Soma Games wrote our first line of game code at the tail end of 2008, just as the iPhone was really blowing up and as it happened, we were in the right place at the right time. It wasn’t on purpose, it was partly opportunistic, but it worked out. We rode that mobile wave for years and were part of the Indie Game Renaissance it helped generate. (See: Polygon, GDC, Wired)
What made mobile so attractive was, of course, the low barrier to entry but that was only what got us interested. What kept us interested was the demonstrated market for indie games. Hardware constraints initially leveled the playing field so big studios had a much less pronounced quality and scope advantage over small shops so nimble little shops like Soma Games could compete and still land a feature from Apple or get covered by Kotaku.
Now it’s 2014 and as far as I can tell, the mobile space is no longer interesting for indies. I’m not the only one either. (See: Gamasutra, and this…for a start.) In fact, just about everybody I got to know as other indie mobile developers in the last several years is coming to the same conclusion. Mobile is over, let’s do PC games.