Hey Guys, been a little under the weather and couldn't write an update. We just submitted a new update on Sunday night for Pocket God. As usual, it contains an engine improvement and some new features. The engine improvement is a touch input queue that waits for the render loop to process it. Most sample apps on the iPhone use a timer function to render their game, they set the render function to trigger every 1/30th of a second and have that function render their entire scene. The problem with this, is that if the render function takes longer than a 30th of a second, they start to pile up one one another and prevent the input handlers from doing its job, if you have ever had a game that is unresponsive to touch input, this is what's probably happening. So, we had put the render function and game logic into a separate thread so it wouldn’t interrupt the touch controls. However, there was a side effect that was causing some locking issues with our logic, since the touch handler is in the normal app thread, it was calling functions in the game logic that was in turn modifying some of our data structure at the exact same time that a function in the main game loop was modifying it and sometimes the state flags would get set in a weird state for the pygmies. so, I created a queue where the app thread just records what happens without interpreting anything and when the game loop gets to a safe place, it just goes through the queue and processes everything. The functionality change was to play with a Volcano and fire. We now have a Volcano in the background and if you hit a pygmy into it, it will change states from... smoking, lava coming out along the side, full on eruption with globs of lava peppering the island, if one of the pygmies gets hit, then they catch on fire, run in a panic and jump in the ocean. The cool thing about the engine so far, is most of it is scripted in xml. our artist exports bitmaps after animating it in flash, registers the bitmap as a texture in xml, defines an animation that are made up of various textures, and then adds different animations, sounds, tweens, etc to various scripts that I call when a collision event occurs, or a type of input happens. Hopefully this update will be approved by Thursday, we are already planning to submit another functionality update on Sunday night again that involved different ways of playing with earthquakes and the accelerometer controls. We appreciate any feedback that you can give us, a lot of people gave us a link to interactive buddy and we are definitely looking to add some cool features along those lines.