From HandWiki - Reading time: 5 min
| Archetype | |
|---|---|
Marketing artwork for Archetype | |
| Developer(s) | Munkyfun, LLC |
| Publisher(s) | Villain, LLC |
| Platform(s) | iOS |
| Release | iPhone July 1, 2010 iPad August 19, 2010 |
| Genre(s) | First-person shooter |
| Mode(s) | Single-player, multiplayer |
Archetype is a First-person shooter that was developed by American studio Munkyfun LLC and published by Villain, LLC. It was released for the iPod Touch and the iPhone on July 1, 2010, and later an HD version for the iPad on August 19, 2010. It is set in a futuristic world where aliens have invaded Earth, and revolves around the resulting war.
Multiplayer is the core of the game. There are 19 levels, 3 gametypes (Team Deathmatch, Capture the Flag, and Free for All), 7 weapons (Default Rifle, Shotgun, Auto-Fire Gun, Missile Launcher, Precision Rifle, Battle Axe and CTF flag weapon), 2 grenade types (Frag Grenade and Split Strike Grenade) and a maximum of 10 players for every match. Although the player spawns with the Default Rifle, they can pick up other weapons through weapon hunting. There is a ranking system, but you do not earn anything from it. An unusual feature of this game is that by default, there is no trigger button. Instead, the player has to have the crosshairs of the weapon aimed at the enemy in order for the gun to fire (unless the player is using the Missile Launcher or Battle Axe, they must fire that manually).
Training is currently the only singleplayer option in the game. There are two modes of Training, Regular and Advanced Training. In both modes, you have to take out as many Stationary objects around the map as you can within the allotted time limit.
| Reception | ||||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| ||||||||||||||||||||
The iPhone version received "generally favorable reviews", while the iPad version received "mixed" reviews, according to the review aggregation website Metacritic.[1][2] Levi Buchanan of IGN called the iPhone version "a great little multiplayer shooter, perfect for jumping in and out of a few times a day to satisfy (virtual) bloodlust. And, in my experience, it works well both over-the-air and via WiFi."[5] TouchArcade and Slide to Play both gave the same iPhone version a perfect score.[10]
Pocket Gamer, however, was not as pleased. In their review, they called the same iPhone version "a great-looking and fun shooter, but it has improvements to make before becoming the essential iPhone shooter."[7]
Edits and submissions to the site (including screenshots, box art, developer information, game summaries, and more) go through a verification process of fact-checking by volunteer "approvers".[2] This lengthy approval process after submission can range from minutes to days or months.[3] The most commonly used sources are the video game's website, packaging, and credit screens. There is a published standard for game information and copy-editing.[4] A ranking system allows users to earn points for contributing accurate information.[5]
Registered users can rate and review games. Users can create private or public "have" and "want" lists, which can generate a list of games available for trade with other registered users. The site contains an integrated forum. Each listed game can have its own sub-forum.

MobyGames was founded on March 1, 1999, by Jim Leonard and Brian Hirt, and joined by David Berk 18 months later, the three of which had been friends since high school.[6][7] Leonard had the idea of sharing information about computer games with a larger audience. The database began with information about games for IBM PC compatibles, relying on the founders' personal collections. Eventually, the site was opened up to allow general users to contribute information.[5] In a 2003 interview, Berk emphasized MobyGames' dedication to taking video games more seriously than broader society and to preserving games for their important cultural influence.[5]
In mid-2010, MobyGames was purchased by GameFly for an undisclosed amount.[8] This was announced to the community post factum , and the site's interface was given an unpopular redesign.[7] A few major contributors left, refusing to do volunteer work for a commercial website.{{Citation needed|date=June 2025} On December 18, 2013, MobyGames was acquired by Jeremiah Freyholtz, owner of Blue Flame Labs (a San Francisco-based game and web development company) and VGBoxArt (a site for fan-made video game box art).[9] Blue Flame Labs reverted MobyGames' interface to its pre-overhaul look and feel,[10] and for the next eight years, the site was run by Freyholtz and Independent Games Festival organizer Simon Carless.[7]
On November 24, 2021, Atari SA announced a potential deal with Blue Flame Labs to purchase MobyGames for $1.5 million.[11] The purchase was completed on 8 March 2022, with Freyholtz remaining as general manager.[12][13][14] Over the next year, the financial boost given by Atari led to a rework of the site being built from scratch with a new backend codebase, as well as updates improving the mobile and desktop user interface.[1] This was accomplished by investing in full-time development of the site instead of its previously part-time development.[15]
In 2024, MobyGames began offering a paid "Pro" membership option for the site to generate additional revenue.[16] Previously, the site had generated income exclusively through banner ads and (from March 2014 onward) a small number of patrons via the Patreon website.[17]
Wikidata has the property:
|