Drive on Moscow Slitherine “Drive on Moscow is a triumph, a game as sweeping as the campaign it seeks to simulate.” - Gamezebo Drive on Moscow: W… $9.99 Buy Now Watch Media Details“Drive on Moscow is a triumph, a game as sweeping as the campaign it seeks to simulate.” - Gamezebo Drive on Moscow: War in the Snow is a strategy game from the makers of Battle of the Bulge. You will take command of a pivotal battle of World War II as you seek to defend the homeland as the Soviets, or lead a bold push to seize the Soviet capital as the Axis. As commander, you direct your troops across a detailed campaign map, capturing territory and planning strategies. You must overcome your opponent, vast distances, and extreme weather to achieve victory. Featuring turn-based gameplay and an award-winning UI design, you will play online, face-to-face or against a challenging AI opponents. With accessible rules, Drive on Moscow is a great wargame experience for casual and veteran players alike. Key Features: • Play as the Soviets or the Axis across three scenarios and the full campaign • Command tanks, cavalry, infantry, airborne and more • Play against multiple distinct AI opponents tailored for each scenario • Online play is better than ever with enhanced chat features, new Game Center UI, and more opponent information • Experience Russian winter on a map that changes with the weather • Replay entire games to see every move and savor your triumphs • New leaderboards and stats let you compete on a global scale • Learn with the tutorial and quick start guide, or visit our online strategy forums to learn from other players • Full rules are included for advanced players • Includes extensive historical photos and commentary • Designed by Ted Raicer, award-winning designer of Paths of Glory What Reviewers are Saying: “Not only does Drive on Moscow match the deft, beguiling presentation of its predecessor, but nearly every decision has the heft of a Soviet hammer.” - Pocket Tactics “…if you liked Battle of the Bulge, this is about as must-have as it gets for you.” - Touch Arcade “The ultimate question isn’t whether Drive on Moscow is the most realistic war game of the Moscow campaign, but rather whether it teaches you something about history, allows you to have fun and makes the experience convenient. Where the Germans failed to take Moscow, Drive on Moscow succeeds as a game.” – War is Boring “This sequel is just as deep and engrossing as the original” - Pocket Gamer "Drive on Moscow is in so many ways the ultimate example of strategy gaming, because it's one of the few that requires genuine military strategy of its players in order for them to succeed." - Digitally Downloaded "Für Liebhaber von Wargames geht kein Weg an diesem Schmuckstück vorbei, zumal man sich auch online wunderbar duellieren kann." - 4Players.de Information Seller:Slitherine Genre:Board, Strategy Release:Oct 27, 2016 Updated:Sep 11, 2018 Version:1.16 Size:244.8 MB TouchArcade Rating:Unrated User Rating: (4) Your Rating:unrated Compatibility:HD Universal CalinR Well-Known Member Jan 16, 2013 384 0 0 Criminal Defense Attorney U.S. #2 CalinR, Oct 29, 2016 Last edited: Oct 29, 2016 Thanks for making sure I never give your company another cent again. I own all three of the crisis in command games, and would encourage all my friends to sit an play them with me. Glad that trend never caught on with us. By the way, not being profitable to give out keys to all the purchasers versus not being able to are very different things. Paradox blows you Slitherine clowns out of the water anyway, give me Hearts of Iron 3 any day over this. --------------------- To anyone who didn't originally buy these but wants to support a company who overcharges for digital board games and then tells their customer base "sorry, you just have to buy the same game again" this is a very good game. There are multiple ways to win, and despite a ridiculous system that in no way resembles WW2 warfare at all (since you take turns moving one area's worth of units at a time, and then your opponent moves). The AI does use encirclements, and blitzes, and I've had some genuinely tense afternoons wondering if Zhukov's counterattack would work, or if the Reich would claim Moscow. It's a great game. But it's a crap publisher. skoptic Well-Known Member Apr 3, 2015 634 82 28 #3 skoptic, Oct 29, 2016 Did you want them to update Moscow like they did with Bulge? If you don't want 30FPS, PBEM and all the problems raised from the Bulge rewrite, then having a new app is one way round it. I appreciate they could have looked after existing owners, but I'm just going to play the original anyway! dedyp79 Well-Known Member Mar 21, 2013 168 0 16 #4 dedyp79, Oct 29, 2016 This new app is so much better than the updated bulge anyway...yeah I paid again for this game just to support Shenandoah dev. mboog12 Member May 19, 2014 12 0 0 #5 mboog12, Oct 29, 2016 Hi guys, i'm one of the (new)shenandoah devs. It's such a relief to see people appreciating this remake. I'm glad we were able to learn from our mistakes with Bulge and deliver the quality you expected. Regarding the keys on Itunes: I wasn't part of this decision, but from what I've heard apple only allows for 10 free redeem codes? syntheticvoid Well-Known Member Jun 20, 2010 14,504 124 63 Musician & factory worker. a[V-O-I-D] http://apparentsymmetry.bandcamp.com #6 syntheticvoid, Oct 29, 2016 Last edited: Oct 29, 2016 *100 But agreed, unless people go into iTunes and screen capture an image of their purchase, which could easily be counterfeited, there's no real good way to handle this decision once you decide to junk the previous app. It sucks, yes... It happens more often than we as consumers would like, but as with every game in the AppStore, you're basically renting until the game breaks. Unless Apple gets involved (ha!), we're just gonna have to accept it ATM. Just my opinion... Sorry... Not saying you shouldn't be upset about it, but there's not a whole hell of a lot you can do. Thankfully the old version still runs. sobriquet Well-Known Member Patreon Bronze Jul 30, 2015 1,216 1 38 #7 sobriquet, Oct 29, 2016 I'm not saying it doesn't suck when this type of thing happens, but when people get so mad about it I always wonder how many special edition Star Wars box sets those people have purchased of basically the same thing with minor changes and or additions. CalinR Well-Known Member Jan 16, 2013 384 0 0 Criminal Defense Attorney U.S. #8 CalinR, Oct 29, 2016 Last edited: Oct 29, 2016 So, I'm a PC player first, and anything else second. That's where I'm coming from with this, and yea, it sucks that when you buy an app, you're basically renting it 'till Apple makes you buy a new device. That being said. I'm not big on multiplayer or caring about the visual fidelity of my board game apps, so I'm not entirely sure what the downsides of PBEM are (I assume that's their multiplayer client). My problem is the crassness of their PR team. Wastelands Interactive, the people who made Planar Conquest, an actual small studio, gave ALL THE ORIGINAL owners of Master of Magic a free copy of Planar Conquest on steam after they had to code the entire game from the ground up because their first iteration MoM, wasn't that good. Slitherine, a company that can afford to BUY OUT Shenandoah Studios, a seperate financial entity, had this to say on their forums, about why they went this route: "....Being in Unity allows us to maintain the code and update it but also to add additional platforms, which mean the team can generate new revenues streams allowing them to keep working on the games." See full post: http://www.slitherine.com/forum/viewtopic.php?f=350&t=74246&sid=ad41de73e6340811830f688568c6bf9c End of the day, coding jargon and rhetorical hairsplitting aside, unless you stick to the original like you and I seem to be, you're paying for the same product twice. Some people are gonna be ok with that, others won't. It's ENTIRELY doable to verify original purchases, not with screenshots, but with communication between Slitherine and Apple. How many die-hard people are going to want this app again, maybe a hundred or so? I don't know consumer metrics, but an intern would waste a day verifying these purchases, it wouldn't break the bank. I'm not saying I want it for free, that'd be ridiculous, I don't take on clients and go to court if they don't wanna pay me. I am saying that even a 5% off coupon would have garnered them more goodwill than no goodwill at all, considering the volatility of the mobile market. For their PC version, whatever, not like it's gonna get broken by the next windows update. Pitta Well-Known Member Oct 19, 2008 3,420 148 63 Male Italy #9 Pitta, Oct 29, 2016 Last edited: Oct 29, 2016 Does this version have proper native notifications (and more important are them coming to the 'new' Battle of the Bulge) or are they still sticking to (abysmal) email notifications? EDIT: Just read the Siltherine forum post linked and no, this new version still uses the abysmal PBEM notification method which frankly is another huge disappointement. Also...its not that people didn't want old app updated...People just expressed the disappointment because the updated Battle of the Bulge was such a mess and such a massive downgrade in comparison to the old app. I don't want to be rude and being in the business is harsh and such, and I was literally jumping in joy when I knew Siltherine bought Shanendoah and could update the apps...till I actually played the updated version. Besides initial bugs (hopefully now solved) and the evident 30 FPS (more like 15) thing which was annoying but not critical, they removed the endgame recap and more important they ditched the (fantastic) mp async notifications for the abysmal PBEM ones (which doesn't work at all on mobile) in the name of cross platform mp (which I personally don't care at all). The hands down best async strategy game became a generic and not really optimized port, which really saddened me. I wish all the luck to the new devs, but imho they should shrug away the port mentality thing. Some things work better on PC, so,e better on touch devices...and not always they overlap so some decisions may doom one version (they are clearly first and foremost a PC developer). If you don't care about mp (which was fantastic) and assuming the game are the same, all 3 games in the series are fantastic (Battle of the Bulge being imho the best, despite the improvements of the two following ones), so I guess this new versions are ok for people willing to buy again (they are a steal anyway) or people that never were able to experience them in the first place. CalinR Well-Known Member Jan 16, 2013 384 0 0 Criminal Defense Attorney U.S. #10 CalinR, Oct 29, 2016 Did not realize that, good insight, never tried their MP. 100% agree, they're very innovative games, I'm an eastern front guy myself so Moscow was my favorite, and never got to play Alamein despite buying it because of the long AI turns issue. Shame Shenandoah got bought out, but folks who never tried any of them DEFINITELY should. Just caveat emptor. mzinn Well-Known Member Jan 5, 2014 770 0 16 #11 mzinn, Oct 30, 2016 And of course I picked up all 3 a little while back. When will I learn. Scottlarsen Well-Known Member Nov 25, 2009 580 0 16 #12 Scottlarsen, Oct 30, 2016 Isn't there a vast difference for developers between the App Store and Steam? Apple has rarely made anything particularly easy for game development on their systems. Shkrbby Well-Known Member Jun 28, 2015 155 0 0 #13 Shkrbby, Oct 30, 2016 Boycott this dev. CalinR Well-Known Member Jan 16, 2013 384 0 0 Criminal Defense Attorney U.S. #14 CalinR, Oct 30, 2016 Last edited: Oct 30, 2016 Someone from the software industry feel free to correct me, but the answer you're looking for is sort of complicated (unless your question was rhetorical, in which case my bad, feel free to get a mod to remove the potentially off topic post, or I can edit it out lol): Tech side: Steam is only a digital distribution platform, a storefront. It has absolutely no control over the source code used by Windows or Apple desktop OSs, and therefore can't say "unless your game is coded in a certain programming language, we won't sell it". Therefore, Steam has absolutely no control over what windows updates do to the source code of the operating system, or how those updates impact the software sold on steam. The App Store, is also a store front. BUT. In order for the software available on the App Store to be sold there, it has to comply with the architectural environment of apple's software. Apple obviously owns both the store front and the operating system software, and is notoriously protective and restrictive about what it allows its users to modify (this is where software people should chime in). This is why apps become potentially "broken" with each new OS update: the underlying environment in which they run changes, forcing developers to redesign the code from the ground up sometimes. Economic side: Cynics would say, that each apple update changes the operating system's architectural environment enough, that after a certain point, apps would no longer run well, and would need to be updated, or hardware becomes obsolete, and due to things like 32bit vs. 64bit architecture diffs, the end user (and developers) need to buy new hardware in order to keep up with the advances on the software side. There is a legitimate point to this, since technological growth is exponential. However, contrast the mobile gaming market, which is full of short term gains, with the PC market, which is full of large companies with investors: in the mobile market, indie developers just don't have the luxury of "saying" "stop with the rampart source code changes or we'll pull our products.". On the other hand, if companies like EA or WB would have to redesign GBs worth of code every few months or so because the Windows operating system environment would force them to, Microsoft would lose its long term profitability of being the primary operating system that PC gamers use. Despite what fans of mobile gaming say, the two markets, from a revenue point of view, are incomparable (taking out freemium games from this equation, since Moscow isn't one of them). ---------------- Realistically, Apple is not a company whose gaming market-share strategy relies on long term brand loyalty, but short term growth, fueled by a cycle of hardware changes. Because they produce their hardware. I guarantee they make more money from selling iPhones than from collecting a commission from App Store purchases. Whereas Microsoft (a separate financial entity from Valve, who owns Steam) didn't produce its own hardware, but relied on its software to be as broadly accessible and compatible with game developers in mind, since most PC gamers ran and currently run Windows based machines, and most graphics card producers favor Windows based operating environments (might not be factually true, again someone please correct me if I'm wrong.). Two different business strategies, both with the potential to hurt the end-user in different ways. If I want to stay current with PC gaming, I'm at the mercy of AAA developers who design games with high graphical requirements, but knowing that due to the high cost and long term market share goals, if support is pulled after a few months, they lose credibility. If I want to stay with mobile gaming, I'm at the mercy of a company who doesn't care about whether indie game developers can provide support to their games, because Apple makes more money selling new hardware, than ensuring that developers and consumers are able to use older devices to play games, because that wouldn't be as profitable in the short term as their current business model. Both polar opposites, both "if they make us money (ain't broken), why change it?" ------- @mboog12: I'd also be very curious to hear a more technical explanation as to the advantages of completely re-writing a game with this unity engine thing everyone uses now, and whether Apple is specifically making its software environment more friendly towards this engine, because it forces developers to re-write old apps instead of providing long term support with additional content, and monetizing future projects like that. Wouldn't it have been cheaper to design additional content rather than re-write the game? Or does apple's architectural environment always changing make that model impossible? The Trese Brothers, a two man dev team seem to be relying on the traditional DLC model quite successfully. mboog12 Member May 19, 2014 12 0 0 #15 mboog12, Oct 31, 2016 Last edited: Oct 31, 2016 The previous version was written in ObjectiveC and using a lot of native ios panels, scrollbars, the interface was made with xcode xibs, etc... The project was so deeply rooted in ios specific architecture that the only way to have a PC version was to re-write everything in C++ or some framework. The decision was made to use Unity because of our prior experience with it. While Apple doesn't specifically advantage Unity, there are some advantages to using Unity over a more traditional xcode project: 1. unity continually updates its specifications according to Apple's newest requirements (for us the transition from 32bit to 64 was seamless) 2. unity is becoming more popular than ios specific frameworks (like kobold, that's been used in Bulge), and finding support for unity is increasingly easier To answer the question "Wouldn't it have been cheaper to design additional content rather than re-write the game? " : the main factor that led to re-writing the game was the decision to port it to PC. If it weren't for this we probably would never have changed the original codebase. Completely ignoring our context, even with apple's continuously changing environment, it's easier to just upgrade your code than completely re-writting the game, but that's just my personal opinion CalinR Well-Known Member Jan 16, 2013 384 0 0 Criminal Defense Attorney U.S. #16 CalinR, Oct 31, 2016 Last edited: Oct 31, 2016 Thanks a lot for that answer, not gonna lie, I'm going to have to look up a bunch of those terms, but that's exactly what I was hoping to have to do, so I can understand y'all's side of this. At a first glance, and because I didn't know Moscow wasn't on PC already, the move makes total sense, despite leaving a bad taste in my mouth still lol. This is basically what I'm talking about with garnering goodwill, thanks for not saying something like "trust us it's better now", maybe this whole open exchange will show people there's a potentially legitimate reason for the move that us non-coder folks wouldn't be able to see at a glance. 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Thanks for making sure I never give your company another cent again. I own all three of the crisis in command games, and would encourage all my friends to sit an play them with me. Glad that trend never caught on with us. By the way, not being profitable to give out keys to all the purchasers versus not being able to are very different things. Paradox blows you Slitherine clowns out of the water anyway, give me Hearts of Iron 3 any day over this. --------------------- To anyone who didn't originally buy these but wants to support a company who overcharges for digital board games and then tells their customer base "sorry, you just have to buy the same game again" this is a very good game. There are multiple ways to win, and despite a ridiculous system that in no way resembles WW2 warfare at all (since you take turns moving one area's worth of units at a time, and then your opponent moves). The AI does use encirclements, and blitzes, and I've had some genuinely tense afternoons wondering if Zhukov's counterattack would work, or if the Reich would claim Moscow. It's a great game. But it's a crap publisher.
Did you want them to update Moscow like they did with Bulge? If you don't want 30FPS, PBEM and all the problems raised from the Bulge rewrite, then having a new app is one way round it. I appreciate they could have looked after existing owners, but I'm just going to play the original anyway!
This new app is so much better than the updated bulge anyway...yeah I paid again for this game just to support Shenandoah dev.
Hi guys, i'm one of the (new)shenandoah devs. It's such a relief to see people appreciating this remake. I'm glad we were able to learn from our mistakes with Bulge and deliver the quality you expected. Regarding the keys on Itunes: I wasn't part of this decision, but from what I've heard apple only allows for 10 free redeem codes?
*100 But agreed, unless people go into iTunes and screen capture an image of their purchase, which could easily be counterfeited, there's no real good way to handle this decision once you decide to junk the previous app. It sucks, yes... It happens more often than we as consumers would like, but as with every game in the AppStore, you're basically renting until the game breaks. Unless Apple gets involved (ha!), we're just gonna have to accept it ATM. Just my opinion... Sorry... Not saying you shouldn't be upset about it, but there's not a whole hell of a lot you can do. Thankfully the old version still runs.
I'm not saying it doesn't suck when this type of thing happens, but when people get so mad about it I always wonder how many special edition Star Wars box sets those people have purchased of basically the same thing with minor changes and or additions.
So, I'm a PC player first, and anything else second. That's where I'm coming from with this, and yea, it sucks that when you buy an app, you're basically renting it 'till Apple makes you buy a new device. That being said. I'm not big on multiplayer or caring about the visual fidelity of my board game apps, so I'm not entirely sure what the downsides of PBEM are (I assume that's their multiplayer client). My problem is the crassness of their PR team. Wastelands Interactive, the people who made Planar Conquest, an actual small studio, gave ALL THE ORIGINAL owners of Master of Magic a free copy of Planar Conquest on steam after they had to code the entire game from the ground up because their first iteration MoM, wasn't that good. Slitherine, a company that can afford to BUY OUT Shenandoah Studios, a seperate financial entity, had this to say on their forums, about why they went this route: "....Being in Unity allows us to maintain the code and update it but also to add additional platforms, which mean the team can generate new revenues streams allowing them to keep working on the games." See full post: http://www.slitherine.com/forum/viewtopic.php?f=350&t=74246&sid=ad41de73e6340811830f688568c6bf9c End of the day, coding jargon and rhetorical hairsplitting aside, unless you stick to the original like you and I seem to be, you're paying for the same product twice. Some people are gonna be ok with that, others won't. It's ENTIRELY doable to verify original purchases, not with screenshots, but with communication between Slitherine and Apple. How many die-hard people are going to want this app again, maybe a hundred or so? I don't know consumer metrics, but an intern would waste a day verifying these purchases, it wouldn't break the bank. I'm not saying I want it for free, that'd be ridiculous, I don't take on clients and go to court if they don't wanna pay me. I am saying that even a 5% off coupon would have garnered them more goodwill than no goodwill at all, considering the volatility of the mobile market. For their PC version, whatever, not like it's gonna get broken by the next windows update.
Does this version have proper native notifications (and more important are them coming to the 'new' Battle of the Bulge) or are they still sticking to (abysmal) email notifications? EDIT: Just read the Siltherine forum post linked and no, this new version still uses the abysmal PBEM notification method which frankly is another huge disappointement. Also...its not that people didn't want old app updated...People just expressed the disappointment because the updated Battle of the Bulge was such a mess and such a massive downgrade in comparison to the old app. I don't want to be rude and being in the business is harsh and such, and I was literally jumping in joy when I knew Siltherine bought Shanendoah and could update the apps...till I actually played the updated version. Besides initial bugs (hopefully now solved) and the evident 30 FPS (more like 15) thing which was annoying but not critical, they removed the endgame recap and more important they ditched the (fantastic) mp async notifications for the abysmal PBEM ones (which doesn't work at all on mobile) in the name of cross platform mp (which I personally don't care at all). The hands down best async strategy game became a generic and not really optimized port, which really saddened me. I wish all the luck to the new devs, but imho they should shrug away the port mentality thing. Some things work better on PC, so,e better on touch devices...and not always they overlap so some decisions may doom one version (they are clearly first and foremost a PC developer). If you don't care about mp (which was fantastic) and assuming the game are the same, all 3 games in the series are fantastic (Battle of the Bulge being imho the best, despite the improvements of the two following ones), so I guess this new versions are ok for people willing to buy again (they are a steal anyway) or people that never were able to experience them in the first place.
Did not realize that, good insight, never tried their MP. 100% agree, they're very innovative games, I'm an eastern front guy myself so Moscow was my favorite, and never got to play Alamein despite buying it because of the long AI turns issue. Shame Shenandoah got bought out, but folks who never tried any of them DEFINITELY should. Just caveat emptor.
Isn't there a vast difference for developers between the App Store and Steam? Apple has rarely made anything particularly easy for game development on their systems.
Someone from the software industry feel free to correct me, but the answer you're looking for is sort of complicated (unless your question was rhetorical, in which case my bad, feel free to get a mod to remove the potentially off topic post, or I can edit it out lol): Tech side: Steam is only a digital distribution platform, a storefront. It has absolutely no control over the source code used by Windows or Apple desktop OSs, and therefore can't say "unless your game is coded in a certain programming language, we won't sell it". Therefore, Steam has absolutely no control over what windows updates do to the source code of the operating system, or how those updates impact the software sold on steam. The App Store, is also a store front. BUT. In order for the software available on the App Store to be sold there, it has to comply with the architectural environment of apple's software. Apple obviously owns both the store front and the operating system software, and is notoriously protective and restrictive about what it allows its users to modify (this is where software people should chime in). This is why apps become potentially "broken" with each new OS update: the underlying environment in which they run changes, forcing developers to redesign the code from the ground up sometimes. Economic side: Cynics would say, that each apple update changes the operating system's architectural environment enough, that after a certain point, apps would no longer run well, and would need to be updated, or hardware becomes obsolete, and due to things like 32bit vs. 64bit architecture diffs, the end user (and developers) need to buy new hardware in order to keep up with the advances on the software side. There is a legitimate point to this, since technological growth is exponential. However, contrast the mobile gaming market, which is full of short term gains, with the PC market, which is full of large companies with investors: in the mobile market, indie developers just don't have the luxury of "saying" "stop with the rampart source code changes or we'll pull our products.". On the other hand, if companies like EA or WB would have to redesign GBs worth of code every few months or so because the Windows operating system environment would force them to, Microsoft would lose its long term profitability of being the primary operating system that PC gamers use. Despite what fans of mobile gaming say, the two markets, from a revenue point of view, are incomparable (taking out freemium games from this equation, since Moscow isn't one of them). ---------------- Realistically, Apple is not a company whose gaming market-share strategy relies on long term brand loyalty, but short term growth, fueled by a cycle of hardware changes. Because they produce their hardware. I guarantee they make more money from selling iPhones than from collecting a commission from App Store purchases. Whereas Microsoft (a separate financial entity from Valve, who owns Steam) didn't produce its own hardware, but relied on its software to be as broadly accessible and compatible with game developers in mind, since most PC gamers ran and currently run Windows based machines, and most graphics card producers favor Windows based operating environments (might not be factually true, again someone please correct me if I'm wrong.). Two different business strategies, both with the potential to hurt the end-user in different ways. If I want to stay current with PC gaming, I'm at the mercy of AAA developers who design games with high graphical requirements, but knowing that due to the high cost and long term market share goals, if support is pulled after a few months, they lose credibility. If I want to stay with mobile gaming, I'm at the mercy of a company who doesn't care about whether indie game developers can provide support to their games, because Apple makes more money selling new hardware, than ensuring that developers and consumers are able to use older devices to play games, because that wouldn't be as profitable in the short term as their current business model. Both polar opposites, both "if they make us money (ain't broken), why change it?" ------- @mboog12: I'd also be very curious to hear a more technical explanation as to the advantages of completely re-writing a game with this unity engine thing everyone uses now, and whether Apple is specifically making its software environment more friendly towards this engine, because it forces developers to re-write old apps instead of providing long term support with additional content, and monetizing future projects like that. Wouldn't it have been cheaper to design additional content rather than re-write the game? Or does apple's architectural environment always changing make that model impossible? The Trese Brothers, a two man dev team seem to be relying on the traditional DLC model quite successfully.
The previous version was written in ObjectiveC and using a lot of native ios panels, scrollbars, the interface was made with xcode xibs, etc... The project was so deeply rooted in ios specific architecture that the only way to have a PC version was to re-write everything in C++ or some framework. The decision was made to use Unity because of our prior experience with it. While Apple doesn't specifically advantage Unity, there are some advantages to using Unity over a more traditional xcode project: 1. unity continually updates its specifications according to Apple's newest requirements (for us the transition from 32bit to 64 was seamless) 2. unity is becoming more popular than ios specific frameworks (like kobold, that's been used in Bulge), and finding support for unity is increasingly easier To answer the question "Wouldn't it have been cheaper to design additional content rather than re-write the game? " : the main factor that led to re-writing the game was the decision to port it to PC. If it weren't for this we probably would never have changed the original codebase. Completely ignoring our context, even with apple's continuously changing environment, it's easier to just upgrade your code than completely re-writting the game, but that's just my personal opinion
Thanks a lot for that answer, not gonna lie, I'm going to have to look up a bunch of those terms, but that's exactly what I was hoping to have to do, so I can understand y'all's side of this. At a first glance, and because I didn't know Moscow wasn't on PC already, the move makes total sense, despite leaving a bad taste in my mouth still lol. This is basically what I'm talking about with garnering goodwill, thanks for not saying something like "trust us it's better now", maybe this whole open exchange will show people there's a potentially legitimate reason for the move that us non-coder folks wouldn't be able to see at a glance.