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  • 'Star Wars: Tiny Death Star' puts you to work for the Empire in glorious 8-bit

    by 
    Matt Brian
    Matt Brian
    11.07.2013

    There's no shortage of official Star Wars-themed apps on iOS, Android and Windows Phone, but Star Wars: Tiny Death Star might be the most retro of them all. A spin-off of NimbleBit's popular iOS classic Tiny Tower, Tiny Death Star puts you to work for the Empire as you buy, build and oversee the development of its moon-sized space station. It's the result of a partnership between Disney, LucasArts and NimbleBit, bringing together all of your favorite Star Wars characters in the familiar Tiny 8-bit style. You'll also employ 30 unique galactic "bitizens," including Wookiees and Ewoks, as you build as many as 80 residential and commercial Death Star floors. Like other freemium titles, Star Wars: Tiny Death Star uses its own in-game currency, called "Imperial Bux," which boost construction and lift time restrictions, meaning you probably won't go it Solo in your fight against the Rebels.

  • LucasArts and NimbleBit team up for Star Wars: Tiny Death Star

    by 
    Mike Wehner
    Mike Wehner
    10.04.2013

    You love Star Wars -- yes, you do, don't lie -- and if you're an iOS gaming fan, you probably also love Tiny Tower, the micromanagement game from developer NimbleBit. Now, the two have been combined in an all-new title called Star Wars: Tiny Death Star. The game tasks you with building an all-new Death Star, level by level, in the same adorable 8-bit style NimbleBit has been perfecting for years. Not much else is known about the game at the moment, as Disney Interactive has held back all but the details above, but the game is slated to arrive "soon" for "mobile devices," which will undoubtedly include the iPhone and iPad.

  • NimbleBit holding a fall sale, first episode of Tiny Tower Shorts out now

    by 
    Mike Schramm
    Mike Schramm
    11.08.2012

    NimbleBit sent along an email announcing that the company was holding a fall sale, and it made me do a double take: how does a company whose games are all free hold a fall sale? Surprisingly enough, NimbleBit found a way. From this Friday through Sunday, all of the in-app purchases in NimbleBit's freemium hits Tiny Tower, Pocket Planes and Pocket Frogs will be available for half the price that they usually are, so you'll be able to buy Tower Bux, Plane Bux or Potions or Stamps for half price. In other NimbleNews (feel free to use that for your blog, guys), the company has released its first animated short based on Tiny Tower to go along with the Pocket Planes series that was already in progress. This one riffs on Tiny Tower's upgradeable elevators, and how they sometimes tend to go a bit too slow .. or too fast. Enjoy by watching it below.

  • NimbleBit talks about the release of Pocket Planes, and what's next

    by 
    Mike Schramm
    Mike Schramm
    06.14.2012

    Brothers Ian and David Marsh's NimbleBit is finally releasing its latest freemium title today (following on the company's success with Pocket Frogs and then the hugely popular Tiny Tower) called Pocket Planes. The app borrows Tiny Tower's little pixelated denizens and moves them over into a growing worldwide airline, tasking the player with building airports and planes, guiding planes around from one real life city to the next, and ferrying cargo and passengers all of the world to earn in-game coins and "bux." Just like Tiny Tower, the title is free to download and depends on in-app purchases of bux for monetization, and just like Tiny Tower, it's completely addictive and super charming. And just like Tiny Tower, it's probably going to be a huge hit. Ian Marsh met up with TUAW here at WWDC in San Francisco today, and while he says he is a little nervous to be flying home to San Diego tomorrow as the game launches worldwide, you can tell he's not panicking too much. He's been through this process a few times already with his previous titles (though given how big Tiny Tower got, this game certainly has the highest expectations NimbleBit's ever faced), not to mention that he and his wife had a baby girl last December. In fact, NimbleBit's biggest issue with Pocket Planes, says Marsh, was that it took so long to make. Most traditional games can take years to put together, but NimbleBit is used to a much shorter production schedule, so Marsh says that Pocket Planes' development, at nearly a year, was a little too "stretched out" for the brothers. They've had to spend a lot of the last year dealing with Tiny Tower's success rather than making the game. And they have hired on a few more part-time people, but Marsh tells me that even with the success of Tiny Tower (and the presumably pending success of Pocket Planes), he still doesn't want to make NimbleBit bigger. "We like making cool games," he told me. "If we have a team of other people making cool games, I'll be jealous that I'm not making them." What would NimbleBit do if Pocket Planes fails, if the brothers start to face issues with their current Tiny company structure? Marsh grins at the thought of Pocket Planes failing. "Make the next game," he says. NimbleBit has done so well with its current titles, and has kept things so compact, that even if Pocket Planes falls out of the sky, they'll just make another game they like. Right now they're in the concept states of their next title, which will be a word game. Marsh says they're returning to an old NimbleBit title called Textropolis, from before the company's freemium days. That game requires you to make words from the names of places, and Marsh says the new game will play in a similar way ("We really enjoyed Textropolis," he says), but it will be very much influenced by Tiny Tower's aesthetic, presumably in the same way that Pocket Planes is. That's further down the line (the brothers' main task this week will probably just consist of getting feedback on Pocket Planes), but Marsh says that NimbleBit does want to make development a little quicker and simpler. "We like making relatively simple games," he says. In the future, he hopes to bring NimbleBit back to the point where it's releasing a few games a year, much like the company did when it first started on iOS. Other than that, Marsh is happy to just keep on making games that he and his brother love. "We always can," he says. "That's the great thing about not answering to anyone else." Pocket Planes should land on the App Store this evening -- we'll have more on the game itself later on this week after release.

  • Pocket Planes gets a trailer, looks great

    by 
    Mike Schramm
    Mike Schramm
    05.23.2012

    I first saw Pocket Planes, Nimblebit's next freemium title, running at GDC earlier this year. Being a huge fan of both Pocket Frogs and Tiny Tower, I can't wait to see it in action on my iPhone and iPad. Unfortunately, the game's not out yet (it's still "coming soon"), but Nimblebit has released a trailer below, so you can at least see what the game is like and how it plays. The game uses the same 8-bit aesthetic and characters as Tiny Tower, but instead of building floors in a building, you're growing an empire of airplanes, flying them around the world for fun and profit. You'll need to build up both planes and airports, and different types of planes fly at different speeds and have different fuel capacities, which can limit how far they can travel. The game looks really fun. It's a little more complicated than Tiny Tower, but shouldn't be any less addictive. As soon as it's on the App Store, we'll let you know.

  • NimbleBit builds a tiny empire of quality freemium apps

    by 
    Mike Schramm
    Mike Schramm
    03.08.2012

    NimbleBit's David Marsh kindly met with me at the Game Developers Conference (GDC) this week. While he's not interested in discussing the Zynga/Tiny Tower fiasco (a game he first showed me at GDC last year), the public's interest in that story is understandable. Zynga is a social company that uses analytics and testing to make its games easy to play and monetize. However, Marsh says he and his developer brother don't bother with a lot of analytics. "Part of the thing," he admits, "is that we don't try to figure it out a lot, because that's not the most fun part of making the game for us." NimbleBit consists of the two brothers, another programmer hired last August and David's wife, who manages support. The group is happiest while making good games that monetize themselves because users enjoy them so much. That's a contrast to many of the social and freemium titles out there. NimbleBit makes its games with love, and that's why it's funny when other companies try to copy their success without that key ingredient. When I asked Marsh if NimbleBit would consider acquisition by a larger game developer, he reiterated what he told me last year. "We're making enough money." Tiny Tower has consistently been on the App Store's top grossing list since its initial push, and then again after Apple picked it as the iPhone Game of the Year. "Getting Game of the Year for iPhone was really awesome for us," said Marsh. NimbleBit's next title, Pocket Planes, looks like it will follow the same pattern of success. Marsh gave me a quick demo of the latest build. The look and feel are very similar to Tiny Tower, but the goal is to build a network of planes that around the world, as opposed to an apartment building. Originally, says Marsh, the idea was to make a game about trains, and he even showed me a screenshot with train cars that had interiors using the Tiny Tower floors layout. But they found that running trains around tracks was too limiting and slow to be fun, so the trains became planes. Marsh says taking to the air has inspired a nice "jetsetting feel, about exploring rather than being stuck on rails." The build I saw looked great. You can buy planes with bucks earned either by playing the game or with in-app purchases, and then you can build airports at various cities, "unlocking" them with in-game gold (of course, any of that might change in the final release). Once you've got a plane and some airports to travel to, you can take missions from the in-game citizens, ferrying passengers or cargo from city to city. Each plane has a range, and each trip costs a certain amount, so the game currently consists of figuring out just how money you'll make versus spend on a certain mission. If you think that sounds complicated, you're right. Pocket Planes is the most complex freemium title that NimbleBit has put together yet. That doesn't mean it's inaccessible. While the worst you can do in Pocket Frogs or Tiny Tower is leave your frogs or bitizens unattended, in Pocket Planes you could lose money by playing badly. Could NimbleBit have the same success with a title that's more complex? Marsh says he and his brother are doing what they always do: making a game they want to play. "We're aware of the fact that it might have a smaller potential audience" due to the complexity, he says, "but that's one of the things we're interested to find out." Marsh also says that because it is still early in the development, there's lots of time left to spin the game more casual or complex. One idea he and Ian have played around with is "plane parts," which users could buy, trade, or collect, and use build planes with various stats. But that system isn't quite done, and it might not be included in the final game (or might be added in with a later update). NimbleBit hopes to release Pocket Plans in "summer, hopefully." Pocket Planes looks terrific, and it's great to see NimbleBit make great games that support a solid freemium model with excellent gameplay.

  • NimbleBit comments on popularity of Tiny Tower, working on new IP

    by 
    Mike Schramm
    Mike Schramm
    12.15.2011

    Inside Mobile Apps has an interview with the winners of Apple's choice for best iPhone game of the year, David and Ian Marsh of NimbleBit. I was a huge fan of their freemium title Pocket Frogs, but it's their latest release, Tiny Tower, that has earned a lot of solid accolades (not to mention a bunch of in-app purchase money). I talked to the guys way back at GDC earlier this year before Tiny Tower came out, so it's good to get an update like this on where they're at now. Tiny Tower's been downloaded over 7 million times so far, and the brothers expect it to clear 8 million by the end of the year. And not only are people getting the game, but they're playing it, with nearly a million daily active users at peak, and around 600,000 right now. That's phenomenal for an app of this kind. Their income is also doing very well -- most companies were aiming for around 2% of the player base to be paying for in-app items, but NimbleBit says Tiny Tower is around 5% of the player base, with the average player putting about $10 in the pot. Overall, Tiny Tower has fewer "big spenders," but the bigger player population means there's more money coming in. Very interesting -- early on, the freemium market was mostly based on "whale" customers, or people who spent a lot of money to support a lot of cheaper players. But as quality goes up, we'll probably see more apps like Tiny Tower: high quality "hits" that have a large player base with a relatively high pay rate, but not as many "whales." Fascinating stuff. The Marshes also say they're working on a brand new title which will be a whole new IP, so we'll have to stay tuned and see what they're up to next.

  • Tiny Tower breaks ground on Android

    by 
    Mat Smith
    Mat Smith
    11.20.2011

    Android takes another step closer to iOS's arguably superior gaming offering, adopting cult low-fi sim Tiny Tower. Froyo is the minimum requirement for the game run, but given the very dominant status of Android 2.0 and up, most won't find it an issue. This management sim lets you create a mix of businesses and attractions to draw Bitizens (the pixelated chaps you see above) to come live, work and play in your property. There looks to be some kind of smartphone game exchange going on, with this not-so-tiny timesink transfer following the recent appearance of Minecraft on iOS. Those willing to write off the rest of the weekend can download it now at the source below. [Image credit: Box Brown]

  • Free games and big updates this weekend on the App Store

    by 
    Mike Schramm
    Mike Schramm
    11.18.2011

    Another day of the holiday season brings a whole lot of great downloads from the App Store. What we saw yesterday was mostly new releases, but here's a list of free games (and free updates) you might want to check out. A whole bunch of great games have gone free for the weekend, including Baby Monkey, Redlynx's 1000 Heroz, Battle Slugs, Burn the Rope Worlds, Crystal Soul, Gem King, and Ragdoll Blaster 2. Every single one of those is worth a download if you don't have them yet. More free apps: Legends of Alekham, Sarge, Rise of Atlantis, Doomsday 2: Legions of Hell, and AtlantiSub. There are also some really great new freemium titles to play; Cosmonauts is one, and I've really been enjoying Battle Nations (you can friend me in that one -- I'm "toucansamurai"). Freemium title Tiny Tower has gotten a big update that adds missions, the ability to share stock with friends, and new floors and costumes to play with. Bungie's Crimson Steam Pirates is free on the iPad right now to celebrate the new 99 cent iPhone version, and there's a new Chapter 3 update with more content to play with. Zombie Gunship has added a new unlockable scenario, as well as full AirPlay support. Freemium title Rocket Chimp recently got an update for iCloud and iOS 5. Once again, there's more there to play than you'll need all weekend. Things are picking up as this holiday season gets into swing. Stay tuned, because I'm sure we'll see lots more of this over the next few weeks.

  • How to: Make your own Bitizen

    by 
    Mike Schramm
    Mike Schramm
    07.17.2011

    If you've been playing the app Tiny Tower as much as I have (and since it's free and great, you probably should be), you have likely imagined yourself as a Bitizen, one of the little residents of the floor-by-floor residential and commercial construction that is your own tiny tower. And thanks to this tutorial by developer and pixel art creator Brandon Trebitowski, you can make that a reality. He's essentially reverse-engineered the design of the little Bitizen characters (though he admits they're not in as much detail as the Retina Display-enabled game versions), and walks you through step-by-step in Photoshop how to make one of your own design. All it takes is some Photoshop grid shadings and a little coloring, so you don't even have to be a super great artist (or like me, have any design skill at all) -- just keep tweaking it until it looks right. I love it -- just like NimbleBit's own Ian Marsh, I look forward to having a Bitizen of my own as a Twitter avatar. Now I just need to figure out how to open up this Photoshop template...

  • Tiny Tower picks up a million downloads in four days

    by 
    Mike Schramm
    Mike Schramm
    06.28.2011

    Developer Ian Marsh of NimbleBit has been sharing some interesting facts and figures on Twitter about his new app Tiny Tower. Perhaps the most impressive overall is that the pixelated freemium tower simulation game has already gained a million players, despite only being on the App Store for four days. There's a large amount of engagement with these users as well; Marsh has also tweeted that each user is logging in for a number of different sessions during the day (the game encourages you to come back often to re-stock the various stores in your tower). That's added up to a lot of playtime -- over a quarter century and counting. Perhaps most importantly for NimbleBit, Tiny Tower is seeing about 2.6 percent of its users actually invest in in-app purchases, which is about double the standard amount for Marsh's other big freemium title, Pocket Frogs. Obviously NimbleBit hasn't released actual dollars earned, but you can do the math to know that there's some money coming in already. On a less-serious note, Marsh also tweeted something he calls "Tiny Tower Game Boy edition," basically just a grayscale graphics mode for the game. That's likely something that came up in development, but maybe NimbleBit is working on some new graphical styles (Update: Nope, NimbleBit was just messing around in Camera+. Oh well.). There is one update already out for approval (mostly bug fixes), and there's surely more to come.

  • TUAW's Daily App: Tiny Tower

    by 
    Mike Schramm
    Mike Schramm
    06.23.2011

    I actually played Tiny Tower for the first time back at GDC this year -- the guys at NimbleBit kindly showed me an early version of it while they were in the middle of designing the game. The title itself is now out and finished on the App Store, and after having played it for about a week already (thanks to a press preview), I can say it's an amazing title that's made even better by the fact that it's completely free to install and play. It's very much like the old SimTower game in that you create and run a tower filled with little characters called Bitizens. You can build residential floors to move Bitizens into, and then you can put them to work on other floors that fill out certain categories, like retail floors and services and recreation areas. You can assign three Bitizens to work on a certain floor, and then you pay money to stock goods in those stores and sell them to various visitors. In addition to the time-based management side of the game, there are a few games to play, like getting Bitizens to the right floor in a working elevator or playing find-the-Bitizen. These games are more integrated into the overall game than, say, the pond was in NimbleBit's Pocket Frogs, but I'm still a little disappointed that they don't have too much of an effect. You can make a few bucks at a time, and there are VIPs that show up every once in a while, but the floors you deliver people to don't seem to really have a direct effect. Nevertheless, it's fun building up your tower, and while the push notifications (if you keep them on) threaten to get annoying after a while, the amount of detail and care put into the art and strategy is excellent. There are even little extras, like a "BitBook" social network page and a fun screen to compare your friends' towers via Game Center. Tiny Tower is yet another great title from NimbleBit. It's a freemium download (and like Pocket Frogs, you can buy "convenience currency" with an in-app purchase, but I haven't needed it yet) that's available right now.

  • GDC 2011: NimbleBit on Pocket Frogs and Tiny Tower

    by 
    Mike Schramm
    Mike Schramm
    03.08.2011

    I've been a fan of twin brothers Ian and David Marsh and their iOS games company NimbleBit for quite a while now, so I was glad to finally meet them in person at GDC last week. The brothers Marsh sat down to chat with me about how the company came about, what they thought of the response to Pocket Frogs, and the game they're working on next. Before NimbleBit was formed, both brothers worked for a "traditional cell phone game development company," but when the iPhone arrived, they figured it was a chance to do something for themselves. Ian started on the company first, and David eventually joined him later on. The brothers have learned a lot over their various iOS releases, and one of the biggest lessons so far is that free is almost always the way to go. "A bigger audience is always better no matter what," I was told. Scoops was one of their first big releases, originally selling for $1 to $2, but when they switched it to free with an in-app purchase, it saw "ten times more downloads than it ever did paid."