–Update–At the time this article was being written, we were informed that three exclusive items have hit the iTunes Store, available to iPad users and (soon!) iPhone and iTouch users as well. The iBot, iFace, and iJet, will turn your ROBLOX character into a jet-strapped robot from the future, with a tablet device for a head to boot. If you want to check them out, pop over to the iTunes Store on your iOS device and pick them up for $0.99 each.
ROBLOX has officially been on iOS long enough for us to pull some numbers and analyze some data. Our app that supported gameplay (and is also free, by the way) launched in November to the iTunes store, and we’ve received an astonishing amount of downloads and game sessions in the mobile hemisphere. We thought we’d share some of those numbers with you. Check it out.
We’re off to a great start, but there’s still a lot of ground to cover in the upcoming year.
What Next?
ROBLOX CEO Dave Baszucki (taken from a recent blog article): “Our long term vision is for ROBLOX users to be able to play anywhere. We’re working on improving a common code base that can be used to port ROBLOX to tablets and phones running operating systems other than iOS, including Android and Windows 8. In order to do this, we’re finding ways to lighten our memory footprint while also improving and scaling our graphics performance.”
VP of Marketing Brad Justus: “We’re running feasibility analysis on lower powered devices and keeping an eye on where it’s going. Android is tricky because there are different flavors of the operating system that are attached to different pieces of tech. We like the idea of one house with many doors–we want you to be able to play ROBLOX with any device, with everyone in the same environment. There isn’t tablet or phone version of ROBLOX, it’s all one unified environment. We want you to be able to create a place, and share it on any device. That’s our goal for the future.”
VP of Product Development Dylan Bromley: “We’re going to continuously iterate on the iPad app and work to make it better and better, but that’s a given. We want to be on another mobile platform by the middle of the year, and we’re trying to figure out which one makes the most sense right now. With Android, there are so many iterations of the OS that it’s hard to know what hardware works with what device. It’s also challenging because many Android handsets and tablets have different screen resolutions. We want to make sure you get an optimal unified playing experience, which will be a challenging hurdle with the Android platform.”