This game has been Greenlit by the Community!

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Smooth Operators
Release on iOS
August 28, 2013 - andreas

Smooth Operators was released on iOS through the publisher Bulkypix, and is available at $2.99.

Link to iTunes[itunes.apple.com]

10 Comments
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Bet Sep 20, 2013 @ 1:28pm 
andreas, thanks for continuing to work on this game. I will never have an iOS device (just not needed), but I like that you're still actively developing the only game in a niche genre that is just too good to NOT make a game for. I don't know if I'd pick it up for Android either, since touch controls are too simple, even if they manage to be as efficient as a mouse + keyboard (which they never are, unfortunately, unless you can comfortably play in bed which I can't).

What I'm saying is thanks for keeping the polish going. I'm sure you're continuing to improve features of the game and that probably means we'll get a patch on the PC version with those benefits and more eventually, or an even better sequel. Thanks for not moving on to your next project completely!
The Skullinane Sep 3, 2013 @ 9:56am 
While the rest of the world bickers about what cell phone operating system the game is available on, I will be playing the actual game.
andreas Aug 29, 2013 @ 11:21pm 
The game was actually released first for Xbox. The reason why iOS has come before Android, and not the other way around has a couple of reasons.
First being that i own an iPhone and two iPads, whereas i do not own an Android device of any kind. Second, i use xna, and the license cost for the ide (Xamarin) is quite high, and is purchased per platform.

There are however loose plans of releasing on Android as well.
Zomby Aug 29, 2013 @ 4:58pm 
@andreas It saddens me to see that the indistry is so entrenched in releasing for iOs first then, maybe later, for Android. Would you release a game for Mac first, then maybe later for Windows? Up to 2010 I understood this attitude as iOS still had a slight edge, but from 2011 onward Android has been the dominant ecosystem and developers should start to act accordingly.
Zomby Aug 29, 2013 @ 4:54pm 
It depends on the game really, and most games with smaller stuff usually play well on a 10-inch tablet. Considering most people I know are using 19"-22" screens on their desktop (and 15"-17" on their laptops), by your definition the vast majority of people are playing on "small" screens anyway.
schneemann Aug 29, 2013 @ 4:16pm 
well, of course i understand that you want to make a living and thus release the game on as many plattforms as possible. i also think that it would sell well enough on ios and android (but yes, i would have rather released it on android since it is not rapidly dropping in marketshare as ios is).
but at the same time i think that games cannot be enjoyed to their fullest potential on a small screen (and i consider everythink < 24inch as small), especially when your fingers are covering most of the screen all the time.
andreas Aug 29, 2013 @ 4:00pm 
I'm not sure if i understand what you're trying to say.
You think that i should've released it on Android instead, but it would've still been wrong, because... playing on devices where you cant feel what is a button is.. wrong?
schneemann Aug 29, 2013 @ 8:53am 
according to stats, ios is at 13% (and falling), android is almost at 80% (and rising) marketshare. nethertheless, playing on a device without tactile feedback is wrong either way. what are you? casual?
andreas Aug 28, 2013 @ 11:03pm 
You can't wake up a Zomby. =)
Zomby Aug 28, 2013 @ 7:49pm 
Wake me up when it comes to a major platform like Android.