We all had a suspicion that Infinity Blade [$5.99] was continuing to sell well at this point in its life, but we haven't had a number to back us up. Now, we do. According to Epic Games and creator Chair Entertainment, the hack and slash third-person action game has raked in around 10 million dollars in earnings. That's… a lot of games and in-game gold sold.

What gives, asks the indie developer with a good game that hasn't accrued this kind of landmark dough? While Infinity Blade is a good game and a technical marvel to boot, it's also had a heck of a lot of external support from two well-known entities: Epic and Chair. I think that helps to explain why it's sold so much in so little time. It was also a flagship game for the UDK, which certainly drew some a lot of extra eyes to the project.

Epic released this number for a reason: it wants me, you, and every developer out there to know that there's a market for core, Unreal Engine 3-powered titles out there. Mark Rein, Epic VP and co-founder, says in statement that Epic is "looking forward to our licensees achieving spectacular results of their own," as if this perfect storm isn't so perfect.

I suppose we'll see.

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While I still have reservations about how a fleshed-out, retail build of Shadow Gun will look on touch devices, it's hard not to get excited about its potential. In another video that showcases its apparent visual splendor, creator Mad Finger is also giving viewers a solid look at the action component of it, which appears to be ripping a page or two from Gears of Wars' book. One can only hope that the writing is on par, too � if I don't hear the words "ten sh*t loads," I'm out.

This is an E3 reveal, so of course there's other news that goes along with it. At the event, Mad Finger is announcing, officially, that the game will be coming to Android on devices that have a NVIDIA Tegra 2. In addition to being available on the Android Marketplace, it'll also be sold on the Tegra Zone app.

In case you missed it in our previous post, Shadow Gun tells the story of a muscled-up bounty hunter named John Slade. His mission, in the futuristic world of 2350, is to kill Dr. Edgar Simon, a geneticist who is hiding out in a fortress filled with monsters of his own design. It's like The Island of Dr. Moreau, except with more guns and muscle!

If you're wondering about iOS support, while the developers haven't specifically mentioned which devices it will run on, they've gone ahead and posted a thread in our upcoming games forum.

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Perfection is a strong word, but Capcom isn't shying from using it when describing Street Fighter 4: Volt, a fleshed out iPod Touch and iPhone sequel to the original Street Fighter 4 [$4.99]. Volt will feature a cast of 18 characters, and will see the addition of Wi-Fi competitive play, which was something its predecessor lacked. It'll also, according to Capcom, offer "perfected" action with a control feature set reminiscent of the original game.

Of those 18 characters, four will be new to iPhone and iPod Touch series: Balrog, Vega, and Cody will make their debut alongside a "mystery character." If I were a betting man, I'd bet that this mystery dude is one of the four new cast members of Super Street Fighter 4: Arcade Edition � Yun, Yang, Evil Ryu, or Oni.

The teaser trailer revealed during E3 shows a lot of the in-game action, but it doesn't do a great job at expressing that the touch controls can be customized, just like they can be in Street Fighter 4. Neat!

Looking good, right? No word on price, but Capcom has confirmed that launch will be soon � the game should be available on the App Store this July.

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Superbrothers' Sword & Sworcery [$2.99 / HD] can now be considered a financial success. In a new post on the game's official blog, Superbrothers' went on record for the first time about the game's sells, noting that it has shifted over 200,000 copies on the App Store. The fees and costs incurred over the development have been recouped and, I suppose, the team can now start planning elaborate vacations on forgotten islands.

A lot of games sell big on the App Store, but it's rare when one like S&S does. It's an adventurous point and click game that blends old-school concepts with experiential art and musical points of design. It was a risky project from the onset.

I'm not sure if we can point to one specific reason as to how the game managed to rope so many consumers in. But whether it was the social media presence it had, the fantastic critical reception, or the fact that it was just a good game, people obviously took note and went out to grab one of the most fascinating and intuitive titles on an Apple device. And it's only two months in. This thing hasn't peaked yet, right?

On a slightly related note, I think there's something up Superbrothers' collaborative sleeves. Superbrothers' Craig Adams had this to say �on Twitter earlier this afternoon: "Sword & Sworcery news, final: the project launched around the vernal equinox & the summer solstice is just a few weeks away…" I'll leave the speculation to you.

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