Archive | December, 2011

iOS and Android device activation bodes well for X-mas app business

29 Dec

According to data from Flurry Analytics,  Christmas has been a success for the likes of Apple, Amazon and Samsung. Flurry claims to accurately detect “roughly 100%” of all new Apple iOS and Google Android device activations each day. The researcher also regularly checks its figures with the digits that Apple and Google publicly release.

Flurry’s figures show that between Dec. 1 and Dec. 20, an average of 1.5 million iPhones, iPads, Amazon Kindle Fires, Samsung Galaxy S IIs, and other smartphones and tablets were activated each day. Activations were fairly steady, ranging between 1.3 million and 1.8 million each day throughout the “baseline” period.

 

Christmas Day saw a massive 6.8 million device activations, representing a 353% jump compared with the average 1.5 million figure. That number also more than doubles the previous single-day record set last Christmas, when 2.8 million happy gift receivers breathed life into their shiny new gadgets.

What’s the first thing a new iPhone owner is likely to do? Load up his or her new companion with the latest apps, is probably a good guess. Flurry says new iOS and Android app downloads on Dec. 25 soared by 125%, using a similar methodology. The day saw 242 million new app downloads, compared with the 108 million average baseline. Seeing nearly a quarter-billion downloads is more than double any other day in the history of both dominant mobile platforms, save for Christmas Eve. Through New Year’s Day, Flurry is expecting to see about 1 billion total downloads.

For the full year, Flurry notes that Apple’s App Store is set to break 10 billion downloads, more than double the cumulative downloads over the past three years combined. The researcher also expects similar performance from the Android Market, which hit 3 billion lifetime downloads in May this year and promptly more than tripled that figure to 10 billion by this month.

Naturally, that should be good news for app developers like Electronic Arts, Gameloft, Glu Mobile and G5 Entertainment. The latter is due to publish its mid-quarter update sometime during the first week of January and we are extremely curious to hear how Santa has been treating G5 this year. Flurry Analytics’ numbers make us hopeful indeed.

Nordic Investor

 

G5 Entertainment: Some thoughts ahead of Christmas

21 Dec

Christmas is only a few days away and all of us are looking forward to share the holidays with family and friends.

Christmas is also a period of joy for app developers as downloads usually skyrocket when millions of people unpack their new iPhones, iPads, Samsung Galaxies, Kindle Fires etc. and want to fill them with content. Last year, Christmas was a smash-hit for G5 Entertainment. According to a press release issued on January 3rd 2011, G5 recorded more than 1 million downloads at one single day (December 27th). Overall in Q4 2010, the company recorded downloads of estimated ca. 3 million in total. Back than the company had some 44 games on the market, primarily for iOS.

So what should we expect for 2011? A lot has happened during 2011, both on the market in general and in G5 in particular. Since June, the company is also publishing its games for Android, a market which is experiencing even faster growth than Apple’s iOS. New devices such as Amazon’s Kindle Fire have entered the market with success and G5 is active even here. G5′s number of total games released has more than doubled compared with last year and a professional marketing expert has been hired to promote the games.  On November 15th, G5 management reiterated its revenue guidance of SEK 47m for the full year 2011. The company also stated that day that at the end of October 2011 ” the total number of downloads of G5 games on iOS and Android (not counting update downloads) surpassed 28 million.” Of those, 3 million downloads were recorded in the month of October alone.

Given the company’s performance  during the first nine months of 2011, management’s guidance implies expected Q4 2011 revenues of slightly below SEK 15.8m. Is that a realistic number? We think it is; if anything there should be upside potential. Here is why:

  • In Q3 2011, G5 reported revenues of SEK 12.1m and the estimated number of downloads during the quarter was some 8 million. This implies a revenue-to-download ratio of 1.51; i.e. every download generated around SEK 1.51 for G5. This is down from 2.74 in Q2 and 2.73 in Q3 as Android started to lift the overall download level as of Q3 but Android conversion rates are underperforming those on iOS.
  • We know that in October, G5 recorded some 3 million downloads. Assuming a steady level of downloads in November, the total number of downloads would be 6 million for the period of October-November. If G5 wants to reach the SEK 15.8m in revenues it has guided for in Q4, it means that it would need to generated some 4.5 million downloads during the month of December, assuming an unchanged revenue-to-download ratio versus Q3 of 1.5. The total number of downloads in Q4 would then be 10.5 million. Remember, on December 27th 2010 alone, G5 recorded 1 million downloads so 1.5 million downloads for the entire month of December 2011 does not look too ambitious given the fact that the overall game portfolio is more than twice the size of last year.

We will be wiser in early January, when G5 will come with its mid-quarter update. I’m confident that G5 will deliver on its guidance for FY 2011 and if they manage to meet their 2012 targets as well, the sky will be the limit.

Merry Christmas to everybody,

Nordic Investor

Busy times for app developers

20 Dec

As seen in the New York Times (www.nytimes.com):

“On Christmas morning, millions of people will unwrap new iPads, iPhones and iPod Touches — and immediately start downloading games and other applications for them. It is the biggest day of the year for app sales, which can mean big money for developers. That is, if they manage to get their apps through Apple’s review process and into the App Store before everyone at Apple goes on vacation.

Each year around Christmas, Apple stops accepting app submissions and updating its store for a while. This year the shutdown starts on Thursday and runs for eight days. In the weeks leading up to the cutoff, developers often pull all-nighters so they can get their work to Apple in time. “There’s a mad scramble for developers,” said Marc Edwards, lead designer at Bjango, an Australian app maker. “In terms of money, it can be a really big deal.” It is hard to begrudge Apple for wanting to give its employees a break. But the App Store freeze at Christmas, and the crunch time leading up to it, underscore Apple’s power in the world of mobile apps and the lengths developers are willing to go to meet its demands. In short, Apple is a powerful gatekeeper, and for more than a week it is keeping the gate closed. “If you are a developer and want to sell an app for the iPhone, you have to go through Apple,” said Charles S. Golvin, an analyst at Forrester Research who tracks the wireless industry. “That’s not true of Android or most other outlets,” he added. “I can’t think of another company that has such a dominant lock on the channel to sell to an audience.”

Android, the smartphone software made by Google, has the second-biggest app economy after Apple. And it does not have Apple’s stringent and sometimes inscrutable board of testers and reviewers, who can reject any app that, in their judgment, does not meet the company’s technical or content standards. Android developers can sell their apps through a variety of third-party outlets like Amazon.com and GetJar, as well as the Google-run Android Marketplace, which is happy to accept new apps any day of the year. But developers say that although Android phones are now bigger sellers than iPhones, it is still more lucrative to build apps for Apple products. The stakes are higher than ever this year because AT&T is no longer the only carrier in the United States selling the iPhone, so there are more potential customers. Apple declined to comment on the App Store freeze.

Bryan Duke, a part-time app developer in Las Vegas, has seen firsthand how much of a difference one day can make. One of his apps is an air hockey game that costs 99 cents and usually averages about 300 downloads a day. But on Christmas Day last year there were 1,834. Apple keeps 30 percent of the revenue. “It’s typical to see a jump on any major holiday, but Christmas is the biggest one,” Mr. Duke said. “I’m certainly hoping for a nice big Christmas bump this year.”

Flurry, a mobile analytics firm, estimated that in the period from Dec. 23 to Dec. 26 last year, 240 million applications were downloaded to Apple mobile devices, or about 20 percent of the total downloads for the month. The promise of a Christmas bonanza was enough to motivate David Barnard, the founder of App Cubby, a developer in Austin, Tex., to jump into creating a notifications app, just days before the deadline. Mr. Barnard and his small team have built apps like Tweet Speaker, which reads Twitter messages aloud, and Mirror, which turns the iPhone screen into a mirror with the help of the front-facing camera. “If we can get that snowball rolling and get it right, we can ride the momentum,” he said. “We’re going to give it a shot.” John Shahidi, chief executive of RockLive, a mobile application developer in Los Angeles, said his company started working on a soccer game in August, with an eye toward Christmas. “We needed the extra time as insurance to make sure that we are visible in the App Store and have time for any updates,” he said. Inevitably, though, there was a rush at the end. “I can’t tell you the last time I’ve slept eight hours,” he said.

Although RockLive’s app, called Heads Up, sailed through Apple’s review process and went on sale this month, Mr. Shahidi said he was keeping an eye out for any bugs or problems that might require a software update. Fixes also need to be submitted before Thursday to have a chance of clearing Apple’s hurdles in time. Otherwise, a flawed application could lead to bad user reviews in the App Store, causing sales to suffer. It is not just the smaller developers that are hoping to profit from the Christmas rush. Big software makers, which have more flexibility in pricing, develop strategies like putting some applications on sale and pushing out fancy new ones to attract downloads. Electronics Arts, the giant game company that sells titles like Tetris and The Sims for Apple devices, said it was offering 36 new games and updates for the holidays, including The Sims FreePlay. Steven Stamstad, vice president for global marketing at the company, said it started planning 18 to 24 months in advance to make sure it capitalized on the season. Mr. Stamstad compared the company’s preparations to the way the movie studios planned for summer blockbusters. “We do a considerable amount of planning in terms of development, launches and putting items on sale,” he said.

Some developers simply prefer to avoid the nail-biting stress of trying to get into the store before the shutdown, then hoping nothing goes wrong and that their app gets noticed amid the hundreds of other new ones flooding the market. “In my experience it’s a good thing to avoid launching at Christmas, because a lot of the big companies are launching games,” said Oliver Cameron, who is working on an address book application called Everyme. “It’s easy to get drowned out in the store.” Instead, Mr. Cameron said he planned to wait until the relative quiet of early January.”

Nordic Investor

Bestappever 2011: Time to nominate your favourite G5 games

18 Dec

The 2011 Best App Ever Awards is now accepting nominations for iOS (iPhone/iPod Touch, iPad) and Android applications in the following categories. Nominations are accepted until December 31st 2011 so it is high time to nominate your favourite G5 Entertainment games! The Top 10 Nominees for Each Category/Platform and Best App Ever are announced on January 3rd and between January 3rd and January 25th the voting for all categories and Best App Ever takes place. The winners will be announced at Macworld / iWorld Expo 2012 which takes place January 26th – 28th.

To nominate a G5 Entertainment game for one of the categories, click on the category name and follow the prompts. Don’t forget to both nominate iOS and Android apps.

Nominate Special Enquiry Detail: The Ha… for Best Puzzle Game

Nominate Stand O’Food® 3 for Best Casual Game

Nominate Mystery of the Crystal Portal for Best Casual Game

Nominate Virtual City Playground for Best Strategy Game

Nominate Virtual City Playground for Best Strategy Game

Nominate Stand O’Food® for Best Game Series

Nominate Supermarket Mania® 2 (Full) for Best Casual Game

Nominate Jack of All Tribes HD for Best Puzzle Game

Nominate Romance of Rome HD for Best Puzzle Game

Nominate Mahjong Artifacts®: Chapter 2… for Best Board Game

Nominate Fix-it-up: Kate’s Adventure HD for Best Strategy Game

Nominate Kaptain Brawe: A Brawe New Wor… for Best Adventure Game

Nominate Youda Survivor HD for Best Casual Game

Don’t hesitate to nominate other G5 games as well. I just took a first selection. Let’s do this!

Nordic Investor

G5 Entertainment doing well in China

18 Dec

App developer Halfbrick (privately owned) has demonstrated the size of China’s mobile gaming market, after it revealed that its Fruit Slice title racked up 40 million downloads in just three months, netting the firm an impressive USD 6 million in revenue, according to Technode.

The success of Fruit Slice in China is testament to the local approach adopted by Halfbrick. The game was given a distinctly local flavour with a dedicated Chinese theme, images, fruit and even special blades that represent Chinese history and culture. The Fruit Slice figures were disclosed at the China Unicom Mobile Internet Application Industry Summit, where Halfbrick announced that it will work closely with the operator, as part of Unicom’s new focus on mobile web, content and apps.

Just last month, China was found to the world’s second biggest users of apps but Apple and Android get a far smaller piece of the pie than they enjoy in other markets. Chinese app users download from a vast number of places — free app store, operator app stores and, for a minority, official app stores — although Apple’s recently introduced support for local currency and pre-loaded payments is a step towards increasing legitimacy. As we have reported on December 9th, download volumes in the Apple App Store China have grown significantly since the introduction of the Yuan as allowed currency. The download volume of paid applications in the Chinese top 100 has almost doubled after the 18th of November, the day Apple introduced the Yuan. The growth rates in this top 100 vary between 40% and 80% over the last week compared to two weeks ago.

Halfbrick’s success with its Fruit Ninja shows the already existing magnitude of the Chinese market. As the following chart shows, the games has been extremely popular. In the period September 1st until November 3oth, the game has been among the top 30 grossing apps in China (selling for USD 0.99 for iPhone).

Looking at G5 Entertainment’s rankings during recent weeks and months, we get the impression that China is the country where G5 games do relatively best compared to the other main countries. Why that is, we do not know but it’s encouraging that G5 is doing well in a country that is expanding fast, both in terms of overall downloads and in terms of willingness to pay for apps. Here is a selection of some of G5′s bestsellers in China during the period September-December as seen on www.appannie.com:

I am long G5 Entertainment and you should be too!

Nordic Investor

Lukewarm welcome for Zynga

18 Dec

Zynga got a lukewarm welcome on its first trading day on Friday. The share fell 5% to USD 9.50 at the close. The developer of games such as “CityVille,” “FarmVille” and “Mafia Wars” sold 100 million shares for USD 10 each, the top end of a proposed range. In an interview with Bloomberg, Zynga’s CEO  Pincus said he wasn’t concerned about the stock-price decline. His aim, he said, is achieving long-term value for investors.   “We’re not experts on stock trading and we don’t intend to be,” he said. “This story is going to play out over the next couple of years, not the next couple of trading days.”

Pincus did not comment on specific plans for the capital raised in the IPO, citing the U.S. Securities and Exchange Commission’s “quiet period” rules around companies going public. He pointed to Zynga’s history of spending hundreds of millions of dollars on data centers.  He also cited acquisitions, including last year’s USD 53.3 million purchase of Newtoy Inc., maker of the popular game “Words With Friends.” Zynga made 20 acquisitions in 2010 and the first nine months of 2011.

“We’re bigger believers in the future of play and social gaming than any other company, and we wanted to be in a position that we had the resources to invest more in that future than any other company,” Pincus said. Today, Zynga gets more than 90% of its revenue from Facebook Inc. Investor concerns about Zynga’s dependence on the social-networking company may ease over time as it adds users on mobile devices and other platforms, Chief Operating Officer John Schappert said in an interview yesterday.

“We’re very happy to be on Facebook because it is where all our players are playing,” said Schappert, who left Electronic Arts Inc. (ERTS) for Zynga earlier this year. “At the same time, we’re also excited about new platforms. We’ve made big investments in mobile, we’ve grown our mobile user base both on iOS and Android, and we’re also on some of the new emerging platforms like Google+.”

Nordic Investor

 

Seeking Alpha highlighting potential in mobile gaming

14 Dec

Seeking Alpha is out pushing Glu Mobile ahead of the upcoming Zynga IPO (due tomorrow, December 15th). We could not agree more and the following arguements for Glu Mobile hold, in our opinion, also true for G5 Entertainment. The article also mentions the impressive growth of Android in general and Kindle Fire in particular. G5 is doing particularly well here and all of the six games released so far for Kindle Fire are among the top-90 in the top-paid list of the Amazon App Store and more games are already announced to be released soon  (for rankings please visit: http://www.g5info.se/spelstatistik_kindle.htm).

Seeking Alpha is using a PE-ratio of 30x on the its expected 2013 (!!!) EPS estimate in order to get to a reasonable target price of USD 6 for Glu Mobile, highlighting that the fast revenue growth (expected 50+%) would justify such a multiple. Now note that it will take unitl 2013 for Glu Mobile to reach a profit. G5 Entertainment on the other hand is already highly profitable and is guiding for a 2012 EPS of SEK 3.20 (up from SEK 1.90 in 2011). It’s expected revenue growth 2012 versus 2011 is more than 80%. Applying a PE-ratio of 30 times on the expected 2012 EPS of SEK 3.20 would imply a share price of SEK 96 for G5 Entertainment (the share is currently trading around SEK 21). I am not saying that we should expect the G5 share to trade at such levels anytime soon but this clearly shows how US investors/analysts are looking at the mobile gaming space and what kind of money they are willing to pay for such an exposure.   

Here is the article:

“Glu Mobile (GLUU) is one of the only global pure-plays on social-mobile video games for smartphones, tablets, and Facebook. It is also the #1 video game publisher on Google (GOOG) Android for 2011. Market cap is roughly $240M (net cash is 17% of market cap) and average daily volume is more than 2M shares per day. GLUU has been a frequent subject of debate on Seeking Alpha but some of the prior comments miss the bigger point. The Zynga (ZNGA) IPO has increased the attention on PC social games but in the next 3+ years, I believe mobile social will be proven to be a bigger addressable market than PC social (the active installed base of mobile devices is at least 3-4x the size of the active installed base of PCs with far lower penetration rates of smartphones/tablets).

In addition, the mobile opportunity is far less penetrated than social is today. Already today, 23% of worldwide social network users play social games. This number will inch higher in the years ahead but the low hanging fruit is largely gone. On the other hand, mobile penetration is still in the low single digits. More importantly, Google’s Android installed base is now bigger than Apple’s (AAPL) iOS and is growing at a faster rate. While Apple was the first mover in allowing developers to reach a global audience via the iTunes app store, the Android opportunity is now a bigger, and largely untapped addressable market. The Amazon (AMZN) Kindle Fire is on track to sell more than 4M units this quarter alone and along with new models, could easily take more than 20% of the available tablet market share in 2012. Amazon largely hides Android from the everyday consumer, but the platform and current apps are 100% Android.

Android Top 100 Grossing Apps (as of 12/6/11):

#5 Zynga Poker

#7 Glu Mobile Blood and Glory

#17 Glu Mobile Blood and Glory Not Rated Version

#23 Glu Mobile Big Time Gangsta

#31 Glu Mobile Contract Killer

#34 Glu Mobile Contract Killer Zombies

#42 Glu Mobile Contract Killer Zombies Not Rated Version

#62 Glu Mobile Bug Village

#95 Glu Mobile Gun Bros

#96 Glu Mobile Eternity Warriors

As you can see from the table above, Glu Mobile makes more money on Android that Zynga does.

So what does this mean for the stock?

First, the M&A angle… In a prior post on Seeking Alpha, a contributor discussing GLUU stated “the going M&A rate for mobile game developers with material revenue is 3-5x revenue.” This statement is completely incorrect. If you look at comparable transactions including DeNA-ngmoco and most recently Electronic Arts (ERTS)-PopCap, acquisitions in the space for companies with scale have averaged 10x next-gen revenue (Electronic Arts’ purchase price of PopCap must be adjusted to include the massive earn-outs). Even if you cut the multiple in half simply to be conservative, 5x CY12 EV/next-gen revenue for GLUU would equate to $6.00 per share. Note that this analysis values the legacy feature phone business at zero. If one were to apply the same take-out multiple as comparable transactions such as ngmoco and PopCap, 10x equates to $12-13 per GLUU share. It is also helpful to think about GLUU relative to private company valuations in the space. Just ask yourself this question, what valuation would a venture firm place on a company with #1 market share on Android, with a defensible niche in hard-core games (far more differentiated than casual titles), at the front-end of a multi-year Android adoption and monetization cycle? Perhaps this is why Glu’s shareholder list still includes New Enterprise Associates (NEA) and other prominent VCs. Note that on December 8th Google announced on its Android developers blog that Android app downloads have reached 10 billion and are now growing by an incremental 1 billion every month.

That same prior post also argues that Zynga is not acquisitive and would not do a deal as large as GLUU. This also is incorrect. It was widely reported that Zynga was the #2 bidder versus Electronic Arts in the $1.3 billion PopCap sale process. More recently, the New York Times has reported that Zynga bid $2.25 billion for Rovio, owner of the Angry Birds franchise.

Zynga is about to be valued at more than $10 billion (post the IPO) and will be armed with both cash and stock to use as currency for M&A. Zynga is incredibly strong at casual titles but has a significant product hole in the hard core genre. They made an attempt to buy PopCap for more than $1 BN and lost to Electronic Arts. Now they lost a bid for Rovio. Is it really so far-fetched that they would consider acquiring GLUU? This market is evolving rapidly, network effects matter, and there simply aren’t many quality assets that add developer talent, global carrier relationships, and scale.

But where does this stock go in the absence of M&A?

Based on consensus estimates for revenue of 128M in CY13 and a 12-13% operating margin (well below the company’s long-term target for 20-25%), GLUU could easily earn $0.20 per share in EPS for CY13 (FCF per share should be similar). Applying a 30x multiple (well below the consensus estimate for 50%+ revenue growth rate for CY13) also implies a price target of $6.00. If GLUU were to reach its 25% operating margin target sooner than expected, EPS would be more than $0.40. Coincidentally, that same 30x multiple applied to $0.40 in EPS would equate to $12 per GLUU share, roughly the same valuation as in the M&A scenario based on CY12 estimates (even without assuming any revenue synergies in a market where network effects are proven to matter). This is worth noting as in an M&A transaction, an acquirer would be able to generate 20-25% operating margins simply by eliminating GLUU’s G&A expense, which runs at roughly 15% of revenue.

In conclusion, while the Zynga IPO is likely to attract the most attention this month, this is but one step in the longer-term trajectory of GLUU as Android continues to gain share, Android monetization enjoys a step function higher, and GLUU’s growing studio talent releases a record number of high quality, freemium social/mobile games. This should be $5.00-6.00 stock even in the absence of an acquisition.”

Source:  http://seekingalpha.com/article/313760-glu-mobile-zynga-ipo-to-be-the-first-of-many-catalysts?source=yahoo

Nordic Investor

Gaming companies: valuation update

12 Dec

The Zynga IPO will hit the market most likely on December 15th which will also shift focus to other listed gaming companies and their valuations. Therefore, we have put together a peer group valuation table for the sector. All these companies benefit in one way or the other from the mobile and social gaming trend which experiences rapid growth. Our best guess is that the whole sector will benefit from the Zynga IPO in terms of multiple expansion. Within the sector, we would clearly favour G5 Entertainment due to its rapid growth and stellar profitability. G5 trades at the lowest 12m forward PE-ratio and top of all, its expected earnings growth rate is by far the highest (based on G5′s own growth target and available analyst consensus estimates for the peers). The price-earnings-growth-ratio (PEG), which puts the PE-ratio in relation to the expected earnings growth rate, is around 0.1 times – a clear bargain.

 

 

 

I am long G5 Entertainment and you should be too!

Nordic Investor

Chinese Apple App Store starts to accept Yuan – download volumes jump

9 Dec

Seen on Distimo Monitor: http://monitor.distimo.com/app-store-analytics-blog

After the introduction of the official Chinese currency, the Yuan (CNY), in the Apple App Store, the download volumes in the Apple App Store China have grown significantly. The download volume of paid applications in the Chinese top 100 has almost doubled after the 18th of November, the day Apple introduced the Yuan. The growth rates in this top 100 vary between 40% and 80% over the last week compared to two weeks ago.

Apple announced to support payments with the Chinese Yuan in the Apple App Store one week ago. We expected an increase in the download volume of paid applications in China because Chinese citizens were now able to pay content with local bankcards instead of using a credit card. Now, our first data analyses support this thought.

China is one of the largest emerging markets for mobile applications. Apparently, adding the Yuan by Apple was a smart move. Paid download volumes remain small in China compared to the United States. The ability to pay in the local currency would support paid downloads in China, which offers new opportunities for developers.”

G5 Entertainment December gaming line-up

7 Dec

I just found an interesting article on “PocketFullofApps”-website. Already one week ago, they published what they call ”G5 Entertainment’s December gaming line-up”. I might have missed this piece of information but I have not found any official press release regarding these games. Interestingly, “PocketFullofApps” posts links to G5 Entertainment’s homepage with a detailed descriptions of these games. Some of these games were already released last week (e.g. Fix it up: World Tour) and most likely we will see some or all of the remaining games in the weekly press release, due tomorrow. At this point, I have no idea if the list includes all the games to be released in December.  One game stands out in particular, in our opinion, namely “Kaptain Brawe: A Brawe New World” which seems to be a more adventure style game like e.g. Monkey Island.

Here is the link and the article from “PocketFullofApps”:

http://pocketfullofapps.com/2011/12/01/g5-entertainment-announced-december-gaming-lineup.html

Leading casual games publisher G5 Entertainment have announced its exciting December gaming lineup. Games and updates include new adventures such as Kaptain Brawe, Magician’s Handbook: Cursed Valley and Letters from Nowhere, a Christmas update for Virtual City Playground, and the sequel to Fix-it-up: Kate’s Adventure, Fix-it-up: World Tour and others.

The following games and updates will launch in December:

Kaptain Brawe: A Brawe New World (iOS)

Kaptain Brawe: A Brawe New World is a delightful point and click adventure game that keeps the story and puzzles high on the list of priorities. The game features a whimsical setting stocked with hilarious dialogue, quirky characters, and gorgeous hand-drawn art.

More information: http://www.g5e.com/games/kaptain_brawe_iphone, http://www.g5e.com/games/kaptain_brawe_ipad.

Fix-it-up: World Tour (iOS)

In this sequel to “Fix-it-up: Kate’s Adventure”, you must help Kate expand her car-repair empire around the world! Buy cars, fix and sell them to make your business prosperous.

More information: http://www.g5e.com/games/fix_it_up_2_iphone, http://www.g5e.com/games/fix_it_up_2_ipad

The Magician’s Handbook: Cursed Valley (iOS)

An eerie atmosphere in The Magician’s Handbook: Cursed Valley will captivate you from the start. In this hidden object adventure, travel to the dark and mysterious valley and remove the curse that haunts it.

More information: http://www.g5e.com/games/magicians_handbook_iphone, http://http://www.g5e.com/games/magicians_handbook_ipad.

Letters from Nowhere (iOS)

Letters from Nowhere encapsulates the nature of the hidden object genre with classic gameplay topped with simple and welcoming new twists. Can you uncover the mystery behind a sudden disappearance of Audrey’s husband Patrick?

More information: http://www.g5e.com/games/letters_from_nowhere_iphone, http://www.g5e.com/games/letters_from_nowhere_ipad.

Special Enquiry Detail: The Hand that Feeds (Mac)

This hidden object game follows a storyline of corruption and murder. You will be playing as New York detectives Turino and Lamonte who are investigating a heinous death of the daughter of wealthy benefactors. It’s your job to help solve the case. Are you up for the challenge?

More information: http://www.g5e.com/games/special_enquiry_detail_mac, http://www.g5e.com/games/special_enquiry_detail_kindle.

Virtual City Playground (Mac)

Virtual City Playground is the free follow-up to G5 Entertainment’s Virtual City. The game keeps many of the first game’s basic concepts, but adds in a new style of gameplay that will be familiar to players of city-builder games like Cityville.

More information: http://www.g5e.com/games/virtual_city_playground_mac.