In-appPurchase

Latest

  • Magic 2014: Duels of the Planeswalkers available now on iOS

    by 
    Mike Schramm
    Mike Schramm
    06.28.2013

    I got to see Magic 2014 in action back in May of this year, but the game is now available both on the iOS App Store and on Steam for both Mac and PC. (Update: Turns out it's not available for the Mac. Last year's version wasn't either, unfortunately.) The biggest new feature of this year's go-round is the "sealed play" mode, which allows players to build a deck using cards from a set of sealed random booster packs. Usually in these games, you have to use one of the prebuilt decks, but the sealed play mode provides another option for experienced players (or anyone looking ot mix things up). Unfortunately, you only get a couple of deck slots to build in, and you can't reset them, so you have to buy more if you need them. Kind of a cheap move on Wizards of the Coast's part. There are also brand-new cards in this game, and in fact some of the cards are available to play here even before they arrive in the paper game later on this year. Magic 2014 is a free download on the iPad, and then you can buy the whole game (or separate decks) via in-app purchase for $9.99.

  • Daily iPhone App: Haunted Hollow is frighteningly good

    by 
    Mike Schramm
    Mike Schramm
    05.03.2013

    I've been crowing about how great Firaxis' Haunted Hollow is since GDC earlier this year, so odds are that you've probably already seen me telling you once (or more) to go pick it up. But in case the message hasn't gotten through yet: Go pick it up. Firaxis' latest game is just an excellent, well-produced strategy game, something that's casual enough for even kids to pick up and play, and complex enough that strategy nuts like myself will find plenty of depth to play with. Haunted Hollow is a turn-based strategy game, where you build up a haunted house as you play, summon monsters from the various rooms in the house and then send those monsters down into a town to scare houses and fight other monsters. There's an excellent tutorial for the game that will teach you the basics, but just playing should be easy as well: The title uses "fear tokens" for each turn that make it very clear just how many actions you have left to use as you play. The game's various monsters mix things up as well: Some are very good at moving around and scaring townspeople, while others are slower but much stronger at fighting. There's a set of challenges to play through, which will introduce you to all of the game's more advanced strategies and monsters if you like. And perhaps the best thing about Haunted Hollow is its business model. The game is free to play, and you get access to one of the game's houses and its associated monsters for free. If you want, you can buy a few in-app purchase packs to pick up the rest of the various monsters. Or (and this is the best part), you can pay just $7.99 once, and get access to all of the monsters for the game's "season 1" right away. That's a great deal -- this is an excellent, well-built game, and paying just $8 for all of the content (which will run you nearly $20 if you buy it piecemeal) is a nice refreshing option given all of the various in-app purchase scams out there on the App Store. The one thing I think is missing from Haunted Hollow is some sort of out-of-game progression -- unfortunately, while you do level up throughout a match, there's no real progression system to keep you playing from match to match. But that's not a huge complaint, as playing the individual matches are plenty of fun anyway. So I recommend this one without reservation at all: Go download Haunted Hollow for free, and enjoy the great work of Firaxis in one of the best titles of the year so far.

  • Plague, Inc. gets a new virus, delivered in an interesting way

    by 
    Mike Schramm
    Mike Schramm
    02.26.2013

    Plague Inc. is one of the most popular strategy games on the App Store: It's a title with the gory premise of you controlling a plague running around the world, trying to infect as many people as possible before the rest of humanity can come up with a cure. The game's latest update is out this week, and it adds a new virus to play with called the "Necroa" virus. This virus reanimates dead people and causes them to want to attack the living -- in other words, it creates zombies, and the update comes with an extra opposition force called Z Com to mix up the strategy a little bit. But even more interesting than the new update to the game is how it's being distributed. If you can beat (or have beaten) Plague Inc. on the highest difficulty, you get the new content for free. If you can't, then you can get the content via an in-app purchase of US$1.99. I haven't seen an app do that before. Of course, a lot of apps have sold convenience items via in-app purchase, or used purchased items to let players reach goals faster, but I haven't ever seen a developer make an item available based on difficulty. We'll have to see exactly how that works for them as the update goes forward. In the meantime, the update is live right now, and you can download Plague Inc., if you haven't yet, for 99 cents.

  • Civ Revolution updated, with multiplayer and more

    by 
    Mike Schramm
    Mike Schramm
    02.21.2013

    Civ Revolution is one of my favorite apps on my iPad -- I'm a big Civ fan, and I think Civ Rev is a great touchscreen adaptation of the series. And now, it's even better: 2K Games has released an update for the app that adds a number of new in-app purchase packs, giving you the option to pick up new units, new buildings, new wonders and other new content. Each of the packs is available for just US$0.99, or you can get the "Master Bundle" for $3.99. In addition to that new content, there's also a multiplayer mode now available for in-app purchase. For $2.99, you can buy a mode that lets you and up to two other friends jump in and challenge each other for world domination, either in a custom game or a quick game. Yes, it's a little strange that this content is added in with an IAP, rather than offered up for free as it usually is with most other titles. But certainly 2K must have worked hard to port this feature over, so it's a small price to pay if you have friends waiting to play with you. And there's more good news: For a limited time, the app's price has dropped to just 99 cents, so you can save a buck or two there. Civilization Revolution is a great title that's a really fitting adaptation of the popular turn-based strategy series, and this update adds even more value to the app.

  • Amazon adds in-app purchasing to Mac, PC and browser-based games

    by 
    Zach Honig
    Zach Honig
    01.22.2013

    Have you been itching to open your wallet in the middle of some thrilling Forsaken Planet gameplay? Soon you'll be able to build your collection of "loot coins" on the fly with a few more platforms, thanks to Amazon's new in-app purchasing tool. Think of it as 1-Click ordering from within some of your favorite Mac, PC and browser-based games, such as FreeFall Tournament or KingsRoad. You'll have access to all of your Amazon payment options, including saved credit cards and gift certificates, and developers will still be able to take advantage of the site's marketing tools, including best-seller rankings and recommendations. The feature is ready to roll out now -- it's just up to devs to flip the switch. If you're a game developer looking to beef up your own coin collection, hit up our source link to get started.

  • Daily iPhone App: Pangolin bounces its way through your custom-made platforms

    by 
    Mike Schramm
    Mike Schramm
    01.18.2013

    Last year, I participated in the game jam at 360iDev, and my idea for a game there was to make a touchscreen 2D puzzle platformer where you could swipe across the screen to create platforms to close gaps or create a navigation path. Given that I'm still a beginner game programmer, that game didn't get too far past the prototype stage, but the talented folks at developer Feedtank have been thinking along those same lines, it seems, and created this very colorful and well-made game called Pangolin. In Pangolin, you follow the titular scaled mammal, bouncing its way around a 2D world, while you use two fingers on iOS' touchscreen to make platforms for it to bounce off of. The game borrows a mechanic from golf, in that you only get a limited number of platforms to place while you try to bounce the little guy from one end of each of the game's 40 levels to the other. The action is quick and clean, so that you always have ideas about where to place platforms, and the game's style is very well done -- it's colorful but not overwhelming. Extra gems to find in each level provide a lot of replay value, and of course given the golf-style scoring, you can always try to go back and finish a level in fewer, more elegant shots. The game's nice responsiveness lets you do this well, too. Restarting a level is always quick and easy. Pangolin is a great puzzle platformer, but it's not quite the game I had in mind back at that game jam (maybe I will make that game someday), but it does smartly use the touchscreen to let you create your own bouncy platforms, and hopefully kick your little Pangolin right into the gems and the level exit he needs. You can download Pangolin and play 10 levels right now for free, with more available via in-app purchase.

  • Google announces seller support in India, now allows developers to monetize their apps

    by 
    Edgar Alvarez
    Edgar Alvarez
    10.18.2012

    All Wall Street expectations aside, Google appears to be doing relatively well for itself. And while Android may not be the company's largest source of income, it is undoubtedly a primed possession to have around -- with that, it's only natural for the Mountain View-based outfit to extend a hand to the abundant amount of folks developing for its open-sourced platform. On this particular occasion, it's devs in India who are on the receiving end of a grand gesture, with Google announcing it's now allowing them to cash in on their applications by adding in-app purchases / subscriptions to ones that are currently free, or simply by selling new, paid app creations on the Play store. Google says the valuable move was driven by India now being the fourth-largest market for app downloads, and that this is a great way to "help developers capitalize on this tremendous growth."

  • Google Play in-app subscriptions get free trial option

    by 
    Alexis Santos
    Alexis Santos
    10.09.2012

    In-app subscriptions found their way to Google Play this May, and now the folks in Mountain View are letting Android developers offer them with free trials. In order to make use of the freebie spans, you'll have to fork over your payment information to Page and Co. as if it were a run-of-the-mill purchase, but you won't get hit with the monthly fee until the dev-determined trial stretch is over. Developers looking to serve up samples of their episodic content can set a trial period that's at least seven days or longer right within the Developer Console, which means they can add the gratis option or alter its length without having to modify their apps. If the duration of the gratis subscription is changed, the tweak will only apply to new subscribers.

  • Skype strikes deal with Mach to expand direct carrier billing for credit purchases

    by 
    Jamie Rigg
    Jamie Rigg
    09.06.2012

    Skype is always finding new ways of making it easier for users to spend money, and now it's extending its carrier billing options in a new deal with Mach. From October, more users than ever will be able to buy credit for the VoIP service then forget about it -- at least until the phone bill arrives. Purchases will initially be available through a web browser, but in-app functionality is expected in the future, although there's no word on exactly which network providers will be involved. We hope, however, that sometime next month, at least a few of those who enjoy Skyping on the move will appreciate sending the bill to their carrier.

  • Microsoft opens Windows Phone Dev Center, limits in-app purchases to Windows Phone 8 (update: store rebrand too)

    by 
    Jon Fingas
    Jon Fingas
    08.07.2012

    It's a day of mixed blessings if you're a Windows Phone developer. The upside? Microsoft has shelved its old App Hub in favor of the heavily reworked Windows Phone Dev Center: along with being simpler and more reliable, it now lets app designers offer their apps in four times as many countries (three times as many for paid apps), gives them better tracking tools and lets them at last get payment from Microsoft through PayPal. We hope they aren't making too many grand plans to bring Microsoft's newly added in-app purchasing support to every title, however. The counterbalance in this story is confirmation in the Dev Center that any in-app commerce will be limited to Windows Phone 8 -- even devices running Windows Phone 7.8 will have to turn to all-or-nothing transactions to directly generate cash. While we can't say we're surprised, knowing that Microsoft hadn't mentioned legacy support before, the news no doubt dampens the enthusiasm for developers who now need to wait for a wave of new devices before they can join the freemium app gold rush. Update: WMPowerUser noticed something in that tiny text on the home page -- the artist formerly known as the Windows Phone Marketplace is now the Windows Phone Store. A small (and still unacknowledged) change, but notable for harmonizing the mobile app shop with the Windows Store on the desktop.

  • Telefonica partners with Facebook, Google, Microsoft and RIM for global carrier billing

    by 
    Zach Honig
    Zach Honig
    07.05.2012

    Making a half dozen attempts to guess your login info or typing each digit of a credit card account certainly can get in the way of following through on impulse purchases, which is exactly how you'd categorize FarmVille cash or a featured flick that you know you may not have time to watch within the month. The solution is carrier billing, eliminating those precious seconds between impulse and reconsideration, and Telefonica has just signed on to offer the service to Facebook, Google, Microsoft and RIM account holders. The partnerships will enable O2 users in Germany or Movistar subscribers in Spain to charge purchases to their mobile phone accounts, for example -- in total, 14 Telefonica subsidiaries should be up and running with carrier billing by the end of the year, though some services, such as Google Play and Facebook, have already begun to roll out. Click through to the PR after the break for the full breakdown.

  • Wolfram Alpha in-app purchase for iOS adds advanced image processing capabilities

    by 
    Zachary Lutz
    Zachary Lutz
    03.15.2012

    Version 1.4 of Wolfram Alpha has just landed in Apple's App Store, and in addition to a visual refresh for weather queries and the ability to procure items from Best Buy, users will also discover a new in-app purchase option that brings image analysis and manipulation to the venerable analytics platform. For $0.99, the new Image Input feature allows users to add filters, perform color processing and OCR recognition, detect features and view EXIF and histogram information of their photos. The Wolfram Alpha app itself will set you back $2.99, so if you've yet to hop aboard, you can expect to plunk down just shy of $4.00 for the app and its add-on -- no doubt a small price for true photo junkies.

  • MLB at Bat 2012 app out for iDevices and Android, brings in-app monthly subscriptions to iOS

    by 
    Michael Gorman
    Michael Gorman
    02.29.2012

    It's that time of year when the hot stove league gives way to spring training, and people start talking less about things like El Hombre's move to LA and more about batting averages and home runs. Thus, MLB has unleashed the MLB At Bat 2012 app to keep you up to date on your favorite squads and stars, and unlike previous iOS iterations, this time it's free. That gratis version gives users limited info (scores, standings, news, and team content), but those willing to drop $14.99 get full access for the year, which includes audio game casts, live game video look-ins and the game of the day. Additionally, there's a $2.99 monthly subscription option if you find forking over for the full season distasteful. Unlike the iOS version, Android users currently only have the $14.99 option, though the same interface is present in both apps to provide a consistent UX. Subscribers of MLB.tv get all of what At Bat 2012 has to offer for free, with Android users gaining access through the existing At Bat Lite app. Sound good? Head on down to the source and get your download on.

  • Hero Academy Dwarves update coming Feb 22, for $1.99

    by 
    Mike Schramm
    Mike Schramm
    02.16.2012

    Hero Academy has fallen a bit out of my gaming attention lately (truth be told, Triple Town is stealing most of my iOS gaming time these days, probably more than is healthy), but it's still an excellent free-to-play title, and I still have about 15 games going on at any given moment. Currently, the turn-based strategy multiplayer title boasts two different teams, the Humans and the Dark Elves, but later this month the game is getting a third team to play with: The Dwarves. The new race will go in a steampunk direction, with rocket launchers and firearms, and will not only specialize in area-of-effect attacks, but gain nice bonuses from the on-board power-ups. The Dwarves will be available via an in-app purchase of $1.99. A few players have complained about the game's balance, saying that the Dark Elves seemed slightly more powerful than the core Human fighters, and that Robot Entertainment was just trying to sell in-app purchases for a more powerful team. And while I'm sure we'll see that argument again, I'm also sure Robot Entertainment is trying as best they can to balance the teams out. Robot also says that it's working on making sure the title doesn't eat up the iPhone's battery any more than any other games, so we might see some performance updates in this release as well. Game Center integration for leaderboards and achievements should also be coming with this release, but there's no mention of a universal build, so iPad users will have to wait on that one. The new update should be out on February 22.

  • Odd GameStore app by Apple appears in App Store (Updated)

    by 
    Kelly Hodgkins
    Kelly Hodgkins
    01.02.2012

    Everyone with an iPhone is familiar with Game Center, but have you ever heard of GameStore? Discovered by Florian Schimanke, it's a game-oriented app from Apple that went live on December 31st. Unlike other iOS apps from Apple, which are well-known and well-publicized, GameStore is a mystery. As far as we know, Apple has not publicly acknowledged the app. It appeared without any fanfare and is only a shell. The description is very sparse and says only, "This application allows you to buy different things from within the app." The app costs 99-cents, and you can buy and download it to your iPhone. The app itself is barebones but references to "F1 Grand Prix Track" and "Laser Gun" suggests it'll let you by in-game items for your characters and profile. There's also a cart and a checkout process that'll track recent items and let you restore your past purchases. There are lots of things Apple can do with this app, but the obvious theory is that Apple is launching an App Store for in-app items. Anyone care to guess what Apple has up its sleeve? %Gallery-142740% Update: Apple has pulled the app.

  • Audible removing in-app purchases according to Apple's rules

    by 
    Mike Schramm
    Mike Schramm
    10.10.2011

    We've seen quite a bit of squabbling over the subscription and in-app purchase for content rules on the App Store in the past, but generally, things have tended to go Apple's way. Most companies, especially those who really depend on the iOS audience for buying their content, are eventually willing to put up with Apple's 30% cut of any content prices sold through an App Store app. But that's not the case with Audible, sellers of fine audiobooks for your iPhone and iPod touch -- the company has pulled the option to buy content directly through the app in the iOS version's latest update. iPhone, iPod touch, and iPad users can still shop through the mobile store via Safari -- there's even a link inside the app that will open up the online store in your device's browser. So essentially, Audible's just working around Apple's restrictions here. Which make Apple's restrictions look a little silly, but the goal of course is to get that cut off of all content bought in the App Store. It's a shame Audible's customers have to deal with that extra inconvenience, though.

  • Younger audiences play more freemium games, but 25-34 year-olds pay for them

    by 
    Mike Schramm
    Mike Schramm
    09.08.2011

    Flurry's latest post is yet another interesting read on freemium games on the App Store, specifically which age groups are playing them, and which age groups are paying for them. They've used consumer spending data across over 1.4 billion sessions, which means this information is as accurate as you're going to get outside of Apple's own databases. As you can see above, the patterns are interesting. Younger players are the primary users of freemium games, and that's not really surprising -- we've known for a while that the younger generation is downloading and playing more games than anyone else. But that third blue bar is the really interesting one: The people actually paying for freemium games are primarily in the 25-34 age group, right in the middle of the demographics. Sure, they're playing their share of the games, but freemium titles are almost completely funded by that stripe of the age demographic. And when you consider that the average freemium title only really pulls in-app purchases from a small percentage of its audience anyway, that age group becomes even more important. This seems logical, as most successful in-app purchase items are for convenience and time-saving. The 25-34 age group has more money but not as much free time as the younger audience, and thus are willing to shell out for items that help them in the game. But the big question is whether this will change as the years go by. As the younger audience gets older, will they become the main payers for these titles, or just stay the main players? We've only been playing with this model for a few years, and if the younger audience keeps playing without paying, freemium could be a short-lived trend.

  • Android Market gets in-app billing, your virtual nickels are now spoken for

    by 
    Sean Hollister
    Sean Hollister
    03.29.2011

    Google said they were coming this week, and here they are -- Android apps can now have their own miniature storefronts for in-app purchases galore. You'll find Tap Tap Revenge, Comics, Gun Bros, Deer Hunter Challenge HD, WSOP3 and Dungeon Defenders: FW Deluxe accept your credit card for microtransactions starting this very instant, and Android developers can start building similar functionality into their own creations right now. Head on over to our source link for instructions on how to shake those extra coins out. Don't want to commit to a full transaction yourself? Hit the break for a quick video refresher of how in-app purchases work. [Thanks to everyone who sent this in]

  • Android in-app purchases hands-on (video)

    by 
    Myriam Joire
    Myriam Joire
    02.02.2011

    Today Google announced that Android in-app purchases are coming to the platform and we were able to get a demo by Paul Sebastien of Disney. He showed us how to buy a track pack (Far East Movement, for those who care) in Tap Tap Revenge 4 over 3G on a Nexus S, and using a fake credit card! It's interesting to note that the in-app purchase UI matches the look and feel of the new Android Market and developers can implement the functionality in a few simple steps. In-app purchases should start rolling out in various Android apps this spring. In the meantime, take a look at our video after the break.

  • Catan app adds Seafarers expansion with in-app purchase

    by 
    Mike Schramm
    Mike Schramm
    01.20.2011

    The great Catan iOS game has added in its first expansion, available via an in-app purchase, and it's based on the Seafarers of Catan expansion from the original German board game. The expansion introduces ships and shipping routes to the kingdom-building simulation, and it includes 10 different scenarios to build ships in, as well as pirates, a Gold River tile and some extra victory cards with different bonuses. The expansion content is US$3.99 inside the app, but even if you don't want to shell out the extra four bucks, one of the scenarios is included, so you can at least see how it changes the game. The Catan app itself has been critically acclaimed, and I really like this model of releasing content -- it seems like a nice solid way of both making sure that content updates are significant improvements to an app, as well as allowing developers to get their own reward for releasing that content. Hopefully we'll see some more apps, outside of the board game model, take this approach in the future. [via TouchArcade]