Call of War mobile

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    • Call of War mobile


      No. 2 Call of War mobile or “Hide in a bush when an enemy attacks”

      Christopher Lörken, Founder and Managing Director, and back in 2015 Producer of Call of War:

      Call of War was originally developed as a desktop game. Although we dabbled in mobile with a light-version of Supremacy 1914 called “Panzer Wars”, we didn't really feel like we had gotten the hang of it yet. Despite those early experiences, we always saw bringing CoW to mobile as something to strive for. The question that needed answering was 'how?'.

      In the beginning, we had doubts… Would grand strategy gameplay work on mobile? Were our graphics and user experience suited for tiny mobile screens? But then we just said: “Hey, even if we don’t reach new players on mobile, it would just be great for our desktop players to play CoW on the road.” Sort of a “send your troops to the beach, while at the beach” goal. We released the mobile version in 2018 first for mobile browsers and then also as native apps. To get there, we had to tackle quite a few challenges.

      Adapting a desktop game to mobile is hard. If you ever played both versions you notice how different all of the interfaces look. We had to redesign most interfaces and pop-ups in the game to adjust them in size and to the input method. For instance, Instead of being able to rely on high precision desktop mouse interaction, we added what we dubbed the “fat-finger helper” to make army selections on touch screens clear and easy.

      Performance was another topic. To be successful on mobile you need a snappy and fast experience. This was one of the reasons why we developed the WebGL version of the game. It makes navigating the map much smoother, looks great and reduces the crash rate.

      We also had to make sure that both desktop and mobile clients are compatible - so that changes to the game can be easily brought to both versions, while not breaking each other at the same time.

      Getting to this state required a significant portion of our awesome dev resources for nearly two years. And while mobile was a strong focus during that time, we still gave our best to continue development of the desktop experience on the same level as the mobile version. Many new features could be ported easily like the WebGL renderer, sound or the front reports. Aside from that we prioritized content updates like new units, events, balancing updates along with bug fixes over the development of complex new features. We are very happy with the result as all the hard work paid off and we now have a very robust cross-platform engine. An engine for which we have big plans and which we will continue to improve.

      Luckily, our gameplay concerns did not manifest either - the high app rating (thanks everyone!) shows that mobile players appreciate our efforts and love the strategic gameplay of Call of War. Needless to say, our player base has grown substantially since the release of the mobile version. Little known fact: At this point in time the majority of our active players primarily play on mobile. We’re very thankful for that.

      We hope that you enjoy playing the game on your mobile device as much as on desktop and hope you use both! This is the beauty of Call of War - it is a true cross-platform experience, something which is very rare in the games market. We are truly proud to be at the forefront of progress in this regard!
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