Lifeline: Silent Night 3 Minute Games, LLC Genres: Games Entertainment Role-Playing Adventure USD#2.99 USD Supported Devices: iPad2Wifi iPad23G iPhone4S iPadThirdGen iPadThirdGen4G iPhone5 iPodTouchFifthGen iPadFourthGen iPadFourthGen4G iPadMini iPadMini4G iPhone5c iPhone5s iPhone6 iPhone6Plus iPodTouchSixthGen Minimum iOS Version: iOS 8.0 Download Size: 47.7MB Lifeline: Silent Night 3 Minute Games, Inc. The hearts and imaginations of countless players worldwide were captured when the original Lifeline took the App Store b… $2.99 Buy Now Watch Media DetailsThe hearts and imaginations of countless players worldwide were captured when the original Lifeline took the App Store by storm and became the #1 Top Paid Game, and now Taylor needs your help again in Lifeline: Silent Night! Acclaimed author Dave Justus returns with a suspenseful new story that plays out in real time, delivering notifications throughout your day. Keep up as they come in, or catch up later when you’re free. You can even respond to Taylor directly from your Apple Watch or iPhone lock screen without launching into the app. Your choices shape the story as you play. Simple actions can have a profound effect. Complete any single path in the game and then go back and see what happens when you make a different choice. Lifeline: Silent Night is a deep, immersive story of survival and perseverance, and it’s up to you to save the White Star before it’s too late for its intrepid crew. The fate of Taylor, and the world, is in your hands! Praise for Lifeline: “This is the best game on the Apple Watch.” – Time.com “I’ve played many games that I find engrossing, but Lifeline may be one of the first that changed the way I thought about my daily routine, which leapt off the screen and became a part of my lived experience.” - Eli Cymet, Gamezebo “For a few brief hours I cared – really cared – about the fate of a completely fictional character. I don’t think any other game I’ve played has made me feel that way before.” - Matt Thrower, PocketGamer Information Seller:3 Minute Games, Inc. Genre:Adventure, Role Playing Release:Dec 09, 2015 Updated:Aug 17, 2023 Version:2.1 Size:111.1 MB TouchArcade Rating:Unrated User Rating: (2) Your Rating:unrated Compatibility:HD Universal Sash-O Well-Known Member Feb 13, 2015 1,570 0 0 Germany #2 Sash-O, Dec 5, 2015 Damn, you guys coming fast! And Taylor is back, great news! killercow Well-Known Member Apr 8, 2009 3,784 3 38 https://twitter.com/killercow #3 killercow, Dec 9, 2015 Still in soft launch for those who need to know. metalcasket Moderator Staff Member Patreon Silver Patreon Gold Patreon Bronze May 24, 2010 11,065 1,342 113 Deepest Circle, Hel #4 metalcasket, Dec 9, 2015 Nah, it'll be released worldwide as usual. Just bought it. killercow Well-Known Member Apr 8, 2009 3,784 3 38 https://twitter.com/killercow #5 killercow, Dec 9, 2015 Great news then 3MinMars Active Member Apr 22, 2015 39 0 0 http://3mingames.com #6 3MinMars, Dec 9, 2015 Hey again everybody! As Silent Night is rolling out into the App Store, I'm happy to answer any questions about the game, as always metalcasket Moderator Staff Member Patreon Silver Patreon Gold Patreon Bronze May 24, 2010 11,065 1,342 113 Deepest Circle, Hel #7 metalcasket, Dec 9, 2015 I left you a little question over on the Twitters regarding Silent Night and Lifeline as a whole. 3MinMars Active Member Apr 22, 2015 39 0 0 http://3mingames.com #8 3MinMars, Dec 9, 2015 Sure! It's a bit easier to write a longer reply here, so for everyone's benefit here was the question: Indeed! We knew that many players were patiently waiting to hear from Taylor again so we wanted to get another Lifeline-sized game out by Christmas, with a little bit of holiday cheer thrown in for seasoning (heh, sorry!). So this is indeed what you might call a "spinoff" of Lifeline 1, as it follows directly on events of that game. We're currently working on multiple new Lifeline games, with a couple of Dave's excellent author friends on board. They're all working together to write more stories that will have you getting to know more characters in the Lifeline universe. They're all connected and we're really looking forward to tying the many threads together. metalcasket Moderator Staff Member Patreon Silver Patreon Gold Patreon Bronze May 24, 2010 11,065 1,342 113 Deepest Circle, Hel #9 metalcasket, Dec 10, 2015 Awesomeness. I felt really bad basically saying "Oh hey, can you answer my question here?", but it totally paid off in a non-140 character way. Dude, I don't know what to say. Take all my money. ALL MY FRICKIN' MONEY! It's clear by now that I'll never tire of your games and Dave's writing, so you best believe I'll be there to support you lovely people with each and every step. gquiller Well-Known Member Nov 15, 2011 330 3 18 #10 gquiller, Dec 10, 2015 On the app store, there are a couple of comments about ads..??? Thanks metalcasket Moderator Staff Member Patreon Silver Patreon Gold Patreon Bronze May 24, 2010 11,065 1,342 113 Deepest Circle, Hel #11 metalcasket, Dec 10, 2015 A couple of pop-up ads for Big Fish Games. Nothing too serious and honestly, I don't even open the app so it doesn't bother me. I play the game through my lockscreen and/or the drop-down notifications. I'm sure the guys at 3 Minute Games will handle this though. randomname randomly chose Member Oct 1, 2015 17 0 0 #12 randomname randomly chose, Dec 10, 2015 marketing So I reached the end of the "best path," and a character breaks the fourth wall and asks to keep in touch. I figure sure, and then I'm asked if I want to give my email address to receive "marketing materials." Really? That's how 2 days of gameplay ends? A kick-ass story? A great ending? And I'm asked if I'd like to receive marketing materials. Who in the world came up with that idea? I don't necessarily mind being asked--but I'm asked by a character at end. Why not have it come up after "end path" or something? It completely destroyed the experience--I'm taken out of the fantasy world I've been in and brought back to earth with a thud. That was a really, really bad choice by the people marketing this. The app asking to send me "marketing materials" is now permanently embedded in the memory of my experience with Taylor's story. It leaves a bad taste in my mouth and frankly sours me a bit on the whole franchise. 3MinMars Active Member Apr 22, 2015 39 0 0 http://3mingames.com #13 3MinMars, Dec 11, 2015 An ad API was accidentally left in and turned on by mistake for a couple of hours this morning, before it was caught and disabled. There should NOT be any ads in Lifeline: Silent Night! 3MinMars Active Member Apr 22, 2015 39 0 0 http://3mingames.com #14 3MinMars, Dec 11, 2015 Understood, and thank you for the honest feedback! gquiller Well-Known Member Nov 15, 2011 330 3 18 #15 gquiller, Dec 11, 2015 Before I jump to conclusions, is this accurate? I refrain from commenting until then... brerlappin Well-Known Member Feb 10, 2009 722 30 28 #16 brerlappin, Dec 11, 2015 How is the length compared to the first two games? Touchmint Well-Known Member Oct 19, 2011 1,273 153 63 Developer Phoenix http://www.TouchMint.com #17 Touchmint, Dec 11, 2015 Talked to a guy at big fish the other day. They are pretty excited about this premium series and I don't blame them these are great games! Glad to see the big guys doing some premium stuff. randomname randomly chose Member Oct 1, 2015 17 0 0 #18 randomname randomly chose, Dec 11, 2015 Last edited: Dec 11, 2015 I'm not sure about sheer word count, but the action takes place over the course of a day or a little more rather than 3 like the other two games. But as 3MG posted above, this is more sequel than LL3. Still, though it's shorter, there might actually be more action, it's quite meaty and a harrowing story, and I did really enjoy it. But asking me for my email at the end was just so poorly done. It takes away from the fantasy aspect of how can Taylor or Arika possibly be communicating with me? There are many ways the company could me ask me that--why weave it into the end of the story so that you literally can't avoid it IN the story? Maybe on replay, it won't show up, I'll let you know. The first time I played the original LL, I made it through with Taylor alive, and it was quite upsetting to see Taylor killed off on my first time with this story! And poor Taylor died again before I got it right! It's great to have Taylor back, though. randomname randomly chose Member Oct 1, 2015 17 0 0 #19 randomname randomly chose, Dec 11, 2015 marketing Just to confirm, Spoiler I went to the end again, and at the end of my conversation with a character comes a request that "I agree to receive Lifeline marketing communications." How does THAT make it into the STORY? Yes, I consider a follow-up conversation part of the story. If you say "no," you don't even get a goodbye, just end path. gquiller Well-Known Member Nov 15, 2011 330 3 18 #20 gquiller, Dec 11, 2015 This is a concern of mine as it determines my purchase as well as finishing previous installments. Can we get some sort of answer please? Thx! (You must log in or sign up to post here.) 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Hey again everybody! As Silent Night is rolling out into the App Store, I'm happy to answer any questions about the game, as always
Sure! It's a bit easier to write a longer reply here, so for everyone's benefit here was the question: Indeed! We knew that many players were patiently waiting to hear from Taylor again so we wanted to get another Lifeline-sized game out by Christmas, with a little bit of holiday cheer thrown in for seasoning (heh, sorry!). So this is indeed what you might call a "spinoff" of Lifeline 1, as it follows directly on events of that game. We're currently working on multiple new Lifeline games, with a couple of Dave's excellent author friends on board. They're all working together to write more stories that will have you getting to know more characters in the Lifeline universe. They're all connected and we're really looking forward to tying the many threads together.
Awesomeness. I felt really bad basically saying "Oh hey, can you answer my question here?", but it totally paid off in a non-140 character way. Dude, I don't know what to say. Take all my money. ALL MY FRICKIN' MONEY! It's clear by now that I'll never tire of your games and Dave's writing, so you best believe I'll be there to support you lovely people with each and every step.
A couple of pop-up ads for Big Fish Games. Nothing too serious and honestly, I don't even open the app so it doesn't bother me. I play the game through my lockscreen and/or the drop-down notifications. I'm sure the guys at 3 Minute Games will handle this though.
marketing So I reached the end of the "best path," and a character breaks the fourth wall and asks to keep in touch. I figure sure, and then I'm asked if I want to give my email address to receive "marketing materials." Really? That's how 2 days of gameplay ends? A kick-ass story? A great ending? And I'm asked if I'd like to receive marketing materials. Who in the world came up with that idea? I don't necessarily mind being asked--but I'm asked by a character at end. Why not have it come up after "end path" or something? It completely destroyed the experience--I'm taken out of the fantasy world I've been in and brought back to earth with a thud. That was a really, really bad choice by the people marketing this. The app asking to send me "marketing materials" is now permanently embedded in the memory of my experience with Taylor's story. It leaves a bad taste in my mouth and frankly sours me a bit on the whole franchise.
An ad API was accidentally left in and turned on by mistake for a couple of hours this morning, before it was caught and disabled. There should NOT be any ads in Lifeline: Silent Night!
Talked to a guy at big fish the other day. They are pretty excited about this premium series and I don't blame them these are great games! Glad to see the big guys doing some premium stuff.
I'm not sure about sheer word count, but the action takes place over the course of a day or a little more rather than 3 like the other two games. But as 3MG posted above, this is more sequel than LL3. Still, though it's shorter, there might actually be more action, it's quite meaty and a harrowing story, and I did really enjoy it. But asking me for my email at the end was just so poorly done. It takes away from the fantasy aspect of how can Taylor or Arika possibly be communicating with me? There are many ways the company could me ask me that--why weave it into the end of the story so that you literally can't avoid it IN the story? Maybe on replay, it won't show up, I'll let you know. The first time I played the original LL, I made it through with Taylor alive, and it was quite upsetting to see Taylor killed off on my first time with this story! And poor Taylor died again before I got it right! It's great to have Taylor back, though.
marketing Just to confirm, Spoiler I went to the end again, and at the end of my conversation with a character comes a request that "I agree to receive Lifeline marketing communications." How does THAT make it into the STORY? Yes, I consider a follow-up conversation part of the story. If you say "no," you don't even get a goodbye, just end path.
This is a concern of mine as it determines my purchase as well as finishing previous installments. Can we get some sort of answer please? Thx!