The App Store had just turned one when, sometime in the summer of 2009, concept artist and game developer Zach Gage published a preview video for an iPhone game he had been working on. The game was based on a simple premise: Gage’s girlfriend liked playing Tetris for iPhone, which he thought was a rushed adaptation of the console game that didn’t take advantage of the iPhone’s unique hardware. “I just looked at it”, Gage told me in an interview on our podcast AppStories, “and I thought – I can make a better game than this”. So, in his spare time between different projects, he got to work.
The game, which launched in fall 2009, was called Unify. On his website, Gage described it as “Touch-Tetris for both sides of the brain”. In Unify you can see traits that would define Gage’s later work on the App Store: the game takes a well-known concept and adds a twist to it – blocks come in from both sides of the screen rather than falling from the top as in classic Tetris. Graphics are minimal, but instantly recognizable and somewhat cute in their simplicity. Unify is entirely controlled via touch, eschewing any kind of console-like onscreen controls. “I was trying to imagine what Tetris would look like as a game designed for multitouch”, Gage added. “And that kind of got me hooked. After that, I just kept making games”.
Unify has all the elements for an ideal App Store origin story: a basic preview video uploaded to Vimeo 9 years ago, before YouTube became the de-facto standard for videogame trailers; an independent artist and game developer who, years later, would win awards for innovation in mobile gaming; a funny backstory that stems from big publishers’ inability to adapt console games to touchscreens a decade ago.
You’d think that Unify would make for the perfect case study in app development and mobile creativity, if only for historic purposes. Except that Unify is gone from the App Store, as if it never existed in the first place.