Connect with us

Technologies

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

Oura’s CEO Has Some Chill Advice for Avoiding Health-Tracking Anxiety

For the leading smart ring maker, «calm tech» seems to be the winning strategy.

When I sit down with Oura’s CEO, Tom Hale, in a quiet wooden booth on the outskirts of the Web Summit technology conference in Lisbon, I notice that he’s wearing two smart rings. Is he conducting competitor analysis? No, it turns out. Both of the rings are his own company’s devices.

One, he explains, is his personal ring, which contains all his data from the past four years. The second is linked to his beta account and shows him what’s coming in the next software update.

For Hale, wearing two rings that run two sets of software allows him to be plugged into every minuscule variation in data. This type of hyperfocus, essential for his job with the world’s leading smart ring maker, enables him to understand the ever-evolving experience of Oura customers before they do. 

But being on high alert is not what he wants for the rest of us. Quite the opposite, in fact.

«Our philosophy very much is about being in the background,» says Hale. «We think of ourselves as calm tech.» 


Don’t miss any of our unbiased tech content and lab-based reviews. Add CNET as a preferred Google source.


Calm tech is a departure from the majority of other wearable devices on the market, and it seems to be resonating. Over the past year, smart rings, which primarily measure activity and sleep, have surged in popularity, with sales more than doubling to 1.8 million units in 2024, and expected to hit around 4 million units this year, according to Omdia

Many of us are choosing them over the best fitness trackers. Smart rings accounted for 75% of all fitness tracker revenue in the US this year, up from 46% the previous year, according to Circana

Unlike standard fitness trackers, smart rings can’t provide real-time feedback, stats and coaching on your wrist. Instead, they record and synthesize your activity and sleep data for viewing on your phone at a later time. That’s enough for most people. The trade-off is especially worth it for those of us who want to nurture a less anxious attachment style to our personal tech and prioritize a real-world focus. 

The majority of other wearables on the market aren’t conducive to this «passive» relationship. Smartwatches — and, for the most part, smart glasses — are body-worn screens, contributing to the ever-increasing and omnipresent information overload that tech subjects us to.

Easing health tech anxiety

Smart rings are, by their very nature, screen-free devices, and Oura wants to keep it that way. The Oura Ring 4 doesn’t include any flashing lights and indicators (it does have LEDs on the inside for measuring heart rate and blood oxygen). That decision was geared toward maintaining peace of mind, according to Hale.

«A lot of the most engaging and demanding applications are ones notifying you and creating anxiety where it doesn’t need to be there,» he says. «‘Oh, your heart rate’s elevated. You’re dying.’ Who needs that message? I don’t need that message.»

I don’t need it either. I’m far from alone in feeling that unfettered health tracking can quickly descend into an anxiety-inducing nightmare that causes more harm than good. Obsessing over not getting enough sleep has been known to induce insomnia. Intensive calorie tracking can cause people to disregard their bodies’ signals and ignore hunger cues.

This, Hale tells me, is what Oura strives to avoid. When the company introduced meal tracking into its app earlier this year, it was careful about how it framed the feedback, focusing on «gentle» advice.

The feature allows you to upload a picture of your food and input a brief description, before it’s scanned by AI and given a rating: nutritious, good, fair or limited. I raise my eyebrow at the inclusion of «good» as a rating. It could read as assigning a moral value to the food you’ve eaten. But Oura chose not to include a «bad» rating, which takes some of the sting out of it.

Oura also tries to steer people away from focusing on assigning a numerical value to their food, «which I think lends itself to sort of obsessive behaviors,» says Hale. You can see caloric intake if you wish, but Oura also offers a switch to let you turn off any mention of calories.

«For some people, counting calories is really triggering,» says Hale. «We try to be very sensitive to that, because we don’t want to create an unhealthy relationship with it, and we don’t want to shame people.»

For Oura customers to get the most out of their ring and subscription, Hale’s No. 1 tip is not to put too much value on a single health metric, but instead to take a holistic approach to the information to guide their actions. (Oura provides data on 40 different activities under its $6/£6 per month fee. By contrast, the Samsung Ring offers more limited tracking, free of charge.)

Hale says the company is not focused on measuring bodies. «We’re in the behavior-change business,» he says. 

In the case of food, this might work by observing how your body reacts to what you’re eating and then examining how that reaction intersects with other factors, such as whether you’re rested, stressed or have exercised earlier that day.

Hale shows me a picture of the Portuguese flan he’d eaten the night before while in Lisbon. «Shocker,» he says, «look at my blood sugar spike.» 

There’s nothing wrong with having the flan — it certainly doesn’t seem to have subdued Hale, who is animated and full of energy throughout our conversation. But seeing the impact of a rich, sugar-heavy meal late in the evening after a busy day at a tech event might help you understand how you feel, or even nudge you into eating differently the next day to balance things out.

‘It’s going to be OK’

Oura’s goal is to build context around why your body might be behaving a certain way, and increasingly, provide personalized, generative AI support via an LLM-powered chatbot that you can talk to about injuries and offer tailored advice. This, too, can help relieve any stress you might be feeling about your health, says Hale.

«One of the things that we try to do is strike a supportive tone in the AI, to kind of be like: ‘You had a bad night’s sleep, but it’s going to be OK.'» he says.

The AI Oura Advisor, which the company launched in summer 2024, can prompt the kind of behavior change Hale wants for Oura customers, such as suggesting you take a walk after a heavy meal to aid digestion. It even takes into account one frequently overlooked element of long-term health — social connection — and will prompt you to spend time with friends and family. 

Over the past few years, there has been an explosion in longevity culture, with people investing money in products and services, like supplements and wellness services, that promise to extend their life and health spans. 

The «moral hazard» of these products, says Hale, is that there’s no accountability. «If it works, great,» he says. «If it doesn’t work, you’re not gonna call me. You know why? Because you’re dead.»

Oura doesn’t exclude itself entirely from the conversation around longevity. Back in May, it released an ad that Hale calls «cheeky,» featuring older adults wearing Oura rings and living their best lives. But it didn’t promise we’d all become centenarians.

«Our premise is not: Hey, buy our supplement because you want to live forever,» says Hale. «Our premise is: Change your behavior today to make healthy choices, because then you’ll live a better life.»

It’s a convincing pitch, which might explain why Oura surpassed 5.5 million total rings sold back in September, putting it on track to hit $1 billion in revenue for the first time this year. According to the latest stats shared by the International Data Corporation, published in 2024, the company boasted an 80% market share.

Last month, the company scored a «decisive victory» in a patent infringement lawsuit against two of its competitors, Ringconn and Ultrahuman. So when Hale tells me he doesn’t test rivals’ rings «as much as he used to» because they’re «copying us,» I know it’s more than bravado.

Thanks to its intellectual property and growing troves of health data that enable it to refine its software, Oura has a clear competitive advantage in this rapidly growing market.

«I’m looking not for other things that other people are doing,» Hale says. «I’m looking for the stuff that we should do that’s really innovative.»

Disclosure: Katie Collins traveled to Lisbon as a guest of Web Summit to serve as a panel moderator. Her reporting from the event was independent of that role.

Continue Reading

Technologies

The Final Supermoon of 2025 Is December’s Cold Moon

It’ll be earning its name as temperatures across the US are expected to be lower than average.

Your last chance to see a supermoon in 2025 is approaching quickly. December’s full moon is scheduled to appear on Dec. 4, exactly one week after Thanksgiving. Even if you don’t make plans to see it, you’ll probably see it anyway, as it’ll be the brightest thing in the night sky.


Don’t miss any of our unbiased tech content and lab-based reviews. Add CNET as a preferred Google source.


December’s Cold Moon is the third of four consecutive supermoons and the last one of 2025. Supermoons tend to come in packs of four thanks to how the moon orbits the Earth. The orbit is elliptical, meaning the moon is closer during some months and farther away in others. When it’s close to Earth, it’s referred to as perigee, and full moons during perigee are considered supermoons. 

Since it is closer, the moon will be slightly bigger and brighter in the night sky. According to NASA, a supermoon is 14% larger and 33% brighter than a micro moon, which occurs during full moons when the moon is at its farthest point from Earth, a phenomenon known as apogee. Thus, it is the best time to view a full moon outside of special events like blood moons or lunar eclipses.

When is December’s full moon?

The Farmer’s Almanac reports that December’s full moon will take place on the evening of Dec. 4. It’ll reach peak illumination at 6:14 p.m. ET. Thanks to the recent daylight saving time change, it should be dark enough to see for most of the US, but if it isn’t, it’ll remain full all night. Those who can’t see it due to the weather can see a moon that is more than 90% full from Dec. 2-6. 

You won’t need any special equipment to see the moon, as it’ll be the brightest thing in the night sky by a wide margin. Those who want to see more detail can certainly use a telescope or binoculars if they choose, which will make the moon’s various craters and textures easier to see. 

December’s full moon is often referred to as the Cold Moon, as it typically occurs when the weather starts to become quite chilly. The moon is earning its name this time around, as a polar vortex is scheduled to hit the US during Thanksgiving and will stick around for a while afterward. The polar vortex will drive down temperatures in much of the US during the week of Dec. 1, so if you do go outside, make sure to bundle up. 

Continue Reading

Technologies

Anthropic’s New Claude Opus 4.5 AI Model Is Designed for Coding and Office Work

The new reasoning model can also power the Claude for Chrome AI browser extension.

Anthropic’s newest version of its most powerful generative AI model could upend how you manage your spreadsheets. The company said Claude Opus 4.5, announced Monday, is aimed at things you do on the job, like coding and office work.

Google unveiled its powerful new Gemini 3 model last week, and OpenAI released GPT-5.1 the week before. Now it’s Anthropic’s turn. The company, which is popular with businesses and software workers, said Opus 4.5 is focused on getting work done, not generating content.

Claude Opus 4.5 will be available everywhere and will be a default model for Pro (starting at $17/month), Max (starting at $100/month) and Enterprise users.

Opus 4.5 is built to produce documents, spreadsheets and presentations and can automate menial office tasks by using your computer and browser. That includes its deployment in Claude for Chrome, a browser extension that lets Claude do internet tasks for Max users.

This release puts all three Claude models in the 4.5 generation. Anthropic released Sonnet 4.5, its midlevel model, in September and Haiku 4.5, its smallest model, in October.

Advanced reasoning models like Opus are designed to handle complex, demanding tasks. While a smaller, cheaper large language model will provide an answer based on the probabilities in its training data, a reasoning model will rerun and refine its operations to get a better or more complete answer. This takes longer, but it means the AI can handle more difficult operations.

Reasoning models are particularly useful for complicated programming projects or intensive research. The downside is they are slower and more expensive to run, which is why companies often restrict them to paid plans or have strict limits on usage.

Continue Reading

Trending

Copyright © Verum World Media