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Monument Valley 3 Is Heading To Netflix Games Along with the Series’ First Two Installments

Yesterday, during Gamescom’s opening night ceremonies, Netflix Games released a trailer for Monument Valley 3. The franchise’s sequel from Ustwo Games, which has been in development for five years, will be published exclusively on Apple’s App Store and Android by Netflix Games on December 10th. Monument Valley 1 and 2 are also moving to Netflix Games on September 19th and October 29th, respectively. Both games previously launched on the App Store as paid titles and were later added to Apple Arcade.

Few details have been shared about Monument Valley 3, although the trailer does reveal that the game’s protagonist Noor will sail a boat for the first time. According to Jennifer Estaris, Ustwo’s Game Director of Monument Valley 3:

Monument Valley is a title that has pushed boundaries of what is possible in games, from the power of minimalist design, to the simplicity of play and the emotion of interactive storytelling. Our goal is to bring our biggest Monument Valley yet to as many people as possible, which is why we partnered with Netflix to deliver the game to hundreds of millions of players around the world as part of their memberships.

Netflix has promised additional information about the game during its September 16th Geeked Week event.

I’ve had my eye on Netflix Games for a while. Its catalog, which we discussed on NPC: Next Portable Console and I’ve written about a lot, is full of high-quality indie games as well as casual games and TV tie-ins. I’ve half expected Netflix to veer in a more Arcade-like direction, but so far, the company’s game library continues to outdo Apple Arcade in terms of game quality and balance among genres.


The Latest from AppStories and Ruminate

Enjoy the latest episodes from MacStories’ family of podcasts:

This week, Federico and I look at the gadget landscape to find inspiration for expanding Apple’s hardware lineup.

On AppStories+, a behind-the-scenes look at our expansion into video and a conversation about the Vision Pro.

  • Memberful – Help Your Clients Monetize Their Passion

The snack cup overfloweth this week with chips, seasoning, and a very blue beverage. The onto the App Store and finally a new Ruminate family member has joined.

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Apple Podcasts Is Now Available as a Web App

Apple Podcasts got the full Apple Music treatment with its own web app today. The UI is essentially the same as Apple’s native app but with the added flexibility of working on non-Apple devices. Apple says Podcasts works on all major browsers, including Safari, Chrome, Edge, and Firefox, and can be accessed in more than 170 countries and regions in their local language. If you’re an Apple Podcasts user, your progress will be synced from the web to your Apple devices, too.

Apple Podcasts' web app is nearly identical to the native version.

Apple Podcasts’ web app is nearly identical to the native version.

The web app strikes me as a win for both listeners and podcasters. Podcast fans now have more ways to enjoy their favorite shows, discover new ones, and share episodes with others. Suddenly, Apple Podcasts is cross-platform, which is still relatively rare among the most popular podcast apps, except for Pocket Casts.

Your entire library of shows is available on the web and syncs across all versions of the app.

Your entire library of shows is available on the web and syncs across all versions of the app.

Links opened on Apple devices will open in the native Podcasts app and in the browser on other devices, although on the Mac, it is possible to play episodes in a browser if you prefer. Here’s Comfort Zone playing on everyone’s current obsession, the Boox Palma:

The latest episode of [NPC](https://podcasts.apple.com/us/podcast/gamecube-to-go/id1749770019?i=1000665157926) running on my Boox Palma.

The latest episode of NPC running on my Boox Palma.

It sounds great, too.

The web app also means podcasters can now reach a bigger audience. Not only are free RSS-based shows available on the web, but listeners can also subscribe and listen to paid shows.

I’ve only played around with the web version of Apple Podcasts a little, but it works well on every device I’ve tried with it so far, including the Palma, a Boox Android tablet, and a Windows gaming handheld using Chrome and Edge. In every case, the Podcasts web app worked just as well as listening in the native app.


Procreate Will Not Include Generative AI in Its Apps

Today on its website, Procreate announced that it would not build generative AI tools into its apps. The company’s position is clear and unequivocal:

Generative AI is ripping the humanity out of things. Built on a foundation of theft, the technology is steering us toward a barren future. We think machine learning is a compelling technology with a lot of merit, but the path generative AI is on is wrong for us.

We’re here for the humans. We’re not chasing a technology that is a moral threat to our greatest jewel: human creativity. In this technological rush, this might make us an exception or seem at risk of being left behind. But we see this road less travelled as the more exciting and fruitful one for our community.

In a short video on X.com, Procreate CEO James Cuda said:

I don’t like what’s happening to the industry, and I don’t like what it’s doing to artists.

I couldn’t agree more or be happier to see Procreate take a stand in defense of artists. Federico and I interviewed Cuda at WWDC, and although Cuda struck a diplomatic tone having just received an Apple Design Award for Procreate Dreams, it was clear to me then that we were unlikely to see generative AI in Procreate’s apps. For everyone who wasn’t in the room with Cuda that day, though, today’s statement should set their minds at ease. I hope we see more developers whose apps support creative fields take a similar stand.

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The Sound of Apple

I thoroughly enjoyed this two-part series on the Twenty Thousand Hertz podcast about sound design at Apple and the care that goes into crafting sound effects and alerts that complement the user experience (speaking of the parts of Apple I still love).

I’ll be honest: like many other people these days, I don’t often hear sound effects at all since my iPhone is constantly silenced because I don’t want to bother people around me. However, sound plays an essential role for accessibility reasons and is an entire dimension of software design that is not treated like an afterthought at Apple. I especially appreciated how both episodes went into explaining how particular sounds like Tapbacks, Apple Pay confirmation messages, and alarms were created thanks to members of Apple’s Design team, who participated in both episodes and shared lots of behind-the-scenes details.

I hope we get a third episode about sound design in visionOS eventually. (I listened to both episodes using Castro, which I’m using as my main podcast client again because its queue system is unrivaled.)

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The Slow Decline of the Apple “Cult”

The headline may be a little provocative, but this article by Matt Birchler encapsulates a lot of the feelings I shared on the latest episode of Connected following Apple’s decisions regarding the Patreon iOS app.

Part of this is that Apple is no longer the underdog, they’re the biggest fish in the sea. It’s simply not as fun to root for the most successful consumer company of all time than to root for the upstart that’s trying to disrupt the big guys.

But another part is that despite achieving massive success, Apple continues to make decisions that put it at odds with the community that used to tirelessly advocate for them. They antagonize developers by demanding up to one third of their revenue and block them from doing business the way they want. They make an ad (inadvertently or not) celebrating the destruction of every creative tool that isn’t sold by Apple. They antagonize regulators by exerting their power in ways that impact the entire market. They use a supposedly neutral notarization process to block apps from shipping on alternate app stores in the EU. Most recently they demand 30% of creators’ revenue on Patreon. No single action makes them the bad guy, but put together, they certainly aren’t acting like a company that is trying to make their enthusiast fans happy. In fact, they’re testing them to see how much they can get away with.

And:

And to be super clear, I think the vast majority of folks at Apple are amazing people doing amazing work, especially those in product, design, and development. There’s a reason that I use their products and there’s a reason I care enough to even comment on all this in the first place. The problems all stem from the business end of the company and I don’t know how to convince them that reputation matters. How do we convince them that they need the rebel spark like they used to have? How do we convince them there are more ways to increase their profits than by going after the paltry earnings of creators on Patreon?

It’s a pretty dark place to be when Apple’s biggest, long time fans are hoping that the US government will step in to stop them from doing multiple things that they’re doing today.

I couldn’t have said it better myself. On the latest Connected, I argued that it almost feels like there are two Apples within Apple: the company that designs the hardware products and operating systems I still love using, which I find superior to most alternatives on the market today; and there’s the business entity, which is antagonizing developers, creators, governments, and, in doing so, alienating customers who have been supporting them for years.

I don’t know how to reconcile the two, and I don’t think I’m alone in feeling this way lately.

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The Latest from Magic Rays of Light, Comfort Zone, and MacStories Unwind

Enjoy the latest episodes from MacStories’ family of podcasts:

Sigmund and Devon highlight the debut of Bad Monkey, discuss the future of Apple Original Films in theaters, and go on an immersive elephant adventure with Wild Life.

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Matt has to apologize for the things he said last week, Chris tries to find out if we’re smarter than Apple Intelligence, and Niléane has a quiz nobody could predict.


This week, Federico and John discuss alligator races and distraction-free E-Ink thermostats for writers, plus a TV show pick and three videogame recommendations.

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The Epic Cost of Tim Sweeney’s App Store Disputes with Apple and Google

Source: Epic Games.

Source: Epic Games.

Epic Games launched its iOS alternative app marketplace in the EU today with three of its games: Fortnite, Rocket League Sideswipe, and Fall Guys. Those games are also available from AltStore PAL and will be available later from Aptoide, both of which offer alternative storefronts in the EU. Epic has also said that third-party games will be added by the end of the year.

According to Stephen Totilo, who interviewed Epic CEO Tim Sweeney and others earlier this week for his excellent newsletter Game File:

The company has spent hundreds of millions battling Apple and Google since 2020 to get to this point, Sweeney told Game File during an interview conducted earlier this week.

And, he added, Epic may have missed out on as much as $1 billion in Fortnite revenue in the process,

Tim Sweeney can be a little over the top at times when talking about his company’s disputes with Apple and Google, but his in-depth response to Totilo’s question about the impact of App Store fees on the mobile gaming industry are excellent and rang true to me. Both he and Altstore co-founder Riley Testut explained to Totilo that mobile gaming and Apple would thrive if fees were reduced, with Testut pointing to changes in App Review Guidelines about emulators and virtual machines as evidence of the positive results of competition.

For anyone in the EU interested in installing the Epic Game Store, Epic has published a walkthrough video on YouTube:

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Interview: Game Developer Zach Gage on Pile-up Poker and Resisting Dark Patterns

Jason Snell has an excellent interview on Six Colors with Zach Gage one of the creators of Puzzmo and a ton of other games we’ve covered on MacStories over the years. Federico and I interviewed Zach ages ago on AppStories, and more recently at WWDC, and the only thing I like more than hearing him talk about game design and theory is playing his games.

As I read the interview, I was struck by the thoughtfulness with which Zach’s games are made, including this tidbit about Pile-Up Poker, the most recent addition to Puzzmo:

We have a lot of games on the website right now that are very cerebral and based on you and trying hard and being at your peak. And for me, thinking about how we balance a portfolio of games, I really wanted to have something in there that would be a lot more random every day and would still fit the guidelines that we have for Puzzmo. The game should be healthy. It should be a thing where you are creative and clever and improve your strategy. It should be something that anybody at any skill level can play and win, but people who are really highly skilled can play at a super high level and really compete.

Poker is one of my favorite games ever. I think it’s a magical game. For me, the biggest trick of poker is that you can play poker with your friends for 20 years and then someone can show up and have never played poker before and win. And that is something that doesn’t exist with, I don’t think, any other game. So it felt like the right kind of game to bring to Puzzmo to find something that fits that space. It would be super approachable, but also there’s a depth.

If you haven’t tried Puzzmo yet, I highly recommend it.

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