Understanding Live Ops How Space Ape grew revenues in the one-year-old Rival Kingdoms for six consecutive months
A New Strategy How Space Ape's next games take an either/or approach to market trends and passion for gameplay
January 18, 2016 Make Games You Love Space Ape COO Simon Hade on why passion must lead development Why Rival Kingdoms and Samurai Siege are considered passion projects
December 2, 2015 Feedback Button Video: The power of customer support for F2P gaming success Simon Hade on listening to complaints
September 7, 2015 Serve Me Right 20% of Samurai Siege revenue came from customer service, says Space Ape Games Simon Hade takes to the stage at Pocket Gamer Connects Helsinki
July 2, 2015 Hacker Defence How Space Ape evolved its anti-hacking strategy from Samurai Siege to Rival Kingdoms How to not let them get away with it
February 23, 2015 This Good Takes Sega's investment wasn't about the cash, it was about Japan, says Space Ape Toby Moore on a strategic move
June 4, 2014 Making Of Clash of alliances: The making of Samurai Siege Passion for your game and your audience
May 6, 2014 Samurai Siege success pushes Space Ape Games past revenue of $12 million CEO talks scaling, communities, launching in Japan