition and retention.
  • Integrate IP owners as core partners rather than external entities to gain access to exclusive content and ensure authentic brand representation.
  • Conduct deep audience research to identify specific demographics, such as younger fans prone to FOMO, and tailor game mechanics to their behavioral tendencies.
PocketGamer.bizDec 2017
Cover of How to make good decisions in games development with lessons from The Walking Dead: No Man's Land
18 min
PocketGamer.biz18 min

How to make good decisions in games development with lessons from The Walking Dead: No Man's Land

Effective game development relies on fostering a culture of empowered decision-making rather than relying on rigid, top-down bureaucratic processes.

  • Empower teams by shifting from top-down bureaucracy to a culture of shared values, such as courage, caring, and curiosity, which fosters autonomy and alignment.
  • Implement a four-step decision-making framework: evaluate value to the user, value to the business, opportunity cost of the task, and the risk of potential failure.
  • Prioritize data-driven validation over personal assumptions, using analytics to verify hunches and confirm that features genuinely delight players.
PocketGamer.bizOct 2016
Cover of Completing Mission 4 in Episode 3 Prison Voices in The Walking Dead: No Man's Land
11 min
PocketGamer.biz11 min

Completing Mission 4 in Episode 3 Prison Voices in The Walking Dead: No Man's Land

Completing Mission 4 of Episode 3 in The Walking Dead: No Man's Land requires a strategic departure from standard squad compositions.

  • Mission 4 of Episode 3 requires abandoning standard balanced squad compositions in favor of a specialized, offensive-heavy loadout to counter high-density walker waves.
  • The primary objective is to secure locations by closing doors to block spawn points, a task that leaves the acting unit vulnerable for multiple turns.
  • Armored enemies necessitate a team structure that prioritizes high-damage output over defensive tanking capabilities.
PocketGamer.bizNov 2015
Cover of Monetizer: The Walking Dead: No Man's Land
17 min
PocketGamer.biz17 min

Monetizer: The Walking Dead: No Man's Land

The Walking Dead: No Man's Land, developed by Next Games, utilizes a hybrid monetization model common in mobile strategy and RPG titles.

  • The Walking Dead: No Man's Land, developed by Next Games, maintains a consistent position within the top 50 grossing mobile charts in major markets like the United States.
  • The game utilizes a hybrid monetization model that pairs traditional time-gating for base-building and survivor training with hard currency (gold) bypass options.
  • Revenue is driven by a tiered currency purchasing structure and starter bundles that provide immediate utility, such as legendary equipment and additional squad slots.
PocketGamer.bizOct 2015
Cover of FTUE: The Walking Dead: No Man's Land
11 min
PocketGamer.biz11 min

FTUE: The Walking Dead: No Man's Land

The First Time User Experience (FTUE) for the mobile strategy game The Walking Dead: No Man’s Land demonstrates a structured, multi-layered onboarding process designed to acclimate players to both turn-based combat and base-management mechanics.

  • The Walking Dead: No Man’s Land utilizes a multi-layered FTUE to bridge the gap between turn-based combat and base-management mechanics, specifically targeting a mass-market audience drawn by the intellectual property.
  • The combat tutorial emphasizes mission objectives over direct engagement, teaching players to manage action points and evaluate the risk-reward ratio of fighting versus reaching exit points.
  • The game incorporates a base-building meta-layer inspired by Clash of Clans, introducing resource management, time-gating, and character progression to establish a long-term core loop.
PocketGamer.bizOct 2015