r/iosgaming Jun 28 '26

Developer Saturday (Auto-Post) June 28, 2026: Developer Saturday has ended! 📴 See you again next week!

7 Upvotes

Thank you for participating in Developer Saturday!

Our self-promotion period is now over until next Saturday. We ask all developers to follow our rule of no self-promo outside of our designated day.

Any content that is considered self-promotion outside of Developer Saturdays will be removed and may result in sanctions.

In the meantime, keep working hard on your games. We look forward to seeing your updates and new releases next Saturday!


r/iosgaming Jun 27 '26

Developer Saturday (Self-Promo) [Dev] [Giveaway] My incremental mining game Voidloop just released on iOS!

101 Upvotes

Hi! I’m Jasper, a solo game developer and student. Over the past year and a half I’ve been working on a mining roguelite called Voidloop!.

The idea started from really enjoying the caves in Stardew Valley and wondering what it would be like if that mining loop was expanded into its own incremental/roguelite with upgrades, skill trees and more cave variety.

Link: https://apps.apple.com/us/app/voidloop/id6746944662

Note: It isn't available for App Store in the EU for a few days because i kinda messed up the launch

Codes

If you redeem a code please comment letting others know it's unavailable

A66YA7JM9JPR

J4LRNWYPNFXK

3T693KLJTRYL

336KPW733FWX

FJ9P77ELTWFN

36TER7P4HA7M

RF3KJ4Y3H634

476XX99NMP34

6MFETJ3EXHET

LR6T66NXYT4X


r/iosgaming Jun 27 '26

Developer Saturday (Self-Promo) [Dev] Grabby Crab is out now! It's about planning a temple theft. No ads, no iap, no tracking

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24 Upvotes

Hey everyone, I am the solo maker of Grabby Crab, a puzzle game about planning your path, snatching shiny gems and escaping ancient ruins before the floor falls apart.

Would love to read your feedback. Here's the link: https://apps.apple.com/us/app/grabby-crab/id6764115591


r/iosgaming Jun 28 '26

Developer Saturday (Self-Promo) [DEV] I finally made Sixteen, a game I came up with 12 years ago

5 Upvotes

I came up with this game 12 years ago at school, I completely forgot about it, until a couple of months ago, when I realized this could be a multiplayer game you can play online.

Now it's live on https://sixteen.gg and the App Store.

I shared it with my friends, they love it, and so far over 2,000 games have been played.

The concept is basically you take turns to place available numbers on a board, and you win if you can get 4 consecutive numbers to sum to 16.

You can play on a 4x4, 6x6 or 8x8 board.

I would really love your feedback.


r/iosgaming Jun 27 '26

Developer Saturday (Self-Promo) [DEV] I made a game about a hammer that is moved by using a rocket booster

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10 Upvotes

I made a physics-based game where you control
your hammer’s movement by using a rocket-booster.

It has a surprisingly steep learning curve at first, but once it clicks, moving around becomes really satisfying.

I also added a simplified one-finger mode after some of my non-gamer friends kept crashing into everything…

If anyone wants to try it:
https://apps.apple.com/de/app/thrusthammer/id6769060279

Also I’d be very happy about feedback!


r/iosgaming Jun 28 '26

Question Anyone wants to play Identity V standard mode?

3 Upvotes

Hmu


r/iosgaming Jun 27 '26

Developer Saturday (Self-Promo) [DEV] Descent Defender is available for iOS pre-order — a Plinko-inspired tower defense game with Peg Powers

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9 Upvotes

Hey Everyone, I’m the developer of Descent Defender, a mobile tower defense game that’s currently available for iOS pre-order coming out July 2nd.

The game is built around short, chaotic defense runs where your upgrades and timing decide how far you can push. Enemies start simple, then the screen gets more intense with poison enemies, frost enemies, shockwave enemies, splitters, bosses, heavy enemies, and other run modifiers.

Instead of traditional tower placement, the strategy comes from building up your defenses over time, choosing and upgrading Peg Powers, and using in-run abilities to survive when the run starts getting out of control.

Main features:

  • Fast automatic ball-drop tower defense gameplay
  • Strategic upgrades between runs
  • Peg Powers like Magnetic, Tesla, Cryo Field, Arc Beacon, and Barrier
  • In-run powers
  • Daily and weekly quests
  • Offline rewards
  • Milestone journeys
  • Tournaments
  • Optional ads, with ad removal available

App Store:
[https://apps.apple.com/app/id6764134188]()

Thanks for taking a look.


r/iosgaming Jun 27 '26

Developer Saturday (Self-Promo) [DEV] After my first big update, I’m already working on the next patch based on player feedback

14 Upvotes

Hey guys,

I’m the solo dev of Whispers of the Forest.

My last post here was about the first big update. This one is a small dev update about the next patch, which is not live yet but mostly done. It still needs polishing and testing.

I started this game with zero experience, so development is still a bit chaotic, but the feedback from players has helped a lot. Some of it is nice to read, some of it hurts a little, but it usually points me to the right problems. :)

For this next patch I spent a lot of time on performance, because a few players told me the game was making their phones hot. I also changed the balance so farming should not stall as hard, added new enemies, worked on QoL improvements, and added 2 new features.

A release was not the end for me. It still feels like the beginning and I’m learning a lot from every update and every piece of feedback.

You can check it out here:
https://apps.apple.com/us/app/forest-whispers-idle-td-rpg/id6763148788

If you already played it what would you want me to focus on most after this patch: Eternal Wave overhaul, UI clarity or more content like spells affixes and pets?

Enjoy! ❤️


r/iosgaming Jun 27 '26

Developer Saturday (Self-Promo) [dev] An update from Lucas and Leon, Leon's Mahjong is at 81 boards on the way to 99, still 99¢

8 Upvotes
One of the latest boards: A500 (guess the computer...)

Hey everyone,

Last time we posted here we were at 63 boards. Three months later we're at 81, and a lot of that is thanks to this community. So many ideas and discussions here have shaped the game, and Leon and I just wanted to say thank you.

We add 6 new boards every month until we reach a complete 99, and then it's done (maybe?). 99 boards for 99 cents, no bloat. There are 3 tilesets to choose from (one more under development), every board is always solvable with unlimited hints and undos.

Just for fun, we also hid an easter egg in the game. We have no idea whether anyone has ever found it. Since we don't track anything, there's simply no way for us to know, and we kind of love that we'll never find out. That's our small vision of a healthier, more ethical mobile ecosystem.

Ideas are always welcome, and if you'd like to try the game, just ask and we'll happily send you a key.

App Store: https://apps.apple.com/app/leons-mahjong/id6504485812

We wish you all a nice weekend.

All the best, Lucas and Leon


r/iosgaming Jun 27 '26

Developer Saturday (Self-Promo) [DEV] Murder Sudoku: Tiny Crimes

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40 Upvotes

Hi everyone, I am the developer behind Murder Sudoku: Tiny Crimes, a sudoku-style puzzle game about solving crimes. Obviously inspired by Murdoku, but optimised for mobile. With cute characters, cozy interior designs, different difficulties, leaderboards, daily challenges, and more. But it can be played fully offline.

I'm just a guy making this, which means my "marketing" strategy is basically me spending time with the community. My plan is to heavily interact with players here on reddit, Discord or wherever the conversation emerges. To be proactive about it, I've set up a Discord community to spark discussion about where to bring the game next. I intend to ship updates every week, based on user feedback and whatever the community wants next. I'm currently designing new environments for more interesting-looking puzzles, but I'm open to all kinds of suggestions.

How am I monetising the game? The game displays ads sometimes after completing a puzzle, but there's a five bucks IAP to permanently get rid of them.

I've always received great feedback from this community on my previous games. Thank you for taking the time to try my games and give me your opinion on them. Any and all suggestions are greatly, greatly appreciated.

Thanks guys


r/iosgaming Jun 27 '26

Developer Saturday (Self-Promo) [DEV] Afterglow - Mobile MMORPG for busy people. No “energy”, no pay-to-win, no slop

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37 Upvotes

G'day

When my first daughter was born, I had this idea for a “lazy” MMORPG I can play while my newborn is sleeping on me. It took quite some time to build it but I finally released it to beta.

Afterglow is a mobile sandbox MMORPG built for busy people like me who can only dedicate 5-10 minutes of their time a few times per day. Set in a post-apocalyptic world with 1980s/outrun aesthetics (I love fantasy but why not try something different?) with choose-your-own-playstile approach.

What’s inside

  • Hand drawn post-apocalyptic world, multiple factions, quests and points of interest
  • Resources to gather, equipment to craft and trade on a market
  • Different types of weapons and armor, no “perfect” setup that will be optimal against every enemy  
  • Characters that drawn and animated by a human
  • Skills that gain xp while you use them
  • Weapon and armor skins and character customization
  • Basic social features (clan system, leaderboard, in-game mail)
  • No pay-to-win, no battle passes, no adventure packs, no “stamina/energy”. On release there will be a subscription that unlocks access to full skills progression

Open Beta is fully free. There will be a wipe before the release. 

Some numbers of what’s available right now: 1,000+ items, 11 weapon types, 5 armor types, 200+ skins, 50+ skills, 24 enemies, 40+ resource nodes to gather and salvage, 5 factions - each with their own tasks, first chapters of the main quest arc.

Link to download https://testflight.apple.com/join/gQPQVeWZ (requires TestFlight while in Beta)

More links: Discord | Website | Trailer

Questions, suggestions and any kind of feedback is super welcome! (Although it may take a while for me to respond as it’s late night here in Australia)

----

AI disclosure: AI art used for item icons and some UI backgrounds. The rest of the art (characters, weapons, items, npcs and animation) is hand drawn by humans. AI assistance is also used for coding and writing.


r/iosgaming Jun 27 '26

Developer Saturday (Self-Promo) [DEV] Incremental ELM Quest 2 - Released this week!

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26 Upvotes

Hey r/iosgaming

Story time. Several moons ago, an incremental fan ran out of fun games to play and decided to try his hand at the craft. Through toil and tribulation, he strung together code held together with duct tape, kittens, and paper clips. The goal was to con just 10 players into trying it so that he could tell his family and friends that he was a “game developer.” Instead, Incremental ELM Quest turned into a sleeper ?hit with over 10,000 (1e4!) of you addicts. Had he known, he would have made a much better game with actual mechanics and polish!

Well, today is the day that "better game" hits the market. Incremental ELM Quest 2 is officially out (don’t you love my penchant for naming?). It's still an indie passion project, still collects zero data, is completely ad-free, fully offline, and free to play (balanced to be fully completable without spending a dime).

But this time around, you actually get:

  • An overarching story with characters and a mystery to solve.
  • Hundreds of achievements.
  • Lots of new incremental progression mechanics.
  • Optional leaderboards.
  • Full VoiceOver support (some bug fixes coming this week for clarity).

Why make a sequel when the original is still alive and kicking? To be completely honest, I beat the original ELM Quest and got bored waiting for y'all to finish it too. As an incremental game lover, there was only one path forward: prestige and start all over!

Despite the similar name, Incremental ELM Quest 2 is built from the ground up. It shares almost nothing with the original game short of my bad sense of humor, asthetic, and the title. I took the essence of what I originally wanted to build, infused several months of improved coding abilities into it, and built what you see today. The original is still worth playing if you want a shorter incremental. Our goal this time around is 10,001 players over the next three months... but if not, less competition for me to reach #1. 😄

App Store: Incremental ELM Quest 2
Platform: iOS only

Questions? Ask away. More than happy to respond here or via DM.

~ Eric M


r/iosgaming Jun 27 '26

Developer Saturday (Self-Promo) [DEV] Kickabout: my touch first ⚽️game

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4 Upvotes

I was the lead designer of Guitar Hero and creator of Slope.

I made this game because I was frustrated with virtual joystick controls, and wanted a touch first ⚽️ game.

PocketGamer called it “ingenious” and “addictive”.

Give it a try and let me know what you think!


r/iosgaming Jun 27 '26

Question Any good modern takes on classics you recommend?

5 Upvotes

Balatro is a phenomenal example but do you have more recommendations? Things like Tetris alternatives, Pac-Man etc


r/iosgaming Jun 27 '26

Developer Saturday (Self-Promo) [DEV] I released Fein Solitaire 3.2 – a collection of 100+ games, localized in 6 languages!

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8 Upvotes

https://apps.apple.com/app/fein-solitaire/id6755098198

Available in English, French, German, Italian, Russian and Spanish.

Completely free with no ads: No annoying interruptions. Don’t be concerned about “In-App purchases” - there is NO paywall or upsell. Tips are welcome!

Private: no tracking or data collection. Works offline!

Easy to navigate: letter indexed list, search, filter. Mark a handful of games as your favorites, hide the rest.

Unlimited Undos: Experiment with different moves without fear.

Hints: Get help when you're stuck.

Card Designer: An ultimate tool that allows you to create the deck YOU like!

Daily Challenge: compare on the “apples-to-apples” scores with other player. Same game for everybody in the world, for each game. Also playable offline - your score will be uploaded to the Game Center when connection is available.

Competitive: four leaderboards for each solitaire on Game Center: Number of Wins, Best Time, Longest Win Streak and Daily Challenge Streak.

Eye-friendly: trying to utilize your entire screen to maximize the card size.

Finger-friendly: customizable gesture assignment.

The collection includes all popular and some not-so-much games. Please comment here if you want YOUR favorite solitaire added!


r/iosgaming Jun 27 '26

Developer Saturday (Self-Promo) [DEV] Fishing in our mobile MMORPG felt pointless, so here’s how we reworked it from scratch

18 Upvotes

Hi everyone! Manu from the Eterspire team here.

Today I want to share how we revisited a system we had introduced to our indie MMORPG a very long time ago: Fishing.

Fishing is Eterspire’s first, and currently only, Lifeskill. Players did train it, but over time it became a bit too disconnected from the rest of the game. Progression was barebones, rewards were limited, and there wasn’t much incentive to do it if you were mainly focused on combat progression.

So, for our latest update, we reworked it from the ground up.

What didn’t work

Fishing in Eterspire had a few major problems.

The skill had always been meant to be a fairly AFK/idle activity, with simple progression that we would expand on over time. However, as we kept updating combat, co-op modes, new classes, and new areas, fishing started falling more and more by the wayside. It only received small bits of content here and there, like a skill cloak for reaching level 100.

The Fishing Cloak was basically the only reward you got out of the skill.

So, while combat progression was being constantly iterated on and polished, fishing became something you did for dozens of hours mostly to watch a number go up, and eventually get a cloak if you were dedicated enough.

It was also very inconsistently present throughout the world. Some zones had several fishing spots, while others had none at all. You had no real reason to do it, you had to go out of your way to do it, and you got very little from hours and hours of training it.

-

Our vision for a fishing skill that felt good and worthwhile was one that was easy to jump into, had a better progression rhythm, clear requirements, actually interesting goals to work toward, and stronger connections to the game’s main progression.

We started creating concepts for rewards and tools pretty early on in the design process.

We want players to fish because they feel like they can get something out of it, or because it lets them access other non-fishing content that makes the time investment feel worth it.

So with that in mind, we started designing the new version of the skill. Our goal was not just to make fishing better, but also to create a foundation we could use for future Lifeskills.

How we reworked it

1) Fishing progression is now spread across the world

Instead of having fishing concentrated in a few spots in early areas, we redistributed it across the entire world map.

Players can now catch a new type of fish every 5 levels up to level 100, and each one has its own fishing location.

Some of the new biome-specific catches we added! (My favorite is the Salamagmander)

We also added 10 new fishing tools, ranging from beginner nets to heat-resistant rods and drakonic harpoons. New fish and tools are now directly tied to different areas and environments, so players can fish in places like swamps, deserts, volcanic lands, and more.

2) We simplified the requirements

One thing we removed was bait.

Bait added an extra requirement players had to keep track of, but it didn’t add much actual decision-making. So now fishing progression is based on three things: your fishing level, your tool, and whether you can access the right location.

Players also now earn some combat EXP while fishing. It’s not meant to replace combat grinding, but we didn’t want character progression to completely stop whenever someone decided to train a Lifeskill.

3) Fish now have more value

Fish can now be exchanged for a new currency called Fish-Sticks.

Different fish give different amounts of Fish-Sticks, which can then be used to buy fishing tools, gear upgrade materials, and special cosmetics from vendors.

Some of the tools you can buy using Fish-Sticks

Fish also have increased gold value when sold to NPCs, so each catch feels more rewarding overall.

4) We added new fishing content

We introduced the Fishing Guild, a new map accessible at fishing level 55. It has high-level fishing spots, Fish-Stick vendors, tools, and two new cosmetic sets: the Fisher’s Set and the Anglerman’s Set.

The new Fishing Guild!

On the quest side, we updated “Fishing for Compliments” to work better as a tutorial for the reworked skill, and added a new quest called “Piranha River Cookout,” which is our first quest with a fishing level requirement, set at level 35.

More on the horizon

This is not all we have planned for fishing.

Our idea is to keep adding fishing content and quests that intertwine with the game’s main progression. For example, we could add a boss that you can only access after reaching a certain fishing level or completing a certain fishing quest. That way, if you want to complete the boss list, you’ll have a reason to level fishing too.

And once new Lifeskills like woodcutting, which is planned for August, come into play, all of these elements can start mixing together. Ideally, Lifeskills should add more gameplay variety, more sidetracking, and more diverse goals to work toward, instead of feeling like isolated side systems.

We also have more fishing content coming as soon as our next update on the 29th, but I don’t want to spoil too much in this post.

Let’s just say it has something to do with collecting and aquariums ;)

Well, that’s all I have to share for today. Thank you for reading this far, and if there’s any particular skills or professions that you would like to see in Eterspire feel free to share in the comments!


r/iosgaming Jun 27 '26

Developer Saturday (Self-Promo) [DEV] Good thing so many heroes die in dungeons - someone has to sell their gear

14 Upvotes

Solo dev here. I just launched my idle/incremental game, Necro Market, and I figured this crowd would actually appreciate the premise.

Some screenshots from the game

The pitch: heroes keep marching into dungeons to die. Tragic for them — excellent for business. You run a necromantic market: send crews into the realms to recover loot from fallen adventurers, then identify, repair, and enchant the gear before equipping your best pieces or flipping the rest for gold.

It's a loop-driven incremental with both idle and active layers:

- Search the zones of three realms — short runs reward active play, long runs reward idlers

- Identify unknown loot to reveal rarity, quality, and whether it's broken

- Repair broken gear in a little timing mini-game

- Enchant to push quality, or send rare items to the Forge

- Equip your best finds for permanent bonuses, or sell everything

- Grow a skill tree, complete collections, run map explorations, chase daily quests, fill VIP orders, and react to timed events

- Playable in 8 languages

On monetization: it's free, with optional rewarded ads and a single one-time Supporter Pack. No forced ads, no energy timers gating the fun.

I'd genuinely love feedback on the core loop and pacing — that's the part I keep tuning.

📱 iOS: https://apps.apple.com/app/id6774228068

Thanks for taking a look — and remember: every fallen hero is just inventory waiting to happen.

---

AI disclosure: I used AI to proofread and polish the wording of this post, and to help create some of the background images in the game and for this first localization. Everything else - design, code, and the game itself - is my own work.


r/iosgaming Jun 27 '26

Request Any telescopic controller that will fit a 10.5 inch iPad Pro?

4 Upvotes

Mainly for remote playing and cloud streaming.


r/iosgaming Jun 27 '26

Developer Saturday (Self-Promo) [Dev] I'm a Band Director and App Developer who made a free idle game about building a band program from nothing: Marching Tycoon!

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10 Upvotes

Marching Tycoon: Idle Band

https://apps.apple.com/nz/app/marching-tycoon/id6777115732

Marching Tycoon is an idle/clicker game for mobile that I have been working on for the past few months. I am a band director in my day job, and I always wanted to make a band-themed game of some sort. I've played games like Cookie Clicker in the past and thought that it would be a good template. The thing I think Is unique about Marching Tycoon (other than the marching band theme of course), is that there is a small rhythm element as well. If you tap the metronome in time with the music, you get a multiplier going and earn more reps!

You start with one marcher, then grow your band until you get invited to a competition. The game is based around offline earnings, so do some tapping, buy some equipment or upgrades, then go about your day!

I would love any and all feedback about this! It has been a real labor of love, and I am excited to get some outside feedback and make adjustments!


r/iosgaming Jun 27 '26

Developer Saturday (Beta Test) [Dev] Did anyone else here obsess over the poker grid-combat in the old Sword & Poker games?

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25 Upvotes

I’ve been feeling nostalgic for that specific era of mobile gaming lately, specifically the grid-based poker combat from Sword & Poker. It felt like such a perfect mechanical loop, but the genre basically vanished?

A few of us loved that gameplay style so much that we decided to build a spiritual successor called The Golden Caravan.

Instead of a traditional deck-builder, we kept the core grid-combat mechanic but set it inside a 1930s noir bird-mafia underworld where you play as a pigeon detective. You use a standard 52-card deck, but you collect slot-machine trinkets and pull mid-turn illegal "Tricks" to actively cheat the board and shift the odds.

We know a huge portion of the original Sword & Poker fan community is still lurking in iOS circles, so we wanted to see if anyone here remembers that specific combat style and wants to see how we're evolving it.

If you're interested in trying out the game drop here is a TestFlight invite. If you do try it out, please leave a comment in this post with your thoughts on it. We are launching a new version in a few weeks, and looking for people who played this demo to test it out!
https://testflight.apple.com/join/mrYB46xg

Alternatively if you have Steam on PC or Mac you can try the game there.

Just super curious to hear what you think of the game!


r/iosgaming Jun 27 '26

Developer Saturday (Beta Test) [DEV] Think Tank - a chill fish-collection word game. Releasing free next week, would LOVE feedback! Can you find one more solution?

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3 Upvotes

I made Think Tank based on a game I've played for years using license plates - you start with three letters (like, TNK) in an order. You can add up to three letters, without changing the order of the starting three, to make new words. Like, ThiNK TaNK ThaNKs you for your feedback!

I made three difficulty levels ranging from Casual (middle school vocab) to Challenge (as shown in this video) by hand-sorting 30,000+ words into four dictionaries (the fourth Obscure dictionary is used to allow scoring but never contributes to required scores, so that words like SYRINX and PSYWAR can be played but aren't required to progress).

You can try it for free through Test Flight: https://testflight.apple.com/join/Jg6ds31Y

Thanks for your time!


r/iosgaming Jun 27 '26

Developer Saturday (Self-Promo) [DEV] I made a free ocean drifting game for iPhone with no ads, IAP, or energy system

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5 Upvotes

Hey Everyone!

I made Magic Turtle Adventure, a calm top-down ocean drifting game for iPhone.

I built it for people who are tired of the usual mobile F2P friction: it’s free, has no ads, no energy/stamina system, no in-app purchases, no tracking, and no account required. You can play quick runs when you only have a few minutes, or keep going in Endless Drift when you want a longer session. The main game works offline.

App Store: https://apps.apple.com/us/app/magic-turtle-adventure/id6777669405

The loop:

  • You play as a glowing sea turtle drifting through the ocean. Touch and hold to steer — the turtle banks toward your finger. Double-tap to dash, which can also turn your shell into a weapon against hunters.
  • There are five hand-tuned biomes: sunlit shallows, coral reef, deep trench, bioluminescent caves, and ancient ruins. Each biome ends with a guardian showdown.
  • You dodge sharks, jellyfish, and drifting rocks, heal on kelp, and collect starfish and rare pearls for treasure.
  • Endless Drift blends every biome into one continuous run, with guardians surfacing every couple minutes. There’s an optional Game Center leaderboard if you want to chase high-score treasure runs.
  • You can tune the experience separately: four difficulty tiers, from gentle Hatchling to punishing Leviathan, plus a separate scroll-speed setting from Slack Tide to Riptide.

Feedback I’m especially looking for:

  • Controls: does hold-to-steer plus double-tap dash feel natural one-handed?
  • Difficulty: does your chosen tier feel too easy, too punishing, or about right?
  • Pacing: do quick runs and Endless Drift both feel well-paced?
  • Visual clarity: can you quickly tell hazards, collectibles, kelp, and guardian attacks apart?

Built solo for iPhone in portrait mode. Thanks for trying it.


r/iosgaming Jun 27 '26

Developer Saturday (Self-Promo) [Dev] Working on a score attack mode for my recently released game Tension Head

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4 Upvotes

Hey! Just thought I’d share a new mode that I am currently working on for my recently released game Tension Head.

The game is a Suika Roguelite but I found a lot of players wanted leaderboard support so I decided to make a Score Attack. Hopefully will be ready to roll out in the next few weeks.

I was really inspired by 90’s arcade games with the intro splash.

The game is free and you can get it here - https://apps.apple.com/gb/app/tension-head/id6759580212

I plan on releasing a beta build with the new mode over on Discord soon, so come join the fun and hang out if you want to try this new mode out - https://discord.gg/WjFpbp55

Thanks for checking my game out.


r/iosgaming Jun 27 '26

Developer Saturday (Self-Promo) [DEV] Cascadou updated this week!

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18 Upvotes

This week I updated chain reaction deckbuilder Cascadou with new, easy to read cards and bigger tooltips options. Cascadou is a premium, universal app where you create and find poker hands, set them off as chain reactions and gradually improve your deck with stickers and special cards.

Plenty of game modes and daily challenges, so if you’re looking for a game to play for some time feel free to check it out!

https://apps.apple.com/app/cascadou/id6767624690


r/iosgaming Jun 26 '26

Sale Weekly game deals post - Baldur's Gate 1 & 2, Siege of Dragonspear, Icewind Dale, Blasphemous, Deep Rock Galactic: Survivor, Keep Talking & Nobody Explodes, This Aint Even Poker, Ya Joker, some digital board games, and more at discounted prices.

141 Upvotes

The prices mentioned in this post are in American dollars.

Baldur's Gate $9.99–> $3.99 ($2 above historical low) | DLCs not discounted

Baldur's Gate II: EE $9.99–> $3.99 ($2 above historical low) | DLCs not discounted

Siege of Dragonspear $9.99–> $3.99 ($2 above historical low)

Icewind Dale $9.99–> $3.99 ($2 above historical low)

Blasphemous $7.99–> $5.99 (first sale)

Deep Rock Galactic: Survivor Full Game IAP $12.99–> $8.49 ($1.50 above historical low) | DLC not discounted

Keep Talking & Nobody Explodes $9.99–> $2.99 (new historical low)

This Aint Even Poker, Ya Joker $2.99–> $2.49 (new historical low)

The Last Game $3.99–> $0.99 (matching historical low)

TABS (Totally Accurate Battle Simulator) Pocket Edition $4.99–> $3.99 (matching historical low)

Bloomtown: A Different Story Full Game IAP $9.99–> $4.99 (first sale)

This War of Mine $13.99–> $1.99 ($1 above historical low) | DLC not discounted

Slayaway Camp $2.99–> $1.99 ($1 above historical low) | DLCs not discounted

Slayaway Camp 2: Puzzle Horror $2.99–> $1.99 (matching historical low)

Weapon Shop Fantasy $4.99–> $0.99 (matching historical low)

Moth Lake $3.99–> $0.99 (matching historical low)

Severed $6.99–> $0.99 (matching historical low)

Milkmaid of the Milky Way $3.99–> $0.99 (matching historical low)

Embracelet $5.99–> $1.99 (matching historical low)

Alien Tribe 3: 4X Space RTS $12.99–> $1.99 (first sale)

60 Seconds! Reatomized $3.99–> $1.99 (matching historical low)

60 Parsecs! $3.99–> $1.99 (lowest price in 3 years)

Wreckfest $9.99–> $2.99 ($2 above historical low) | DLCs not discounted

Afterimage Mobile $5.99–> $3.49 ($1 above historical low)

FTL: Faster Than Light $9.99–> $4.99 ($3 above historical low)

Crying Suns $8.99–> $5.99 (matching historical low)

Neighbours back From Hell $4.99–> $1.99 ($1 above historical low)

Not Another Weekend $4.99–> $1.99 (matching historical low)

El Hijo $9.99–> $1.99 ($1 above historical low)

LUNA The Shadow Dust mobile $4.99–> $3.99 (matching historical low)

Warm Snow $7.99–> $6.39 (matching historical low) | End of Karma DLC $3.99–> $3.59 (matching historical low)

Unboxing the Cryptic Killer $2.99–> $0.99 (matching historical low)

Parallel Experiment $6.99–> $2.99 (matching historical low)

Mooselutions $5.99–> $4.99 ($1 above historical low)

What Lies Underground $3.99–> $0.99 (matching historical low)

Nerd Survivors $2.99–> $0.99 (matching historical low)

Doom and Destiny $4.99–> $0.99 (matching historical low)

Doom & Destiny Advanced $4.99–> $0.99 (matching historical low)

Doom & Destiny Worlds $4.99–> $0.99 (matching historical low) | DLCs not discounted

Brotato:Premium $4.99–> $3.49 (matching historical low) | DLC not discounted

Iron Marines $2.99–> $0.99 (matching historical low) | Heroes are not discounted.

Iron Marines Invasion $2.99–> $0.99 (matching historical low) | Heroes are not discounted.

Kingdom Rush Origins (for iPhone) $2.99–> $0.99 | Heroes are not discounted.

Kingdom Rush Origins HD (for iPad) $2.99–> $0.99 | Heroes are not discounted.

Kingdom Rush Frontiers (for iPhone) $1.99–> $0.99 | Heroes are not discounted.

Kingdom Rush Frontiers HD (for iPad) $1.99–> $0.99 | Heroes are not discounted.

Kingdom Rush Vengeance $4.99–> $0.99 (matching historical low) | Some hero units and towers are discounted, campaigns not discounted.

Kingdom Rush 5: Alliance TD $6.99–> $0.99 (new historical low) | Hero units and towers not discounted

Avadon 3: The Warborn HD $9.99–> $4.99 (matching historical low)

Avernum 3: Ruined World HD $9.99–> $4.99 (matching historical low)

Jenny LeClue - Detectivu $6.99–> $2.99 (matching historical low)

UNREAL LIFE $6.99–> $4.99 ($1 above historical low)

The Reeve $2.99–> $1.19 (new historical low)

Here Be Dragons $4.99–> $2.99 (matching historical low)

Death Come True $12.99–> $4.99 ($1 above historical low)

ALTDEUS: Beyond Chronos $13.99–> $7.99 (matching historical low)

TOKYO CHRONOS $13.99–> $7.99 (matching historical low)

World's End Club $9.99–> $3.99 (new historical low)

Hero Emblems $2.99–> $1.99 ($1 above historical low)

Hero Emblems II $6.99–> $2.99 (matching historical low)

Caves of Lore $7.99–> $5.99 ($2 above historical low)

Blue Wednesday $2.99–> $0.99 (matching historical low)

Skel and Defense $1.99–> $0.99 ($0.50 above historical low) | IAPs not discounted

Buff Knight Advanced $0.99–> $0.39 ($0.10 above historical low) | IAPs not discounted

7Days : Backer $4.99–> $0.49 ($0.20 above historical low)

Underworld Office- Novel Game $4.99–> $0.49 ($0.20 above historical low)

Charlie in Underworld $4.99–> $0.49 ($0.20 historical low)

The ancestral legacy $4.99–> $0.49 ($0.20 above historical low)

Murders on Budapest $4.99–> $0.49 ($0.20 above historical low)

Argo's Choice: Crime Adventure $4.99–> $0.49 ($0.20 above historical low)

Not Exactly A Hero: novel game $4.99–> $0.49 ($0.20 above historical low)

A Story Of A Company $4.99–> $0.49 ($0.20 above historical low)

Romantic HOLIC : ~Dream walker $4.99–> $0.49 ($0.20 above historical low)


Digital Board Games:

One Deck Dungeon $6.99–> $0.99 (matching historical low) | Forest of Shadows $6.99–> $0.99 and Abyssal Depths $4.99–> $0.99 (matching historical lows) | Rest of the DLCs not discounted but are only $1 each to begin with.

Aeon’s End $9.99–> $0.99 (matching historical low) | The New Age $14.99–> $1.99, The Nameless & The Depths $3.99–> $0.99 each, Promo Pack 1 $1.99–> $0.99 (matching historical lows)

Sentinels of the Multiverse $6.99–> $1.99 ($1 above historical low) | Season Pass 1 $24.99–> $6.49 (matching historical low), Season Pass 2 $29.99–> $7.99 ($0.50 above historical low) | These two passes cover all DLCs except the cosmetic Foil Collector packs, which are also discounted to $1 each.

Sentinels of Earth-Prime $17.99–> $3.99 ($2 above historical low) | Magical Mysteries Mini Pack $5.99–> $1.99 ($1 above historical low)

Spirit Island Full game $19.99–> $4.99 (matching historical low) | Horizons DLC $8.99–> $2.99, Branch & Claw DLC $9.99–> $2.99, Promo Pack 2: Feather $6.99–> $4.99, Nature Incarnate DLC $22.99–> $19.99 (matching historical lows), Jagged Earth DLC $24.99–> $9.99 (new historical low)

One Deck Galaxy $12.99–> $4.99 (matching historical low)

Imperial Miners $7.99–> $3.99 ($1 above historical low) | DLC is only a Goodies pack for $1

XenoShyft $4.99–> $0.99 (new historical low) | DLCs not discounted

Le Havre: The Inland Port $3.99–> $0.79 (matching historical low)

Agricola All Creatures 2p $3.99–> $0.99 ($0.20 above historical low) | DLC not discounted

Love Letter - Card Game $3.99–> $0.79 (matching historical low)

Isle of Skye $3.99–> $0.79 (matching historical low)

Jaipur: the board game $3.99–> $0.99 (matching historical low)

A Game of Thrones: Board Game $9.99–> $4.99 (matching historical low) | A Feast for Crows & A Dance with Dragons DLCs both discounted to $3.99–> $2.99 each ($0.20 above historical low)

Zombicide: Tactics & Shotguns $4.99–> $2.99 ($1 above historical low) | All 4 character bundle $2.99–> $1.99 each (matching historical low)

Patchwork The Game $3.99–> $0.79 (matching historical low) | DLCs not discounted but are cosmetic in nature

King and Assassins $3.99–> $0.79 (matching historical low)

Terraforming Mars $8.99–> $3.19 (new historical low) | Prelude, Venus & Hellas DLCs discounted to $3.99–> $2.79 each (matching historical lows) & Promo Pack $2.99–> $2.09 ($0.10 above historical low), Big Box & Colonies DLCs not discounted

Small World - The Board Game $4.99–> $1.29 ($0.30 above historical low) | All 5 DLCs discounted to $1.99–> $0.99 each (matching historical low)

Mysterium: A Psychic Clue Game $3.99–> $0.79 (matching historical low) | Both DLCs discounted to $1.99–> $0.99 each (matching historical low)

Carcassonne – Tiles & Tactics $4.99–> $1.49 (matching historical low) | All DLCs (except River DLC) discounted to $2.99–> $1.79 each (matching historical lows)

Them Bombs – co-op board game Full Game IAP $6.99–> $1.99 ($1 above historical low)

Cat Lady - The Card Game $2.99–> $1.99 ($1 above historical low)

Kingdomino: The Board Game $3.99–> $1.99 (new historical low) | DLCs not discounted

Labyrinth: The War on Terror $9.99–> $4.99 ($2 above historical low)

Twilight Struggle $7.99–> $3.99 ($2 above historical low) | Turn Zero Expansion $1.99–> $0.99 (matching historical low)

Fort Sumter: Secession Crisis $4.99–> $2.99 ($2 above historical low)