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Daily Mobile Gaming News

A cleaner daily brief on mobile game launches, updates, and pre-registration moves worth watching.

hololive Mahjong opens Japan pre-registrations, 2026 launch
News Tue, Oct 13, 2026

hololive Mahjong opens Japan pre-registrations, 2026 launch

COVER and Aiming Inc. have announced hololive 麻將 (ホロライブ麻雀 -ホロじゃん-), hololive’s first mahjong game, with pre-registrations now open in Japan and a planned launch in 2026. Pre-registration began on October 9 and can be completed via the Japanese App Store, Google Play, or by following the game’s official X account. The game brings together 37 hololive VTubers as playable participants and supports both smartphones and PC—available on iOS, Android, Windows and browser. Developers say the title includes a new-player support feature for mahjong beginners, specially re-recorded character voice lines made just for the game, and dedicated in-match stickers for chatting with opponents. The official site and storefront pages list the game as free-to-play with in-app purchases. Pre-registration carries a tiered reward campaign based on total sign-ups. At 100,000 pre-registrations the team will grant SNS avatars plus a mahjong table skin themed for 0–2nd gen and Gamers. Reaching 200,000 adds another avatar and a table skin for 3–5th gen. If pre-registrations hit 300,000 the rewards expand to include avatars, table skins for holoX, ReGLOSS and FLOW GLOW, and a mahjong magazine–style notebook that will be raffled to followers of the official X account. The storefront links and official pages are already live: the game site is https://www.holo-jong.com/ and the App Store and Google Play pages are listed by the publisher. COVER is staging a special livestream titled 「【新発見!】牌源郷(ぱいげんきょう)の謎に迫る!」 on October 13 at 20:00 (UTC+9) where the team will present game details and variety segments. The broadcast link is https://youtube.com/live/fhn_uUqI9hs, and the scheduled participants (as listed) are 蘿蔔子, 白上吹雪, 大神澪 and 寶鐘瑪琳. If you like mahjong with a full VTuber roster and platform flexibility, the concrete bits to note are the 37-member cast, cross-device support (mobile and PC), and the three-tier pre-registration rewards that include both in-game items and a physical goods raffle.

Epic delays Disney shooter slated for next March amid AI-first shift
AI + Mobile Tue, Oct 13, 2026

Epic delays Disney shooter slated for next March amid AI-first shift

Epic Games is reported to have delayed an unrevealed Disney shooter that includes Marvel and Star Wars characters; the title had been targeting a release in next March, but a new schedule apparently wasn't communicated to the development team. Bloomberg’s report, sourcing Inven Korea and internal messages, says development lagged behind expectations and Epic had underestimated the time and staff needed. Internal guidance described in the report pushes an “AI-first” workflow: use generative tools like Anthropic’s Claude to produce assets and let humans manage and direct the work. One game director reportedly wrote in a company message that not just code but “all art” would be created through a “complete AI workflow.” When that plan was discussed on a video call last week, some developers were rattled; anecdotes include a joke about making Claude fix Claude’s own errors. Reactions ranged from hope the directive would be rescinded to skepticism that the approach would succeed. Epic’s communications team and executives offered a different tone in public statements. Epic communications director Jake Jones said the company is “embracing AI-accelerated development” while keeping Epic developers in creative lead roles. CEO Tim Sweeney posted on X that Epic is undergoing a “huge directional shift,” reallocating developers to maximize AI acceleration and promising to share benefits across teams using Unreal Engine. Sweeney framed the biggest immediate change as a shorter cycle from idea to playtest, arguing that many recent AAA failures stem from insufficient playtesting during development. Separately, Bloomberg notes Epic confirmed only the AI-acceleration direction and did not provide official reasons for the reported schedule change or a new release date. Context and corporate moves remain part of the backdrop: Epic cut more than 1,000 jobs in March, a move the company previously said was unrelated to AI. Disney invested $1.5 billion in Epic in February 2024 for a strategic stake to build games and entertainment IP together. Industry peers have announced similar AI pivots—Krafton declared an AI-first transition last October and ran a voluntary separation program in November, while Square Enix aims to automate 70% of QA and debugging with generative AI by late 2027. Takeaway: Epic is publicly framing the shift as a way to speed ideation and playtesting and to redistribute benefits to Unreal teams, but whether Claude-style workflows will shorten the studio’s timeline will be measurable only once the delayed Disney shooter surfaces with a new release plan.

Kakao Games’ 도깨비의세계 reaches Google Play revenue No.1 on Oct 13
News Tue, Oct 13, 2026

Kakao Games’ 도깨비의세계 reaches Google Play revenue No.1 on Oct 13

Kakao Games’ 2.5D MMORPG 도깨비의세계, developed by Supercat, hit No.1 on Google Play’s revenue chart on October 13, the publisher announced. The game launched officially on October 8 after opening pre-download on October 7, and Kakao Games confirmed the top revenue spot in a company statement issued on October 13. The release cadence is a tidy timeline: pre-download began October 7 and pushed the title to No.1 on the Apple App Store popularity chart before launch. On its formal release day, October 8, 도깨비의세계 reached No.1 on Google Play’s popularity ranking. During the extended holiday window the game held No.2 on the revenue charts across both major app stores before climbing to Google Play revenue No.1 on October 13. To mark the Google Play milestone Kakao Games distributed a special coupon at 10:00 AM on October 13. The publisher said it will prioritize stable domestic service, roll out season-based updates, and hold in-game events under the name ‘도깨비 총회’ to raise local service quality. Kakao Games also announced preparations for global service, planning a staged expansion that leans on the game’s lower-accessibility barrier, dot-style graphics, and a distinctive system of magical (도술) combinations intended to be easy for new players to pick up. “이번 구글 플레이 매출 순위 1위는 많은 이용자분들이 부담 없이 함께 즐겨주신 결과라 더욱 의미가 크다,” said Cha Myung-su, head of Kakao Games’ business office. “앞으로도 이용자분들의 의견을 꾸준히 반영해 누구나 편하게 즐기면서도 오래 플레이할 수 있는 게임을 만들어 나가겠다.” Takeaway: Kakao Games is moving from a strong domestic launch window into a planned global rollout, using seasonal updates, community events, and a low-barrier design—plus a timed coupon campaign—to sustain momentum beyond the initial rankings spike.

Sifu launches on Android with full campaign for $7.99
Launch Mon, Oct 12, 2026

Sifu launches on Android with full campaign for $7.99

Sifu is now available on Android, bringing Sloclap’s 2022 kung-fu beat ’em up to mobile with the complete story campaign and a $7.99 price on the Google Play Store. The game drops you into the role of a martial arts master’s child hunting their father’s killers across a China-set narrative, and it includes the same resurrection mechanic where a mysterious amulet revives you at the cost of aging your character. The combat keeps the original’s Bak Mei (Pak-Mei) inspiration intact: Sifu features more than 150 unique attacks you can chain into combos, with specific combinations that open extra knockdown or stun options. Both player and enemy have a structural gauge that fills when they block or take pressure; breaking an opponent’s guard leaves them vulnerable to finishers that also restore health. Aging after each resurrection increases attack power but lowers total health, and once the character becomes too old death becomes permanent, forcing a level restart at the age you first attempted it. For mobile, Sloclap added new touch controls, enhanced contextual interactions and a reworked camera system, and Kepler Interactive is publishing the release. Sifu Mobile also supports full controllers, and the announcement links to a mobile launch trailer. You can download Sifu on Android from the Google Play Store today for $7.99. Quick aside: Droid Gamers’ story also points to another mobile arrival — Narrative RPG The Witch’s Bakery is coming to mobile via Crunchyroll. If you liked the idea of story-heavy RPGs next to your melee-heavy afternoons, you might want to note that title. Takeaway: With the entire campaign, the original death-and-aging loop, over 150 attacks, newly designed touch controls and full controller support at a $7.99 buy-once price, Sifu’s Android build aims to deliver the full desktop experience on phones — and it keeps the game’s core risk-versus-reward loop intact on a handheld device.

Yes, Your Grace 2: Snowfall launches on Android with 25% launch sale
News Mon, Oct 12, 2026

Yes, Your Grace 2: Snowfall launches on Android with 25% launch sale

Yes, Your Grace 2: Snowfall, the cinematic kingdom-management RPG from Brave At Night, is now available on Android via the Google Play Store, published by Noodlecake. The story picks up a year after the original Yes, Your Grace, with the kingdom of Davern still recovering from war as a harsh winter settles in; the game lets you play through the opening for free before unlocking the full title. Gameplay puts you behind the throne listening to petitioners: every week delivers a randomized queue, each petitioner with a minimum expectation you must meet or ignore. You manage supplies, collect taxes, pass laws and decide how to spend scarce resources — even simple items like strawberry pies or potatoes matter. You can send specialists such as soldiers and witches to handle petitions; they have distinct skills, personalities and a limited number of actions, and some bring personal or romantic entanglements that can complicate court life. The world draws on Slavic folklore and mythology, populated by strange creatures, ancient tales, superstitions and quirky characters, all presented in a side-on 2.5D pixel-art style. A launch trailer is available for viewers who prefer pixels in motion. Snowfall adds prestige conversion and kingdom upgrades to the formula. Exploration yields items you can assign to petitions by category, and if you place the wrong resource the game refunds it rather than punishing you forever. The mobile release is priced at $6.99 for the full game after the free opening, and a 25% launch discount runs through October 23. Brave At Night handled development while Noodlecake is the mobile publisher; Android players can find the game on Google Play now. If you liked the cinematic angle, note we also ran news on the Cinematic 2.5D Horror Adventure Escape: Immersion — a separate title highlighted alongside Snowfall. Practical takeaway: if you want the full Davern experience on mobile, the Play Store lets you try the start gratis and pick up the full game at a reduced price until October 23, when the launch sale ends.

No Man’s Sky launches on iOS Oct 28 with free trial
Update Mon, Oct 12, 2026

No Man’s Sky launches on iOS Oct 28 with free trial

No Man’s Sky will arrive on iOS on October 28, 2026, Hello Games announced, offering both a free trial and a full-price purchase and including the ten years of updates released since the game’s 2016 debut. The iOS build collects early expansions like Foundation, Pathfinder, Atlas Rises and NEXT alongside later additions such as BEYOND, ORIGINS, Frontiers, Sentinel and Outlaws, plus Worlds Part I & II, Relics, Beacon, Voyagers, Remnant, Xeno Arena, The Swarm and COSMOS. Space exploration on iOS keeps the no-loading promise when you fall from orbit to a planet’s surface, and players can customize and upgrade starships, weapons and suits. No Man’s Sky is already available on PlayStation 4, PlayStation 5, Xbox One, Xbox Series, Nintendo Switch, Nintendo Switch 2 and PC via Steam and the Microsoft Store — so the mobile launch drops the full decade of additions onto phones and tablets rather than a slimmed-down slice. If you want the complete experience on iOS, the launch bundles ten years’ worth of expansions — from Foundation through COSMOS — behind a free trial or a single purchase, so you can sample everything before deciding to buy.

ReStory launches on Android via Google Play in 2026
News Mon, Oct 12, 2026

ReStory launches on Android via Google Play in 2026

ReStory, developed by Mandragora and published by tinyBuild, will release on Android via Google Play in 2026, Gematsu reports. The game first arrived on PC via Steam on August 6 and has sold over 500,000 copies there. About ReStory: you run an electronics repair shop set in Y2K-era Japan, repairing gadgets and managing a small business while following a branching, impactful narrative. Gameplay mixes tactile repairs—unscrewing, cleaning, soldering, repainting and assembling devices—with shop management: taking orders, handling finances, and hunting for spare parts through an old-school in-game web browser. The overview from tinyBuild lists a cast of memorable customers whose stories intertwine with your shop’s fortunes. Fix iconic 2000s tech: cell phones, handhelds, portable music players, cameras, home appliances and video game consoles are all on the bench. Wait — there’s an official Atari partnership: licensed systems including the Atari 2600 and Jaguar appear as repairable consoles. The press copy leans into Y2K nostalgia while promising satisfying gadget repairs and a chill atmosphere set against an urban Japanese backdrop. Conversations with customers shape outcomes across a non-linear story, so the narrative choices matter to both people and your business. The Steam launch figures give the clearest concrete context: over half a million copies sold since the August 6 PC release. tinyBuild’s overview and Gematsu’s report confirm the core hooks heading to mobile—hands-on repairs, shop sims, Atari-licensed consoles, and character-driven moments in a Japanese setting. For players who enjoyed the tactile repair loop and the game’s nostalgia on PC, the Android version brings those same satisfying repairs and shop systems to handhelds, plus the convenience of Google Play when it arrives in 2026.

Devsisters and Big Shot Pictures set CookieRun film for 2029
News Mon, Oct 12, 2026

Devsisters and Big Shot Pictures set CookieRun film for 2029

Devsisters has partnered with Big Shot Pictures to adapt the CookieRun franchise into a feature film slated for a global release in 2029, timed to coincide with the 20th anniversary of the original game. Big Shot will lead production while Devsisters remains involved in the movie’s creative direction. The CookieRun franchise covers multiple games — including CookieRun: Kingdom and CookieRun: Crumble — plus a trading card game and merchandise lines. Devsisters says the IP has attracted more than 350 million players worldwide and generated over $1 billion in lifetime revenue. The company also noted that the US made up 65% of global CookieRun merchandise sales in 2025, and CookieRun: Kingdom ranked among YouTube’s top 10 US trending topics for 2025. Devsisters CEO Kilhyeon Cho framed the move as an expansion of the brand across formats: "CookieRun began as a mobile game and has since expanded into new territory, from merchandise and trading cards to live events," he said. Big Shot Pictures CEO Brian Robbins added the adaptation aims to reach both existing fans and new audiences: "Expanding this vibrant world beyond mobile screens into cinema allows us to connect with millions of existing fans while introducing the franchise to new global audiences." A light, collaborative touch from both sides is on the record; the production lead and Devsisters’ creative role are concrete, named points. Takeaway: With a planned 2029 global release tied to the IP’s 20th anniversary and the US accounting for 65% of merchandise sales in 2025, the film’s rollout looks positioned to lean into the franchise’s strongest market while courting international viewers.

Fingersoft ends Lego Hill Climb Adventures; IAPs removed Oct 23
News Mon, Oct 12, 2026

Fingersoft ends Lego Hill Climb Adventures; IAPs removed Oct 23

Fingersoft has ended development of Lego Hill Climb Adventures, the studio announced on LinkedIn, saying the free-to-play version didn’t perform well enough to sustain ongoing support. The Finnish maker of Hill Climb Racing confirmed no employees will be let go: the Lego Hill Climb Adventures team will move into Fingersoft’s prototyping unit to work on future projects. The studio also said the Apple Arcade, IAP-free edition — Lego Hill Climb Adventures+ — will remain playable there. Fingersoft posted concrete timing for the shutdown on its website: in-app purchases will be removed by October 23, and the game will be pulled from the App Store and Google Play on December 15. The team’s statement included, “We’re incredibly proud of what we’ve created. But every great adventure must come to an end, which is why we’ve made the difficult decision to end the development of the free-to-play version of the game.” Players were told they will be able to keep playing “into 2027,” with exact details to be shared closer to that time. Lego Hill Climb Adventures originally launched on iOS and Android in 2024. AppMagic’s estimates reported roughly $475,000 in revenue and about 3.6 million downloads during its run. Meanwhile, Fingersoft is still working on the global launch of Hill Climb Racing 3, which remains in soft launch on Google Play in the UK, Norway, Sweden, and Finland. Takeaway: Fingersoft is preserving headcount and shifting the Lego team into prototyping while winding down the free-to-play storefront on a defined schedule — IAPs gone Oct 23, store delist on Dec 15, and the Apple Arcade edition stays alive for now.

Aion 2 launches globally Oct 5, tops ~400,000 peak concurrent players
News Mon, Oct 12, 2026

Aion 2 launches globally Oct 5, tops ~400,000 peak concurrent players

Aion 2, NCSoft’s free‑to‑play MMORPG sequel to the original Aion, began global service on October 5 via Steam and NCSoft’s Purple platform after an early‑access window for Founders Pack buyers on September 30; NCSoft reported combined peak concurrent users across Steam and Purple above 400,000 immediately after launch. The game previously launched in Korea and Taiwan in November of last year, and its global debut brings back the war between Elyos and Asmodians roughly 200 years after the original. Aion 2’s core design details are unchanged from NCSoft’s public materials: players choose a side, pick a class such as Guardian or Swordmaster, and explore an open world that the studio says is about 36 times larger than the original. Movement includes a flight system, combat uses manual input for action‑style encounters, and content includes PvE raids with group boss encounters plus PvP events where players face one another. NCSoft disclosed that Steam and Purple combined produced a peak concurrent player count north of 400,000 right after global service began; SteamDB’s independent tally lists Steam‑only peak concurrent users at 397,905 on October 5, and Steam’s recent 24‑hour peak was 392,300 as of October 11. ContentFlux’s Top 100 streaming chart captured Aion 2’s early momentum across global platforms. During the week of September 28–October 4 (ContentFlux’s “week 5” data), Aion 2 entered YouTube’s weekly accumulated views list at rank 77 with more than 16.7 million cumulative views recorded for the week. Twitch showed a sharper rise: Aion 2 climbed 82 places to rank 11 that week, with weekly accumulated peak concurrent viewers exceeding 1.1 million. Domestic Korean platforms tracked by ContentFlux produced mixed results in the same window: Chijijik dropped two places to rank 42 with a peak concurrent viewership above 8,700, while Sup rose two places to rank 13 with peak concurrent viewers above 9,200. The following week, October 5–11, ContentFlux recorded a continued lift on the major international platforms. YouTube moved up 25 spots to rank 52 with over 23.3 million cumulative views for the week, while Twitch rose four spots to land at rank 7 with weekly accumulated peak concurrent viewers surpassing 1.9 million. Domestic platform rankings softened slightly in that same period: Chijijik fell three places to rank 45 with peak concurrent viewers above 8,800, and Sup slipped two places to rank 15 with peak concurrent viewers above 9,400. ContentFlux’s day‑by‑day charts show a high single‑day YouTube view count on September 30 of roughly 12 million views, followed by a dip and then a rebound around October 7 to roughly 10 million daily views. ContentFlux’s audience geography and language breakdowns make clear where that attention came from. On YouTube, peak viewer share during the 16‑day sample from September 27 to October 12 was led by the United States at 31.3%, followed by South Korea at 21.7%, Brazil 9.7%, Spain 9.5%, Japan 7.1%, Germany 6.2%, Russia 4.0%, France 3.7%, and Canada 3.5%. Video creation share on YouTube showed a slightly different order: the U.S. produced 11.6% of Aion 2 videos, Brazil 10.4%, South Korea 9.9%, Japan 6.0%, Indonesia 5.1%, Russia 3.9%, France 3.5%, Germany 3.5%, and Thailand 3.3%. On Twitch, language share by peak concurrent viewers was dominated by English at 48.9%, then Japanese 10.1%, German 9.6%, Russian 8.6%, Spanish 7.1%, Portuguese 6.9%, French 5.1%, Polish 2.6%, and Italian 0.6%. Twitch stream count by language was fronted by English at 35.7%, then Russian 15.7%, Portuguese 10.7%, German 8.7%, French 7.1%, Spanish 6.3%, Japanese 5.6%, Polish 2.6%, and Turkish 2.5%. Twitch’s daily peak concurrent viewers in the sampled window reached about 41,700 on September 29 and then settled into a 20,000–30,000 daily range. Major international creators also posted extended play sessions that fed those viewing totals. On October 7, Asmongold TV (4.71 million YouTube subscribers) published a sponsored Aion 2 video that walked through character customization, combat, questing, skill upgrades, item enhancement, open‑world exploration, and the flight system. Asmongold praised the game’s graphics, open‑world exploration, flight mechanics, and end‑game content, while calling out a complicated in‑game interface and several functional inconveniences. ContentFlux’s AI summary of the Asmongold video lists common viewer notes: long time investment in initial settings and character customization; combat and skill upgrade experiences; item enhancement and equipment management; flight and movement mechanics; and positive reaction to graphics and exploration. The AI also compiled low points including difficulty using some UI functions, discomfort during customization, errors or instability when enhancing items, awkward flight controls, and questions about enemy AI and combat balance. Sentiment analysis of comments under the Asmongold video registered 39% negative, 34% neutral, and 27% positive; negative comments most frequently mentioned concerns with the monetization structure and limits tied to content access times. Spain’s Rubius Z (14.9 million subscribers) posted his Aion 2 play video on the same day, October 7, covering detailed appearance and body ratio customization, voice options, open‑world exploration, dungeon runs, boss fights, and in‑game economy systems. Rubius expressed satisfaction with the depth of customization, visuals, physics‑based effects, and the tactical combination of dodge and attack in boss fights. He noted less positive points including some pet and mount designs, demanding boss attack patterns that risk instant deaths, and perceived high prices for certain shop items. ContentFlux’s AI summary for Rubius highlighted strengths such as detailed character and armor design and high execution of physics effects, while neutral takeaways included comparisons to other Korean MMORPG systems, optimization and server selection concerns for lower spec PCs, and debate over monetization methods. Negative themes in that video’s comment set criticized monetization prompts, repetitive looped activities, and provocative or overly revealing customization or armor designs. Rubius’s comment sentiment distribution was dominated by neutral reactions at 54%, with positive at 30% and negative at 16%. NCSoft’s disclosure of a combined peak above 400,000 concurrent players and the independent SteamDB Steam‑only peak of 397,905 on October 5 are concrete engagement markers, and ContentFlux’s YouTube and Twitch tallies show multi‑million weekly view totals across early launch weeks. Creator coverage from high‑reach channels like Asmongold and Rubius produced detailed player playthroughs and the comment sentiment breakdowns spotlight a repeated user concern: monetization structure and time‑gated content appear frequently in negative feedback. If NCSoft addresses monetization clarity, time‑limited content policies, or the UI and enhancement stability issues flagged in creator and comment threads, those are the exact items most commenters are asking to see changed. Key points are below for quick reference.