2015’s Alto’s Adventure was a surprise hit. It launched on iOS as a premium game with no microtransactions, and it landed at the top of App Store charts all over the world. It was developed by Team Alto, a collaboration between a Canadian company called Snowman and artist Harry Nesbitt, which had not previously published a game. Its sequel, Alto’s Odyssey, launched this week to positive reception once again—the game has a 91 on Metacritic.
On iOS, Adventure has no in-app purchases (IAP) other than a physical gear store that is unrelated to gameplay. On a platform loaded with free-to-play games that aren’t actually so free-to-play thanks to complex microtransaction schemes, only a few games achieve the kind of success Adventure has without IAP. Odyssey doesn’t have any IAP either, though the Android version of Adventure does.
Ars spoke with three key members Team Alto—creative director Ryan Cash, producer Eli Cymet, and designer/developer Jason Medeiros—about what’s new in Odyssey, what iOS game development looks like right now, what implementing Metal support for the first time was like, how Android distribution differs, and more.
About the game
Alto’s Odyssey is an example of the endless runner genre at its most basic level—but also at its most sublime. You play as a snowboarder riding sandy hills of the desert (Alto’s Adventure was actually set in a snowy environment), grinding on ancient ruins, and leaping over chasms to rack up trick points and achieve various objectives to unlock more gear and characters to play with.
Beautiful art, simple but tight controls, and some of the best, most subtle audio design we’ve heard in a mobile game come together to make Odyssey a relaxing experience. That’s driven home by the presence of zen mode, which takes much of the pressure of crashes off and lets you ride without any set objectives.





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