

Since we are delivering one version that can be played across all the devices, and not having different versions, this was rather tough.Īnd then adding Android, and Amazon now, we are so widely spread. We have players that have stayed with us for more than three, four, five years. We needed to catch up on mobile, while keeping up development on browser. We also had to catch up with all the features, because our initial release on iOS was 2014. Launching on browser in 2012 with not a small scope, but a rather small scope, five years later more than 50% of our players are now on mobile. Stefan Walter: It was a different experience. With Forge of Empires now more than two years old, how do you reflect on its performance from launch to the mature title it is now? This interview was conducted at InnoGames' Hamburg headquarters as part of the company's 10th anniversary celebrations. In this entry, we discuss city-building strategy game Forge of Empires with InnoGames Senior Product Manager Stefan Walter.įorge of Empires launched first on browser in 2012, before coming to mobile in 2014. In an attempt to find out, this regular feature will talk to the developers behind maturing live games about their experience so far. has long been investigating the Making Of notable games soon after their launch, but what happens long after a game is released?

These are games-as-a-service that require constant operation and updating, often over a period of several years. These aren't boxed products released onto shop shelves, never to be worked on again. It's often said in the world of free-to-play development that launching a game is the beginning, not the end.
