AppSir Development Blog

Free Casual Mobile Games and Upcoming iOS Android Casual Games on the App Store

Free Casual Mobile Games and Upcoming iOS Android Casual Games on the App Store Free Casual Mobile Games and Upcoming iOS Android Casual Games on the App Store
Showing posts with label Blog. Show all posts
Showing posts with label Blog. Show all posts

Saturday, February 17, 2018

Darius Guerrero, AppSir, Inc. CEO, Interviewed on

AppSir CEO and Chairman of the Board, Darius Guerrero, sat down with to talk about his personal reasons for entering the game development world and starting AppSir, Inc.

"I made my first game using Visual Basic in 2008 for our high school project, and I thought it was pretty good. I made three more games immediately after that using VB and PowerPoint, and I wanted to become a game developer since then." -Darius Guerrero, founder

Thursday, February 15, 2018

'Dere .Exe', a Terrifying Thriller Disguised as a Pixelated Platformer, is Now Available for iOS, Android, and Windows PC

MAKATI, PHILIPPINES, - 02/15/2018 AppSir, Inc. today announced that Dere .Exea terrifying thriller disguised as a pixelated platformer, is now available for iOS, Android, and Windows PC.

You find a strange message from a relatively unknown app developer and you get sent a mysterious mobile game called 'Dere .Exe'. Like other platformer games, it has challenging levels, nostalgic pixel art graphics, retro music, but it has horror elements as well.

'Dere .Exe' is an immersive narrative thriller using the interface of a normal platformer game. This game is not for the faint of heart. You were warned.

"Dere .Exe exists in the universe of its prequel ‘The Last Yandere’ visual novel” says Darius Immanuel D. Guerrero, CEO and CTO at AppSir, Inc. "In the story, Dere .Exe is a game extracted from a corrupted disk that survived the city-wide destruction event of ‘The Last Yandere’. As you play the glitched game full of bugs, you could feel something from inside the phone, as if the game is trying to talk to you. "

View the trailer here. The download links for Dere .Exe are as follows:

For more information, follow AppSir, Inc. on Twitter, on Instagram, and Facebook, and visit the official AppSir, Inc. website.

Established in 2017, AppSir, Inc. is a Philippine-based company of passionate developers and entrepreneurs engaged in the business of building digital games, mobile applications, systems, and information technologies that have a lasting, meaningful impact on the world.

Wednesday, February 14, 2018

It is. I am.

A lack of understanding does not necessitate a lack of purpose.

Monday, February 12, 2018

My Sister's Phone Games

I know I should not be writing this. I think I’m safe at the moment. I’m sitting in the bathtub, and the phone has been taken care of. But I fear that others might commit the sins I have if I do not speak up. - Kia Gentner

When my sister sent me the link to some obscure mobile game, I wasn’t sure what to think. She did this all the time, sending me creepy things that would make me jump out of my skin. Horror, blood, predictable scares that still managed to be somewhat scary… I had seen it all. At first, I decided to just ignore her: we both knew this would end. She would sneak into my room as I played and scare me.

But she couldn’t do that now, could she? She’s gone.

Gone… My sister is dead. The realization made my blood freeze in my veins, eyes widening as I looked at her message. As I stared on, a couple words appeared on the screen, prompting me to read them.

play it.
Download Dere .exe?

I thought it was someone fooling around with me: I was sure of that. There were many that believed I had been the one to take her life. I was a mere murderer in their lives and they would do anything to make me suffer and yet…

My fingers twitched as I pressed the ‘download’ button. It looked like your average ‘don’t play me’ horror game with jumpscares and maybe some weird images that would make it hard to sleep. It was the middle of the night and I have been up for days now: every time I closed my eyes, I saw her face.

I shuddered, my lips curling downwards as the game finally loaded. It was simple, the art pixelated and the character barely resembling a human. Something in the back of my mind was telling me to quit playing, for someone had broken into my sister’s phone and it easily could have been a prank, but…

Once I started playing, there was no escape.

My eyes were glued to the tiny screen, hands shaking as if I was an addict off my drug, trying to beat every single level. I kept failing at first, and the guilt that blossomed in my mind was nearly agonizing.

I could hear my sister humming from inside the phone: it was almost as if she was talking to me. The air in the room was buzzing with her presence and yet, I knew better.

My sister is gone.

I let out a near-crazed shriek as the character died again. The game was getting glitchier with each level that passed, making me wonder if it would end up as messy as some others I have played. I was almost ready for my sister to pop up behind me, screaming but…

I think her absence was what terrified me the most. She had always been there when I played games like that. Even if she was lurking in the shadows, she was there, reassuring me in a way. But now, she was nowhere to be seen. I was alone and I knew that it was my fault…

It was the morning by the time I finished the fourth level, the sun shining brightly through the thin curtains. My room swam in the sun’s sweet light and I groaned slightly: it was too early for this. Or was it too late? I had not slept a blink. I was completely enthralled, obsessed even, trying to find out the rest of the story. I wanted to know who the ‘yandere’ hiding in the game could be…

My sister would have laughed it off and told me to rest.

But she was not there. I was scared, but too enthusiastic to wrap my tired mind around how much I was shaking. Not even once did I dare to look away, my thumbs hitting the keys in rhythm with my character jumping. I knew I must have been getting close to the end: I could feel it in my bones.

A cold wind pushed the window to my room open fully, chilling enough to wake me up completely.
What was I even doing?

I wanted so badly to just finish the game and then delete it, but I kept dying at the same spot. I kept yelling in my head, glad that my throat was sore: that way, I could not scream out loud.

And then I won. Finally. After hours and hours of work, I finished Dere .exe.

I was ready to text the bastard that had stolen my sister’s phone, but I was finally lucky enough to tear my gaze away from my phone for a moment. In the corner of my room on my desk, sat the only phone my sister ever had. She had texted me from her own number, meaning that it truly had been her.

“Heh.” the breathless chuckle that escaped me was more incredulous than scared as I grabbed the small device, seeing it light up with the very same game. “DO.NOT.DELETE”. It said.

This was the last thing my sister ever saw.
The very last thing her eyes were capable of taking in.
I should have remembered.
I did, I guess, but it was hard for me to let those thoughts back into my mind.

I had known it all along, for it had been my stupid friend that had sent it to her: that doctor that liked her way too much. I admit, I was jealous that she was playing a game someone had recommended so…

“You hurt me.” I heard her voice. She was in the room – she was there, lying on my bed peacefully. Almost as if she was sleeping. But her skin was too pale and blood had dried onto her neck in a new, shiny necklace. “You killed me.”

Monday, December 11, 2017

'The Last Yandere: Secret Chapters' is a New Web Comic Yandere Fans Will Love

'The Last Yandere: Secret Chapters' is a New Web Comic Yandere Fans Will Love  

While fans wait for the sequel to the visual novel game 'The Last Yandere', fans can get a taste of Kara Gentner's adventures in a web comic that takes place after the events of the upcoming sequel.

The web comic tells the story about Kara and her eagerness to keep protag-kun to herself. In 'The Last Yandere: Secret Chapters', readers will witness the comedic and action-packed moments of Kara's life after the events of the two visual novels.

The web comic will be posted regularly on AppSir, Inc.'s instagram and facebook

Friday, November 17, 2017

Press Release: 'The Last Yandere' is a Yandere-Themed Visual Novel Mobile Game, a First for AppSir, Inc.

MAKATI, PHILIPPINES, - 11/16/2017 
AppSir, Inc. today announced that their highly-anticipated first entry into the visual novel genre The Last Yandere launches worldwide for iOS and Android mobile devices on November 18, 2017 8 A.M. U.S. Central Time.

The Last Yandere is a yandere-themed short mystery horror visual novel with an end of the world apocalypse threat. You play the role of a cancer survivor slowly easing his way back into normal slice of life activities. One day, you befriend an overly zealous and bubbly cake shop owner named Kara Gentner. Soon you realize Kara isn't your typical girl. Is your new friend a lovesick psycho killer? Is she a Yandere?

"While we were a little nervous releasing our first visual novel, we knew its short but sweet story will leave an impact on its readers,” says Darius Immanuel D. Guerrero, CEO and CTO at AppSir, Inc. “We’ve been fans of visual novels for a long time. Our personal favorites are Katawa Shoujo, Fate/Stay Night, and The Letter. We wanted to get in on that and make one but we were holding back since we weren’t native English speakers ourselves. Eventually we sucked it up, sat down, and started writing the story. We faced developmental challenges trying to release a resolution responsive visual novel mobile game with Ren’Py and Tyranobuilder, so we went with the unorthodox method of using Buildbox, an engine that was more known for making casual games."

According to Mr. Guerrero, the sequel for The Last Yandere is already in motion, but will only be released if the first one is well-received. "We hope to gather feedback from the reviews we’ll get. If people like it, we’ll make more. We already have a sequel in mind and it has an awesome twist. Its fate lies solely on the performance of this one."

Developed and published by Darius Immanuel D. Guerrero of AppSir, Inc., The Last Yandere will be available on the App Store, Google Play Store, and Amazon App Store for free.

View the trailer here. The download links for when The Last Yandere goes live are as follows:

For more information, follow AppSir, Inc. on Twitter, on Instagram, and Facebook, and visit the official AppSir, Inc. website.

Established in 2017, AppSir, Inc. is a Philippine-based company of passionate developers and entrepreneurs engaged in the business of building digital games, mobile applications, systems, and information technologies that have a lasting, meaningful impact on the world.

Wednesday, October 18, 2017

2018 Game Creators - Make Your Own Games for iOS and Android with No Coding Using Drag and Drop Game Engines

Make Your Own Games with No Coding Using Drag and Drop Game Engines! 

First of all, we have Unity. We have Unreal too. We think they're great, but they're not for everybody. Instead of making an article about them, like all gamedev-related websites already have, we decided to be hipsters today and talk about game engines that you probably haven't heard of yet but are pretty great.

And since a lot of youngster gamedevs have been asking for help recently, we'll talk about drag and drop game engines for iOS and Android that require no coding, and no programming at all. We're not going to talk about Stencyl, Construct 2, Construct 3, and RPG Maker, though, because we haven't had the chance to try them and don't plan to. We have GameMaker, but we didn't include that in the review since it doesn't really fit the article much.

If we get some stuff wrong, we'd love to hear from you in the comments section below. We'd love to learn more about these drag and drop game engines too. If this article lead you to eventually using and sticking with one of these engines, please let us know! Maybe you'd like to publish with us?

So, disclaimer: these are our personal opinions based on our experiences using these game engines. Try our games here.


Ah. GameSalad. 

Before Buildbox existed, GameSalad was, in our opinion, the easiest way to make your mobile games. All you needed was basic understanding of coding and some common sense so you could drag and drop behaviors to make your game come to life. The GameSalad even builds your APK and iPA for you online.

What we didn't like about it was that whenever you changed scenes in your game, it takes time to load. Every GameSalad dev hated that loading circle animation near the corner of their apps. Implementing IAPs took a lot of trial and error for us, though. Ad integration is painless. If you're an AdMob user though, you had only one option: banner ads or interstitial ads? And you can't have both.

Another thing that bugged us too was that there were no options to integrate Google Play leaderboards for Android. You can only have Amazon Leaderboards in your Android builds. There are performance problems too. Nothing too big, though. But seeing the frame rate go down just when things get intense is a little heartbreaking. Making resolution responsive games gave us a huge headache though, so we just decided to either stretch or letterbox some of our GameSalad-made games. Sad.

Great thing about GameSalad though is that you can make any game under the sun. So long as it's 2D. You can even prototype your games while not using the engine itself. We spent our bus commutes with a notebook writing "if game.start is true, then...". 


Clickteam Fusion 2.5, in our opinion, isn't as easy as Buildbox and Gamesalad,  but it's a veteran game engine capable of amazing 2D and pseudo 3D games too. Hey, maybe that's why it's called 2.5? Haha. Get it? 2.5D? anyone? Okay.

We're just going to say outright that the interface is ugly. It looks very dated. You can download skins for the program's visual editor though. We were very confused with the visual editor, at first. But, once you follow the Flappy Bird tutorial called Faulty Flap and a few tutorials from a Youtuber called Sparckman, everything's a breeze. Adding ads was uncomplicated but we had to follow a video tutorial to add the AdMob behavior into a scene and modify it to load and play ads.

It only took a few clicks exporting our Android and iOS builds. One thing we realized real quick was that this engine isn't primarily aimed at making mobile games. Some extensions that we used worked fine for the PC port of our games, but we found out real quick that some of these extensions didn't work for mobile. We don't remember being successful with integrating in-app purchases. It's probably just us being complete Clickteam newbs.


To be honest we didn't buy 001 Game Creator's license but we did try the demo.

We bought licenses for all the other engines but not this one. Why?

We heard it didn't have monetization options. We couldn't put ads. We couldn't put leaderboards. We couldn't put in-app purchases. We only had to sell the games we make on the App Store and Google Play. We didn't like that restriction.

We also couldn't find any other iOS or Android game made with the engine. We asked around on the forums. We asked the community hub on Steam. No one was answering. We wanted to see the performance of other games made with the engine before we bought the fairly cheap license.

We liked the demo though. It allowed us to make RPG games easy. There's also a demo for a touchscreen-based 2048 clone that looked cool and seems to fit other mobile screens. But, we couldn't build an APK for it to test it because of demo limitations. There were also other templates available via DLC such as FPS Toolkit and MMORPG, but we're guessing they would only work for PC game creation. We personally can't wait to see what 001 Game Creator users come up with in the near future. Hopefully, for mobile.


This is the stranges one of all, but had the biggest potential. Too bad their games aren't exactly visually appealing, or fun. The interface is weird. But, it has features not natively available in any other engine on this list.

What separates this one from all the other engines on this list? Real time editing of your games. I'm serious. You want to add a tree next to your character? Add it in the editor and it magically, in real freaking time, adds that tree for all iOS and Android users. No need to update your games, ever. How would that pass the App Store's review process? We don't know. We haven't made games with this one yet.

We downloaded this game called Bieber Run and it worked fine on our device. Other online multiplayer games took forever to load though, must be something wrong in the server side of things. Sometimes the editor, since it's online, took forever to load too.

We were astonished by the ability to create online multiplayer fighting games, RTS games, and shooter games. Even has a Minecraft like template. You can add your own 3D assets, splash screen and other images for free. It reminded us of Cyberix3D, a free online gamemaker which also exports to Android. 

The catch 22 is, PLAYIR has their ads playing on your game. If you want them removed and have your own ads on there, you have to pay a subscription fee. You also need a subscription to natively export iOS and Android builds so you can upload the game yourself in App Store and Google Play Store. Without a FAQ on their website and a proper forum we couldn't find out if ending your subscription fee would mean the PLAYIR ads will return to your game. Needless to say, we're interested in this one.


Buildbox is, in our opinion, the easiest 2D game-making engine out there. We actually had our fair share of games made with this engine (check our homepage). With several gameplay templates for you to play with, an easy to understand interface, and the ability to just drag and drop game assets into the playing field, it literally feels like making a game is as easy as making a PowerPoint presentation. We made some pretty unique stuff with it too. Stuff that other BB users haven't tried yet.

Buildbox's ad integration is extremely straightforward too. No headaches trying to put AdMob or Chartboost  codes into the project, you just have to paste the ad ids. Easy. Things like making your game responsive on different screen resolutions, implementing in-app purchases, and exporting your game to iOS and Android were a breeze.

Only con about it right now is that these engine is mostly limited to making casual games where main goal is getting the highest score out of each game. Users have found ways to play with the engine though, us included. Buildbox has announced that it will integrate features that allow for more complex game creation soon. Think stats, level ups, extra lives, and other things that tickle a RPG enthusiast's fancy.

Next year, Buildbox 3 will introduce the ability to create 3D games with the same drag and drop functionality. We haven't been this excited since the announcement of a 3D drag and drop software called Spark Game Engine. While Spark Game Engine never made it through beta, we're pretty sure we'll all be playing with Buildbox 3 games next year. And we can't wait.

Got some questions? Send us a Tweet.

Saturday, August 12, 2017

Ren'Py vs TyranoBuilder Part 1


One of our directors, Frances Daphne Ayala, is working on a visual novel game for iOS and Android. It will be a thriller horror game set in the AppSir Universe. It features suspense-filled decisions and multiple endings. For this project, she'll use either the Python-based Ren'Py engine or the Javascript-based TyranoBuilder engine.

We will prototype our project using both Ren'Py and TyranoBuilder to determine which is the best visual novel engine AppSir, Inc. should use going forward. We shall base our decision on the following criteria:

PRICE. Ren'Py is free while TyranoBuilder is priced at US$14.99 on Steam with occasional discounts. Will TyranoBuilder justify its price point by having features that its free alternative does not? 

EASE OF USE. Some of Ren'Py fans have argued that the scripting they use is simple enough and that TyranoBuilder's drag and drop editor is unnecessary. Others argue that they were more able to make visual novels much faster on TyranoBuilder than they ever did with Ren'Py. Which one will allow us to finish our games faster?

EASE OF EXPORT TO iOS & ANDROID. AppSir, Inc. does not have a Mac. We are Windows PC users for life! We export our games to iOS using MacInCloud's basic US$30 plan, which means our inability to install software and lack of access to Admin rights on our Mac. This could mean that the exporting process for either software might give us problems. Preliminary research suggests that both programs require multiple complicated steps to publish on iOS and Android platforms. Which painstaking process will be easier?

MOBILE PERFORMANCE. Will Ren'Py and TyranoBuilder support multiple resolutions for mobile? Will the games from either software be resolution responsive or will they be letterboxed? Will games built on either program be free from lags, glitches, and other performance problems? Will we be able to implement ads in TyranoBuilder?

SPECIAL FEATURES. Some have argued that TyranoBuilder is okay for those wanting to build basic visual novels, but complex visual novels are better off made with Ren'Py. Others say that exclusive features such as Live2D make TyranoBuilder superior. We want jaw-dropping visuals for our visual novels. Which one will provide us with these capabilities?

We'll publish Part 2 of this article as soon as we answer these important questions. Stay tuned!

AppSir Should Have Started in 2011


Back in 2011, I've been posting about wanting to make mobile games and apps.  

If I had started then with the same intensity now, we could have been worth millions (of Philippine pesos) now.

My friends, who I ended up starting AppSir, Inc. with this year, would've been already primed and ready six years ago.

Me and Martin Josef Abella Yabut were classmates for our BA Psychology course and we had conversations about apps dominating the future.

Maryan Duritan, my grade school bud, was already making complex flash games in early 2012.

Me? I had a couple of websites and a Youtube channel I launched in 2007 (even before PewDiePie started his channel) with some vids having 12,000 views I never bothered to monetize.

Take note that these were all before 'the rise and rise' of Facebook and Friendster was still in. We had an early advantage.

If I had uploaded Youtube vids consistently since then, I would have rode the waves of Youtube's rise at the time PewDiePie only had 60k subs. If I had monetized that, and used the audience to promote my games, things could have been different.

If I had started publishing games then, I could have put my game in the App Store where they only had about three hundred thousand apps in at the time.

Just getting your game in with a keyword like "action game" would've gotten it huge profits.

I knew I could have done it. Why didn't I follow-through? Why did I just keep posting about it and didn't take action?

My mentality was "I'll get to it eventually" and "maybe it's best I start on it next year". I also had my mind on a lot of things in the present. College stuff, looking for a good job after I graduate, and so on.

Made me 6 years late on chasing my dreams. I should have talked to people, let them know I'll need a lot of me-time to invest in 'tomorrow'. Should have sacrificed some of the present opportunities to go for the bigger fish in the future.

Thankfully, I met Frances Daphne Ayala. Meeting her gave my life a new direction. I knew I had to put my life in order if I want her to spend her life with me. I eventually started AppSir because of her. I'll tell about that story in another post.

The dream is much harder to chase now. The App Store is saturated. Youtubers are popping up everyday.

Will we find a way to work around it? Yes. No doubt. We have a game plan. But, now we have a lot of time to make up for.

Lesson? Don't wait until tomorrow to start chasing your dreams. Life goes faster than you think. Time is cruel and unforgiving. Life is too short to wait. Opportunities don't wait.


Saturday, November 12, 2016

5 Life Lessons You Will Learn After Playing Monument Rush

1. Only Double Jump When Your Normal Jump Isn't Enough.

In life, you can almost always get by with a normal jump. Our advice is to save the double jump for those moments when you're just about to fall down. The double jumps in your life can be those all-nighters you keep pulling. That overtime at the office. Or that extra work you keep taking home, even after working late. It may seem like the best option all the time. But it's not always effective. Master your normal jump and you master the game of life (not to mention Monument Rush as well).

2. Blast the people in your life who only exist to block your way.

Simple. Cut off the people who don't want you to achieve your dreams! These people are the illuminati enemies in your life. This can be anyone. So if you notice someone in your life blocking your way to success - blast them off your path and continue to your destiny.

3. Keep running even if everything around you is falling apart.

People tend to forget that their problems are temporary. Right now you may feel like everything and everyone around you is falling apart, but no matter how bad it is - it won't last forever. You're only making it worse by dwelling on it. Take action, keep running and emerge victorious. You'll be better equipped for the next disaster once you do.

4. Know when to jump on the train and go with the flow.

Because sometimes, you just can't control what happens in life. At times like this, it's better to just ride the metaphorical train of life and see where it goes. When the train stops and it's time to take control, you'll know what to do.

5. Failure is a part of the game.

It's safe to say that without failing, we wouldn't know how to succeed. Failure is how we learn. So for every failure, try to figure out what went wrong and work to improve on that. That is how you play the game of life. 


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