We started this worldwide licensing and merchandise program. We worked with Disney twice, doing Temple Run Brave and Temple Run Oz. Over the past three years, we’ve spent a lot of effort on Temple Run. We’d been doing it a while - I think it was the tenth game that we released on the App Store - and it really blew up. We were just a small team that loved to make games, working out of the bedroom in our apartment and doing what we loved. We had no idea that it was going to become this huge hit and worldwide phenomenon and get a billion downloads. The three of us made the original Temple Run in about five months.
We were working with a freelance artist on the game. We launched on August 3, 2011, I think? At the time, there were just two of us at the company. Temple Run has been out a little over three years. We did an infographic a couple of years ago, for the one-year anniversary of Temple Run, and we thought it would be fun to follow up with another, some updated stats and things to share there. We used the opportunity to gather some stats. When we saw that it crossed that number of downloads, it was a good opportunity for us to reflect on how we got here and thinkabout where we’re going from here. Keith Shepherd: Obviously we’re announcing this milestone of a billion downloads for Temple Run across our franchise. Many imitators have sought to replicate its success, but none have been able to surpass it.MetaBeat will bring together metaverse thought leaders to give guidance on how metaverse technology will transform the way all industries communicate and do business on October 3-4 in San Francisco, CA.
That’s not to say the game was simply a well-worn path the 3D environments and third-person perspective helped differentiate the game as well, making the experience feel distinctive. The world of Temple Run is also familiar, but distinctive: Recalling games like Tomb Raider and the Indiana Jones and Mummy film franchises, the player-controlled character is an explorer seeking to avoid certain death at the hand’s of the temples demonic monkey guardians. The player always has four available directions to move (plus the ability to tilt the screen), and the game artfully walks the line between challenging and rewarding. Temple Run succeeded partly because people were already familiar with the formula: Players knew they had to avoid obstacles like pits, fire, and low-hanging trees, but developer Imangi made it even easier by utilizing the iPhone’s touchscreen interface and giving the player simple, swipe and accelerometer-based instructions. In fact, Temple Run had to first leap over two already popular games in the same genre: 2D minimalist platformer Canabalt launched in 2009 and the over-the-top Adult Swim-promoted Robot Unicorn Attack was released in 2010.īut it wasn’t until Temple Run that the genre became popularized. And like Angry Birds, it wasn’t the first kid on the block. Just as Angry Birds once defined the physics-based puzzler, so has Temple Run come to define the endless running game.
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The franchise now spans several games, including Temple Run, Temple Run 2, Temple Run: Brave (tied into the Pixar film Brave) and Temple Run: Oz (tied into the movie Oz the Great and Powerful both movie tie-ins were developed after an official partnership between Imangi and Disney Interactive). Temple Run was developed by Imangi Studios, founded by husband and wife team Keith Shepherd and Natalia Luckyanova in 2008. Imangi announced its one billion downloads mark with this handy infographic. TechHive looks back at the endearing popularity of one of the most popular games of all time. Combining reflexes, a fear of deadly monkeys, and a smooth game mechanic, Temple Run isn’t just an endless running game: It’s the measuring stick against which all other endless running games are judged.
Earlier in June, Imangi Studios announced that Temple Run and Temple Run 2 have combined to surpass one billion downloads, becoming one of the only game franchises to his this insane mark ( Angry Birds, naturally, being another).