Like many good stories, ours began in the good traditions of
"garage" startups in 2002. For the first 3 years the company
worked on the shareware model and consisted of students who
really wanted to learn how to make games. We released some
simple arcades:
Pacboy, Battleman, Star Defender, Bombardix, Xoid and Blade
Master. At the end of 2004 Star Defender 2 came out
and this game gave us a quantum leap forward and turned us into
a game studio.
Star Defender’s success allowed us to form a
company in 2005, move into an office, and raise the quality of
our games. We released a few more midcore-games: Alien Stars,
Star Defender 3, Star Defender 4, and strengthened relationships
with publishers and moved into the more promising casual-game
market.
In 2007, we released
Cradle of Rome, the world’s first match-3 game
with meta-gameplay. This innovation allowed users not only to
pass levels, but also to build their own city, which provided
new levels and game mechanics. All of this led to the great
success of Cradle of Rome, which stayed at the
top of casual-game publishers charts for a year, and was
downloaded more than 10 million times! It was a great
achievement for a team of 10 people.
Cradle of Rome’s success gave a start to the
company’s rapid growth. Over the next 4 years, we grew to 70
people, continued working on match-3 games and also tried the
hidden-objects genre. We released the highly profitable
Cradle Of Persia, Romance Of Rome, Golden Trails, Golden
Trails 2, Golden Trails 3, Letters from Nowhere, Letters from
Nowhere 2, and Cradle Of Rome 2.
In 2011, the casual-game market started to stagnate on PC
and Mac, due to the influence of new Social and Mobile
platforms. We spent 3 years switching our production to Mobile
platforms and setting up a marketing department. Our first
attempts to create something new for mobile platforms failed. We
had to cut the number of projects from 7 to 2, optimize
everything we could, and take a loan to keep the company going
for another six month.
Since its inception, Cradle of Empires has
undergone a major transformation: we redesigned the city map,
released an intro that seamlessly introduces the player to the
game's story, and significantly reimagined the narrative and
levels. The successes of
Cradle of Empires formed the basis for our new
game, Cradle of Maya, which will be released in
2023.
Early 2014, we were working on two projects: Letters from
Nowhere Playground in collaboration with publisher’s producers
(this project eventually failed) and Cradle of Empires.
In
Summer 2014, we released Cradle of Empires on iOS. The product
immediately showed good metrics, reaching the Top-10 Grossing
charts in many countries, and caused Awem’s growth. As a next
step, we expanded to Android and Mac right away