Best Horror Games On Itch.io – July 2026
By Adele Wilson
Across a bounty of subgenres.Haze Seas Accessories Tier List [Best Accessories to Equip]
By Adele Wilson
The accessories with the best stat buffs in Haze Seas.
Tag: editorial
Big Changes at Big Fish Games Mirror the Industry Trend
By Jim Squires
Depending on your specialization or location, yesterday might have been a pretty rough day if you worked at Big Fish. Let's say you were one of the team members working on Big Fish Unlimited, the company's attempt to popularize cloud-based gaming. Or maybe you worked in their offices in Vancouver, Canada or Cork, Ireland. All of these things are closing down, and a sizable number of jobs are going with them.If You Build It, They Will Come: Getting to a Hit Game by Listening to Your Players
By Mike Lu
Players are discovering and playing your games? Check! Now, it's time to start thinking strategically about how to keep the players engaged and happy so that your games will be a continual hit.A Focus on Quality: Does It Make For Better PR?
By Tom Ohle
We spend way too much time in our team Skype chats talking about how to do a better job of… umm… our jobs. Granted, much of it is brought on by my own anxiety about the gradual death of PR as a profession, as well as an unfortunate rebellious streak that drives me to subvert the establishment at any cost…. but the fact is — despite a rather solid reputation (I hope) within the industry — we still struggle constantly to secure publicity for some of our clients. What follows is a look into the thoughts we have as a PR agency that wants to constantly adapt to changing market conditions to stay at the forefront of our business.PR Pro Tips: Targeting and Pitching Your Game to Media
One of the first mistakes developers make when handling their own PR is emailing everyone under the sun who writes about games in any capacity. While initially that may seem like a good idea—I see you writing comments like "Isn't that what you guys do?!"—writers are busy, and a generic pitch that isn't in line with what they cover is a surefire way to get Marked As Spam and disappear from their inbox forever.Five Tips for Killer First-Time Flow
While getting ready for launch, player testing your title is truly a tough and eye-opening experience. Every. Single. Time. You've constructed all these really simple, educating and fun levels, just to realize that players don't play the game 'as they should'. To ensure that your game is played like it is supposed to be played, you need to have a killer first-time flow.Lost My Voice At GDC: 5 things to do when you’ve lost your voice at an industry conference
By Ross Avner
I was two days into Game Developer Conference when I went mute.It came out of nowhere early Wednesday evening. Somehow, my vocal chords had become fried, leaving me whispering and whimpering - especially when I thought about the two days of meetings I still had left on my schedule.Everything Zynga is about to do is wrong
By Jim Squires
It wasn't so long ago that Zynga was on top of the world. But after a 2012 filled with layoffs, executive resignations and plummeting stock prices, the company's upward momentum has turned into something of a downward spiral. And some upcoming changes, announced on an earnings call with investors earlier this week, will only make matters worse.Swimming Against the Current: Moving from Video Game to Board Game Design
I am a video game designer. Or at least, I was. A few weeks ago I made a seemingly giant leap: from the profitable, growing-like-wildfire world of free-to-play digital games to the low-profit-margin world of board games. I left my awesome job at PopCap Games working with creative, talented people to pursue my life-long passion. Developing board games is still dark and mysterious to me, but I've found that what I've learned from building video games can shed some light on this new world.