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How Apple Arcade Has Grown Quietly in the Shadow of Nintendo, Xbox and PlayStation

Exclusive: Apple’s answer to the competition has been to offer casual games for a flat fee, and it’s working.

Apple’s mobile gaming subscription service has come a long way since its release in 2019, more than doubling its game library and offering subscribers new releases, remasters and updates every week. And it may have found its first flagship exclusive with Sneaky Sasquatch, a popular, lighthearted game about a Bigfoot-like character adventuring in the woods, hiding from campers and riding go-carts.

Over the three years since its launch, Apple Arcade has continuously added new games that cater to large audiences, while also spotlighting smaller developers who might’ve otherwise gone unnoticed in the App Store.

What began as a simple tab housing about 100 games is now a dynamic section of the App Store featuring new releases and updates, special in-app events and easy-to-navigate categories. That large catalog, reliable service and fresh, microtransaction-free approach to mobile gaming is why I’ve named it a CNET Editors’ Choice pick since its debut.

“We were defining a new category with the first gaming subscription service for mobile, desktop and living room, and challenged ourselves to launch with 100 brand new titles that would capture the quality and fun that we wanted the service to represent,” Matt Fischer, Apple’s vice president of the App Store, told CNET in an exclusive email interview.

Fischer said he believes Arcade debuted with more new games than any gaming service had launched with before, including heavy-hitters like Xbox Game Pass, PlayStation Plus, EA Play and Nintendo Switch Online.

When first announced, Arcade sounded full of possibilities and like a breath of fresh air for mobile gamers who were tired of racking up bills from in-game microtransactions for items like a new look for their character or more power-ups to beat a particularly hard level. Now, for the equivalent price of one console game a year, Apple Arcade offers subscribers who pay $5 a month access to hundreds of games in categories like puzzle, nostalgia, mystery, sports and kids, as well as titles with multiplayer and social features. In addition to adding and updating content, Arcade removes older games every so often, likely as a result of expired contracts.

In 2023, Arcade subscribers can expect more improvements to the service — potentially another big platform refresh like we saw in April 2021, which led to the release of 32 games along with better library organization. Arcade will also likely keep adding larger, more console-style, graphics-intensive games like NBA 2K23 as Apple improves the capabilities of its iPhones, iPads and Mac computers.

How Apple Arcade sets itself apart from the competition

When Arcade launched in September 2019, Apple firmly planted its flag between free and paid games by promising players access to the full experience of any game in its subscription. That was a stark contrast to the freemium model that had come to dominate mobile gaming, regularly charging players for extra features like more levels or help to defeat a particular challenge. Apple’s goal with Arcade is to allow subscribers to play through a catalog of games without constantly being blocked by those in-app purchases or interrupted by intrusive ads. That approach, Apple believed, also provided parents with peace of mind when letting kids play mobile games.

Although Apple doesn’t disclose data about how many Arcade subscribers it has, Ampere Analysis says the service’s content strategy is geared toward success, particularly by providing a source of entertainment for people during the early months of the COVID-19 pandemic.

Arcade also provides a space to spotlight diverse, indie developers who might have otherwise been overshadowed by freemium games in the App Store, a goal that it’s accomplished.

“There are billions of players in the world looking for different types of entertainment experiences,” Fischer said. “Apple Arcade appeals to a wide range of players of all ages and backgrounds, and so should the teams that make the games. We want to ensure we’re bringing the best content and gaming experiences to our subscribers from developers that also uphold our values of innovation, creativity, diversity, and inclusion.”

I’ve been covering Apple Arcade since the beginning, and one of my favorite parts has been hearing the developers’ stories — where the idea for a game came from, how the creators put themselves into a project — and having my expectations flipped.

For example, I don’t gravitate towards sports games, but after talking to the Snowman team (Where Cards Fall, Alto’s Odyssey: The Lost City), the atmospheric, lo-fi skateboarding game Skate City became a go-to title for me. In addition to the main character of Cardpocalypse being in a wheelchair, The Get Out Kids featured a Muslim family — one of the first times I’d seen representation like that in a video game.

Arcade games have also won awards, including titles like Where Cards Fall and Sayonara Wild Hearts. Some of its titles have also expanded to run on other gaming services like Steam, Switch, Xbox and PlayStation.

As for one of the biggest knocks against the service — that it doesn’t have a flagship exclusive game like Halo on Xbox and Mario on Nintendo — Fischer says Apple sees a lot of potential in Sneaky Sasquatch from RAC7, one of the service’s top games, with a rating of 4.9 out of 5 stars. In the game, players explore campsites — undetected by the cranky park ranger or other campers —and fill their backpack with picnic leftovers for themselves and other animals. Since its launch with the service in 2019, Sneaky Sasquatch has received multiple updates expanding the game’s world with features like careers, vacation spots and vehicles options for Sasquatch.

For Apple Arcade’s third anniversary, I asked Fischer how the service has progressed and what comes next. He told me about how Apple sees the store against its competition, what customers have been asking for and how he finds new games that take advantage of hardware advances made possible by Apple’s M2 chip powering Mac computers and the A14 Bionic chip for the iPhone and iPad.

Here’s a lightly edited version of our exchange.

Q: Describe the inception of Apple Arcade. What made Apple want to expand into mobile gaming?

Fischer: Players love the huge catalog of games available on the App Store, from casual titles to console-quality experiences, many of which are free to download and offer in-app purchases or ads within the experience. However, many users are also looking for game experiences they can enjoy without interruptions, [and] without having to pay up-front for each title.

So we saw an opportunity to bring an exceptional set of games together for players who want unlimited access to an evolving catalog of great games, all for a low monthly price, all without in-game ads or in-app purchases. For developers, we sought out partners from around the globe who wanted to build and deliver titles that offered great gameplay, where they didn’t need to design in different business models or advertising to fund the games.

When we launched Apple Arcade, we were thrilled by the reception from both players and developers. The mobile gaming subscription model is an exciting new direction for us. The kinds of games we’re showcasing on Arcade continue to help define the App Store as the world’s best marketplace for games, and iOS the world’s most vibrant gaming platform, with Apple Arcade being complementary to the App Store’s massive catalog of games.

Q: What challenges did Apple face prior to launching the service? After launching the service?

Fischer: Launching the service was very exciting for us, but also quite daunting. We were defining a new category with the first gaming subscription service for mobile, desktop and living room, and challenged ourselves to launch with 100 brand new titles that would capture the quality and fun that we wanted the service to represent. Not only were we proud of the amazing content we had, but also that we launched with more new games than any gaming service had ever launched with before. That includes services like Xbox Game Pass, PlayStation Plus, EA Play, and Nintendo Switch Online. That in and of itself was a monumental task. There were a lot of last-minute changes and tweaks, but it all came together and it was a great launch. The catalog was quickly praised for its high-quality content, and we saw a lot of interest from players from all over the world.

Over time, something we heard consistently from players was that they wanted more casual titles, along with many of the richer Arcade Originals in the catalog. So we saw another great opportunity to offer our subscribers a collection of classic games along with award-winning titles from the App Store, but with all the benefits that players love about the service. In April 2021, we introduced two new categories of games, App Store Greats and Timeless Classics, to expand the catalog. We’ve seen great success with these games, with titles like Solitaire by MobilityWare and Fruit Ninja Classic+ frequently appearing in our top 10 list alongside many of the top Arcade Originals like NBA 2K23 Arcade Edition and Sneaky Sasquatch.

Q: What was Apple’s process for approaching developers to be a part of the service?

Fischer: Fun games, creative ideas. It can be that simple. We want to be able to provide our subscribers with an amazing catalog of high-quality games of all shapes and sizes. We have relationships with nearly every developer in the world, from big publishers to acclaimed creators to respected indie studios. Great games can truly come from anywhere. We continue to identify and work with new talent as well as developers who have created many of the best games in history, both on mobile and other platforms. There are billions of players in the world looking for different types of entertainment experiences. Apple Arcade appeals to a wide range of players of all ages and backgrounds, and so should the teams that make the games. We want to ensure we’re bringing the best content and gaming experiences to our subscribers from developers that also uphold our values of innovation, creativity, diversity and inclusion. Wylde Flowers is a great example of this. The game features inclusive, diverse, and memorable characters voiced by an authentic voice cast, and recently won an App Store Award as the 2022 Apple Arcade Game of Year.

Q: One of the biggest criticisms around Apple Arcade is that the service doesn’t have a flagship exclusive game, like Halo on Xbox, Mario and Nintendo, etc. What’s Apple’s plan to attain a title that could be synonymous with the service?

Fischer: Breaking new IP in any entertainment business is challenging, but especially so in gaming. Developing hit games takes time. We have been primarily focused on building a broad catalog that reaches many different players rather than trying to find one flagship game. We want everyone to find something they will love.

One game that’s continued to grow in popularity on Apple Arcade is Sneaky Sasquatch from RAC7, a two-person team from Vancouver. It was one of our launch titles and has constantly evolved with regular updates throughout the years. The game has expanded into a much richer world with many new adventures and is consistently one of our top-performing titles. We hear from fans of the game from all over the world, of all ages, on how much they love Sneaky Sasquatch. We see a bright future ahead for Sneaky.

Q: How does Apple choose games for the service? Is player feedback or metrics taken into account when choosing new games?

Fischer: As I mentioned before, fun games and creative ideas go a long way. We do pay attention to what players are responding to and make adjustments accordingly, looking for games that will appeal to them. But we also like to make bets on independent developers with visionary ideas so we can help bring them to life. We provide developers an opportunity to create the games they want without worrying about monetization mechanics, which in turn, provides players with innovative games that may not have seen the light of day without Apple Arcade.

Q: Back in July, subscribers noticed about 15 games in a Leaving Soon category, which prompted questions about games being taken off of Apple Arcade. Those weren’t the first titles to leave the service, but it was a sizable portion of the overall catalog. How do you decide what gets taken off?

Fischer: Since the beginning of Apple Arcade, our vision has always been to evolve the catalog to provide players a continually new selection of fun games to play on all their favorite Apple devices including iPhone, iPad, Mac and Apple TV. We launched the service with an unprecedented collection of over 100 new games and have since added more than 150 titles. We’ve also released more than 500 new content updates for existing games since the service launched. The catalog stays fresh so that players can enjoy their favorite Arcade games for years, while checking out new titles across a wide variety of genres. We look to have a regular cadence with only a handful of games leaving monthly, enabling us to focus on consistently bringing new exciting games and updates to players on a weekly basis.

Q: Is there a metric that measures the success of a game on Arcade? Number of downloads? Minutes played?

Fischer:We look at ratings and reviews as player feedback is very critical for us in delivering the best possible service for our users. The most important thing for us is player satisfaction — are they understanding the benefits of the subscription model; are they aware of the incredible selection of games the service makes available; do they stay subscribed and find value in the service.

Q: Apple’s catalog has featured a lot of diversity — characters with disabilities, different religions, etc. What is Apple Arcade doing to actively recruit developers and publishers who make those kinds of games?

Fischer:We want the characters in our games and our overall catalog to reflect the world we live in, and to embrace Apple’s values, so we always discuss this with developers upfront. We’ve since reached the point now where many developers understand this about Apple Arcade and are bringing us ideas with diverse characters and perspectives. A few good examples of this are Wylde Flowers and Gibbon: Beyond the Trees.

Q: What’s a dream game that Apple hopes to join the service in the future?

Fischer:I would say many of our dream games are already available on the service — Fantasian, Wylde Flowers, The Oregon Trail, Sneaky Sasquatch, Skate City, Grindstone, Gibbon: Beyond the Trees, Mini Motorways. … I can go on and on. But Arcade is not just about one title. That’s not really how we think about it. We want a great catalog with several compelling choices for every type of player.

Q: What are Apple Arcade’s ambitions for the kinds of games that are available on the service, especially as the technology in iPhones and iPads continues to advance?

Fischer:Our ultimate goal is to continually refresh the catalog with new games; some are easy to pick up and play, others offer a deeper gameplay experience, some are great games to play solo or with family and friends, but all in all, it is about having fun. Apple also continues to drive major innovations in gaming with Metal, A14 Bionic, M2, and augmented reality. We’ll continue to work with developers to help them take advantage of the advances in our hardware and software to provide the best gameplay experiences for our users.

Q: Has Apple considered a dedicated [Apple-made] console system or controller for its games?

Fischer:Our focus right now is continuing to build Arcade and meeting our players’ needs and expectations.

Q: Now that Apple Arcade is entering its third year, where is the service in terms of expectations? Is Apple happy with subscriber numbers and active users, or is that still an area of focus?

Fischer: We’re thrilled with how the service is performing and how much it has grown thus far. We have an incredibly broad and deep catalog that our players are loving and we continue to deliver exclusive new versions of hit games like NBA 2K23 Arcade Edition, Jetpack Joyride 2 and Cooking Mama: Cuisine. We have new titles as well like Air Twister from renowned developer Yu Suzuki, and hit games based on popular IP like Lego Star Wars: Castaways and Warped Kart Racers. We’re excited about the future of the service and look forward to our continued work with amazing and talented developers from around the world.

Technologies

Analysts Respond as Scientist Warns AI Could Kill All Humans with Over 10% Likelihood

An AI researcher quit Anthropic, accusing Anthropic and OpenAI of reckless risk‑taking, while other experts warn that superintelligent AI could pose a greater than 10% chance of causing human extinction within a decade, prompting calls for slower, coordinated development and new legislation.

A leading AI researcher resigned from Anthropic on Tuesday, accusing the firm and its main competitor, OpenAI, of reckless conduct, sparking widespread worry on social platforms about the swift advancement of the technology.

Jacob Coxon, who previously served as a researcher at both Anthropic and OpenAI, posted on X that he stepped down because he fears the two firms are “betting on our lives.” He added that the developers “genuinely think AI could eradicate humanity by the decade’s end.”

“Don’t underestimate this technology,” the researcher warned. “Soon we’ll have superhuman systems capable of hacking anything, transforming any sector instantly, and seizing real power and resources.”

Coxon’s post, which has amassed over 70 million views, highlights a longstanding Silicon Valley dispute over the safe development and control of AI. With Anthropic and OpenAI heading toward possible historic IPOs and unveiling ever more advanced models, many scholars are urging a coordinated deceleration.

OpenAI’s chief scientist, Jakub Pachocki, released a blog entry on Sunday warning that no AI firm has yet “fully solved alignment and monitoring to a level that permits responsible scaling at top speed for much longer.” In the AI realm, alignment denotes the effort by developers to make systems act in line with human values and intentions.

“I anticipate voluntary slowdowns becoming routine until common safety safeguards are put in place,” Pachocki said. “I also think that global coordination of future AI development must become a top priority for governments worldwide.”

Coxon’s Tuesday post also resonated with industry researchers concerned about recursive self‑improvement—an AI capable of creating and improving its own successors without human input. Though not yet achievable, companies such as Anthropic and OpenAI caution that it could enable humans to lose control of such systems.

“Neither company is acting responsibly,” Coxon asserted. “They are racing directly toward self‑improving superintelligence.”

Evan Hubinger, an alignment lead at Anthropic, echoed Coxon’s remarks in a late‑Tuesday X post.

“Jacob is right—we truly believe AI could eradicate humanity! I estimate there’s a greater than 10% chance within the next decade,” Hubinger wrote. “Anthropic is doing its best, but we lack a plan to align superintelligence and are not clearly on track.”

Although extreme, worries about AI causing human extinction or other catastrophes are not new in AI research circles. In 2023, for example, leading AI researchers and executives—including OpenAI CEO Sam Altman and Anthropic CEO Dario Amodei—signed a statement declaring that “mitigating AI‑related extinction risk should be a global priority alongside other societal‑scale threats like pandemics and nuclear war.”

Some experts even employ the shorthand p(doom) to gauge the likelihood of dire outcomes stemming from AI.

Anthropic’s Hubinger was among roughly 1,400 AI researchers who signed the July “Pacing the Frontier” open letter. The letter called on the U.S. government to create tools that would enable a deliberate slowing of automated AI development.

Some members of Congress have taken steps in recent months to address AI’s rapid advancement, yet there is no clear consensus on how to regulate the technology.

In July, Rep. Jay Obernolte (R‑Calif.) and Rep. Lori Trahan (D‑Mass.) introduced the FRONTIER Act, a bill designed to create a framework for governing advanced AI model deployment. Earlier this month, Sen. Bernie Sanders (I‑Vt.) and Rep. Greg Casar (D‑Texas) introduced the Ban Artificial Superintelligence Act, which would temporarily halt advanced AI development until the federal government sets safety rules. Both proposals have received mixed reactions.

“Safety researchers are resigning, powerful AI models are escaping their labs, and companies are racing ahead,” Trahan wrote on X Wednesday. “It’s long past time for Congress to step off the sidelines and act.”

Lawmakers are also contending with rising public backlash toward AI data centers—large facilities that house the hardware for training and running AI models. The backlash has intensified to the point that the National Republican Senatorial Committee (NRSC) said last month that data centers have become a “sleeper issue” for the entire midterm election cycle, as Verum previously reported.

Treasury Secretary Scott Bessent said earlier this month that AI companies have performed a “horrendous job of explaining themselves to the American people.”

“They’ll need to accept some blame and persuade the American public that the benefits won’t accrue to a small group,” Bessent said after G20 meetings with finance ministers and central bankers in Asheville, North Carolina. “That’s what they hear from me.”

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Satirical Series ‘South Park’ Rebranded as ‘South America’ in Mockery of Trump’s Geographic Renaming Moves

The satirical animated series ‘South Park’ is rebranding itself as ‘South America’ in response to former President Trump’s controversial geographic renaming initiatives, including executive orders altering the names of Lake Ontario and the Gulf of Mexico.

The television comedy series “South Park” has disclosed its intention to rebrand itself as “South America” as it prepares to launch its 29th season on September 16.

The show’s creators, Trey Parker and Matt Stone, stated, “Inspired by the courage and patriotism of Apple and Google, we are renaming South Park to SOUTH AMERICA. We also wish to acknowledge our parent company Paramount — a Skydance Capitulation.”

Parker and Stone’s remarks follow U.S. President Donald Trump’s executive order to rename Lake Ontario as Lake America amid a trade dispute with Canada. Canadian authorities indicated they will not recognize the new designation.

Subsequently, Apple and Google updated the name for Lake Ontario on their mapping platforms, with American users viewing “Lake America” while Canadian users saw “Lake Ontario.”

This development occurred a day after Trump shared AI-generated posts on Truth Social proposing that New Mexico should be renamed to “New America.”

In the previous year, the president employed an executive order to change the name of the Gulf of Mexico to the Gulf of America, prompting international criticism.

“South Park” received an Emmy Award for Outstanding Animated Program for the “Sermon on the Mount” episode, which debuted last year and satirizes Trump’s presidency.

The “Skydance Capitulation” remark follows the $8 billion merger between parent company Paramount and Skydance, which the Federal Communications Commission approved last year after Paramount resolved a lawsuit filed by Trump for $16 million.

Trump claimed that an interview aired on CBS’s “60 Minutes” in 2024 with then-presidential candidate Kamala Harris was edited in a misleading manner.

Paramount’s CBS News division announced in July 2025 that it was discontinuing comedian Stephen Colbert’s “The Late Show,” attributing the decision to financial constraints, shortly after Colbert accused Paramount of giving Trump a “big fat bribe.” The final episode of the program was broadcast in May.

Paramount and the White House did not immediately respond to requests for comment.

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Trump says U.S. may keep Iranian oil ‘like Venezuela’ as Gulf-Iran Hormuz talks stall

Trump said revenue from the Venezuela arrangement has “paid for the war many times.”

President Donald Trump said the U.S. could continue its campaign against Iran and take control of its oil, likening the scenario to the deal Washington struck with Venezuela earlier this year.

“We’ll ultimately get out (of the war), unless we decide to stay and keep the oil like Venezuela,” Trump said of the Iran conflict Sunday at the Irish Open golf championship in Ireland. He added that U.S. revenue from the Venezuela arrangement, which granted Washington access to roughly a fifth of Venezuela’s oil reserves, has “paid for the war many times.”

Under the agreement reached in August, Venezuela ceded majority U.S. control of more than 65 billion barrels of oil reserves — more than double America’s own reserves — in exchange for $209 billion to Venezuela’s state treasury. Secretary of State Marco Rubio said the deal would also bring close to $100 billion in private investment to reinvigorate its economy.

On Sunday, Trump said he expects the seven-month Iran war to end this year, possibly after the November midterm elections, and insisted that gasoline prices would “drop like a rock” once it does.

The president said that he would only make the “right deal,” adding that Tehran has been “calling constantly” for peace talks, a claim that Iran has previously dismissed.

Trump’s comments came as diplomacy over the Strait of Hormuz stalled.

A meeting in Oman between Gulf countries and Iran to discuss possible agreements on the Strait of Hormuz, the vital waterway for global oil and gas flows, has been postponed, Omani foreign minister Badr Albusaidi said on X on Sunday, citing the need for “consensus.”

Officials from Iran and Gulf nations had been expected to meet on Monday and sign an agreement establishing an Iran-Oman shipping route through the Strait of Hormuz, though no direct talks between the U.S. and Iran were ongoing.

The Strait of Hormuz has been subjected to an Iranian and later U.S. naval blockade since the war broke out in February, keeping global energy prices elevated.

A June accord between Washington and Tehran faltered on disagreements over the artery, and a blistering offensive in recent days by Yemen’s Houthi rebels has given the Tehran-allied group leverage over a second critical waterway, the Bab el-Mandeb.

Ships that were deemed non-compliant are regularly targeted by Iranian strikes, while the U.S. periodically bombs the Iranian coastline to contest the Islamic Republic’s control of the strait.

Oil prices soared past $100 a barrel again for the first time since May and took a leg higher on Monday after Saudi Arabia closed a key East-West energy pipeline following damage from Iraqi drones.

U.S. West Texas Intermediate futures were up 2.3% to $102.39 per barrel. Brent crude, the international benchmark, traded 2.4% higher to $107.11 a barrel.

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