Today, Blue Prince, a critically acclaimed videogame appeared on Apple’s App Store. The trouble was, it wasn’t offered for sale by its developer, Dogubomb, or its publisher, Raw Fury. The real Blue Prince is only available on the Xbox, PlayStation, and PC.
Before it was removed, I easily found one iOS copy of the game just by searching Blue Prince on the App Store – it was the first search result. The icon looked like it would be the icon for a hypothetical mobile version of the game, the listing had screenshots that looked like they were indeed from Blue Prince, and the description for the game matched the description on Steam.
The port was available long enough for Blue Prince’s developer and publisher to post about it on Bluesky and, according to Peters, for the fake to reach #8 in the App Store Entertainment category. I feel for anyone who bought the game assuming it was legit given Peters’ experience:
I also quickly ran into a major bug: when I tried to walk through one of the doors from the Entrance Hall, I fell through the floor.
This isn’t the first time this sort of thing has happened. As Peters points out it happened to Palworld and Wordle too. Other popular games that have appeared on the App Store as janky scam ports include Cuphead, a version of Balatro that appeared before its official release on iOS, and Unpacking.
This seems like the sort of thing that could be fixed through automation. Scammers want users to find these games, so they can make a quick buck. As a result, the name of the game is often identical to what you’d find on the Steam, Xbox, or PlayStation stores. It strikes me that a combination of automated searching for the top games on each store, combined with an analysis of how quickly a game is moving up the charts would catch a lot of this sort of thing, flagging it for reviewers who could take a closer look.
By the way, if you haven’t tried Blue Prince, you should. It’s an amazing game and early contender for game of the year. You can learn more about the game and find links to where to buy it here. Also, Brendon Bigley, my NPC co-host, has an excellent written and video review of Blue Prince on Wavelengths.
The Lost Crown was released at the beginning of last year. Developed by Ubisoft Montpellier in France, the game was released to critical acclaim and won an Innovation in Accessibility Award at The Game Awards in 2024, but Ubisoft was unhappy with the game’s sales. The comeback of the celebrated series sold around 300,000 copies in its opening weeks, totaling around $15 million in revenue. In today’s “blockbuster or bust” gaming world, that wasn’t enough. Ubisoft released the Mask of Darkness story DLC in the fall but disbanded the team behind the game.
However, Ubisoft wasn’t finished trying to recoup its investment in The Lost Crown. The company called on its Da Nang studio to port the game to other platforms, starting with the Mac last December. The same group also adapted the game for the iPhone and iPad.
Today, The Prince of Persia: The Lost Crown is available everywhere. It’s on the Xbox Series X and S, Xbox One, PS4 and PS5, Switch, PC, Android, and other platforms, with Android being the latest addition alongside the iPhone and iPad.
If you’re a console or PC gamer, it would have been hard to miss The Lost Crown’s release in early 2024. The game follows Sargon, a warrior in an imagined version of ancient Persia, who is tasked with trekking to Mount Qaf to save Prince Ghassan. Along the way, there are puzzles to solve and a fun combination of platforming and fluid combat. It’s a shame the game didn’t fare better because it’s an absolute gem.
I’ve played at least the opening level of The Lost Crown on an M1 MacBook Air, M4 Max MacBook Pro, iPhone 16 Pro Max, M4 iPad Pro, and Sony PS5. Ultimately, the game ran well on all five devices, but there were differences. The PS5 was the smoothest of all, and the game looked phenomenal on my OLED TV.
As you’d probably expect, the game runs very well on an M4 Max MacBook Pro and M4 iPad Pro, although both got quite warm, and I could clearly hear the MacBook Pro’s fans when I removed my headphones. In both cases, I noticed a little hitch in the frame rate from time to time when transitioning from one area of the map to another, but it wasn’t a big deal in either case. The Lost Crown’s gorgeous artwork and sound design really shine on both devices, too.
The worst experiences were on the iPhone and M1 MacBook Air, for different reasons. The iPhone 16 Pro Max handled the game well, and it looked great, but the game is a lot more fun on a bigger screen. I noticed more frame rate hitches on the M1 MacBook Air than on any other device, but I didn’t really expect the game to be playable, so it was a pleasant surprise to find that it worked.
Dialogue scenes work better on the iPhone than combat where everything is tiny.
Both the iPhone and iPad versions of the game have been adapted for touch. There are on-screen touch controls, but I’d highly recommend using a controller instead. The onscreen controls are well done, but The Lost Crown’s combat feels much, much better with a controller. If you’re looking for a good controller for iPhone or iPad, check out our Setups page for a few recommendations.
An example of the mobile version’s touch controls.
The mobile versions of The Lost Crown have added automatic parrying and healing potion use, as well as a new option to slow down time during combat, all of which are designed to make the game more touchscreen-friendly. I’m glad those options are there, but again, you really should use a controller with this game. It’s also worth noting that none of the Apple platform versions of the Lost Crown include the DLC, and the Mac version is capped at 60 fps; that doesn’t bother me, but I know it’s an issue for others. The Lost Crown also supports cloud saves if you have an Ubisoft Connect account, but the saves only work Mac-to-Mac or among iOS and iPadOS devices, which stinks.
Finally, we need to talk about the princely price Ubisoft is charging for The Lost Crown on the Mac. The game is $40, which is less than the $60 launch price over a year ago, but now, you can pick it up for as low as $15–$25 on other platforms, depending on whether it comes with the DLC. Given that difference, it’s hard to recommend the Mac version of Prince of Persia: The Lost Crown unless you have no other way to play it.
Playing on iPhone with a controller.
The iPhone and iPad versions are much more reasonable. First of all, you can download and play the tutorial level of the game for free to see if The Last Crown is for you, which I appreciate. Second, until May 5, the full game is available for $9.99 – the best deal available anywhere. There’s no guarantee you’ll ever have the option to play the DLC on either device, but $10 is fair for anyone who prefers to play games on their iPhone or an iPad. After May 5, the price is set to rise to $14.99, which is in line with console versions of the game that don’t come with the DLC.
So in the final analysis, there’s not much to commend the Mac version of The Prince of Persia: The Lost Crown if you have any other way of playing it because it’s more than double the price of PC and console versions. The iPhone and iPad versions are a closer call, especially while the game is on sale for $10. The Lost Crown looks great on both and plays well (though not perfectly), but any iPhone’s screen is a little small for a game like The Lost Crown. That said, if your preference is for portability or you don’t have the option of a PC or console, The Prince of Persia: The Lost Crown is worth downloading on your iPhone or iPad to try the free tutorial level.
In addition to the many games showcased during today’s event was a new iOS and Android app called Nintendo Today. The app is a mix of Nintendo news, a game release calendar, and fun posts like Super Mario short movies and Metroid Dread concept art. Users can theme the app with images from their favorite Nintendo franchises and pick the games and characters they want to follow, which determines what you’ll see in the app’s Home and Calendar tabs. There are also settings to fine tune whether you get notifications about news and events.
Source: Nintendo.
The iOS app includes two styles of widgets, too. A medium widget displays content, such as video from today’s Nintendo Direct, news, and more. The larger widget displays the current month’s calendar and a list of upcoming game releases and other events, and is themed to match the franchise you pick when setting up the app.
Nintendo’s widgets. Source: Nintendo.
According to Nintendo, it intends to continue to announce games via Nintendo Directs. However, the company also says it will be releasing more information about the Switch 2 via the app after its April 2nd Switch 2 Direct, so fans can expect a mix of Directs and app announcements going forward.
Whether intentional or not, the app disclosed a small bit of information about the Switch 2 by labeling a new button on the Joy-Con with the letter ‘C.’ The C button has been rumored for quite a while, and no one knows for sure what it does, but the Nintendo Today app’s image of a Switch 2 appears to confirm that the button is in fact a ‘C’ button.
Nintendo Today is obviously meant to get Nintendo and its products in front of consumers more often via the device that most people are glued to throughout their days. So, yes, it’s marketing. However, it’s also a fun, playful app that’s beautifully designed and the kind of app that I expect Nintendo sickos like me will turn to daily for a little dose of their favorite franchises.
Today is Pokémon Day, and, as they do every year, The Pokémon Company held a Pokémon Presents keynote showcasing the latest updates coming to their slate of titles, including a gameplay reveal for the upcoming Pokémon Legends: Z-A for Nintendo Switch.
Game Tracker is a new videogame tracking app for iPhone, iPad, and Mac from Simone Montalto, who is probably best known to MacStories readers for developing the excellent Book Tracker. In fact, Montalto has created an entire suite of tracking apps that also includes Movie Tracker, Music Tracker, and Habit Tracker. That experience with various tracking apps shows with Game Tracker, which does a fantastic job of tailoring to the particularities of videogames and leveraging metadata to allow users to make the app their own.
Our aim here isn’t just to launch a bunch of different stores in different places, but to build a single, cross-platform store in which, within the era of multi-platform games, if you buy a game or digital items in one place, you have the ability to own them everywhere.
As part of the store expansion, The Verge’s Lauren Feiner reports that Epic will cover Apple’s E.U. Core Technology Fee charged on free games for the first 12 months. Epic will also offer monthly free games, and eventually, weekly freebies. The new games aren’t available just yet, but should be soon.
It’s good to see Epic expanding its offerings on iOS and Android. Alternative marketplaces have grown slowly in the E.U., but with Epic willing to reduce the financial risk of Apple’s Core Technology Fee, we should start seeing Epic’s store expand more rapidly.
I’ve followed Netflix Games’ journey closely for the last three years. The company has dipped its toe into a wide variety of genres but stood out for its deep catalog of artistic indie games, including recent additions like Monument Valley 3. However, based on an earnings call reported on by Neil Long of mobilegamer.biz, that may be changing.
After three years of releasing a broad range of mobile titles, Netflix said it is now focusing on “a few key genres”, including narrative games based on its own IP, party games, kids games and “mainstream established titles (like Grand Theft Auto)”.
From that, it sure sounds like indie games are being squeezed out at Netflix Games, which has seen its fair share of upheavalrecently. I hope not though. Having high-quality indie titles on my iPhone that are also available on my Ayn Odin Android portable console has been a delight.
With a press release following an otherwise packed keynote at CES (which John and Brendon, my NPC co-hosts, attended in person last night), NVIDIA announced that their streaming service GeForce NOW is going to natively support the Apple Vision Pro…well, sort of.
There aren’t that many details in NVIDIA’s announcement, but the gist of it is that Vision Pro users will be able to stream games by visiting the GeForce NOW website when a new version launches “later this month”.
Get immersed in a new dimension of big-screen gaming as GeForce NOW brings AAA titles to life on Apple Vision Pro spatial computers, Meta Quest 3 and 3S and Pico virtual- and mixed-reality headsets. Later this month, these supported devices will give members access to an extensive library of games to stream through GeForce NOW by opening the browser to play.geforcenow.com when the newest app update, version 2.0.70, starts rolling out later this month.
This is all NVIDIA said in their announcement, which isn’t much, but we can speculate on a few things based on the existing limitations of visionOS.
For starters, the current version of Safari on visionOS does not support adding PWAs to the visionOS Home Screen. Given that the existing version of GeForce NOW requires saving a web app to begin the setup process, this either means that a) NVIDIA knows a visionOS software update in January will add the ability to save web apps or b) GeForce NOW won’t require that additional step to start playing on visionOS. The latter option seems more likely.
Second, as we covered last year, there is a workaround to play with GeForce NOW on visionOS, and that is the Nexus⁺ app. I’ve been using the Nexus⁺ app on my Vision Pro to stream Indiana Jones and other games from the cloud, and while the resolution is good enough1, what bothers me is the lack of HDR and Spatial Audio support (which should work with the Web Audio API in Safari for visionOS 2.0) in GeForce NOW when accessed from Nexus⁺’s built-in web browser.
The Nexus⁺ app supports ultra-wide aspect ratios, but HDR is nowhere to be found.
With all this in mind, I’m going to guess that, at a minimum, NVIDIA will support a PWA-free installation method in Safari for visionOS. I’m less optimistic about HDR and Spatial Audio, but as I gravitate more and more toward cloud streaming rather than local PC streaming2, I’d be happily proven wrong here.
My only question is: with the App Store’s “new” rules, why isn’t NVIDIA making a native GeForce NOW app for Apple platforms?
I’d love to know from people who know more about this stuff than I do whether Safari 18’s support for the WebRTC HEVC RFC 7789 RTP Payload Format makes a difference for GeForce NOW streaming or not. ↩︎
I’m actually thinking about selling my 4090 FE GPU in an effort to go all-in on cloud streaming and SteamOS in lieu of Windows in 2025. But this is a future topic for NPC. ↩︎
Today, I began packing my bag full of the gear I’m bringing to CES. I’m excited because it’s shaping up to be a very NPC CES.
Brendon, Federico, and I started NPC: Next Portable Console because we each sensed that handheld gaming had reached a tipping point. Thanks to the Nintendo Switch and Steam Deck, companies around the world have spent the past year experimenting with new ways to make gaming more portable.
I’ve covered CES from afar for years at this point and always enjoy it. Sure, a lot of CES amounts to incremental changes to TVs and new attempts to embed screens into kitchen appliances. But if that’s all you see, you’re not paying close enough attention. The fun of CES is discovering what’s new and trying to separate the vaporware from truly innovative ideas. Plus, Weird CES never disappoints, bringing truly bizarre gadgets to life that everyone should know about. Who can forget Qoobo the headless cat robot?
This isn’t technically my first CES. Until the mid-‘90s, the show was held in Chicago and New York, and it was open to the public. I went a few years before it moved to Las Vegas and had a blast. That was a long time ago, but with the rise of handheld gaming, the time felt right to return.
Over the summer and into the fall as the rumors of new Windows and SteamOS devices gained momentum, it became clear that handheld manufacturers were targeting CES for splashy announcements. That’s the main reason Brendon and I are heading to Las Vegas. We’ll be roaming the show floor to see what’s coming next and get a sense of where handhelds are heading in 2025 and beyond.
However, as excited as we are about portable consoles, that’s not all we’ll be covering. There’s a lot more to CES, so we’ll also be on the lookout for the latest in smart home hardware, AR glasses, headphones, speakers, anything with an e-ink screen, and more.
What we plan to bring to you here and on the MacStories YouTube channel is something uniquely NPC and MacStories: insights into what to expect from the next wave of portable videogame hardware and the other gadgets worth keeping an eye on in the new year, plus a sprinkling of the weirdly wonderful “what were they thinking?” hardware.