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Thomas Richardson
Thomas Richardson

Download Games Candy Crush Saga King: Switch, Match, and Pop Your Way to Victory



This Privacy Policy applies to all of our games, whether played on our website www.king.com, on mobile devices, PCs or on other platforms such as Facebook. It also applies to our 0Marketing1 and 2Advertising3 activities on all platforms and other services that we will provide to you from time to time. In this Privacy Policy we refer to our games, websites, marketing and advertising activities and other services collectively as our \"Services\".


Where we make this available, you can choose to log in to your King Profile using your account details with a third party network, such as Facebook, Google or Apple. If you do this, you will be able to use your account to log in on multiple devices and synchronise progress across those devices. Where available, you will also be able to see which of your friends are playing the same game and their progress through the games (and they will be able to see you and your progress), or access other functionality we make available in our games and other Services, such as inviting friends to play, asking other players for lives and 1-2-1 messaging.




download games candy crush saga king



By accepting this Privacy Policy and downloading or continuing to play our games, and unless you opt out of interest-based advertising as explained in this section, you consent to our marketing partners collecting and using information about you to improve advertising, targeting and measurement systems as described in their privacy policies.


There are other ways in which you can control the personal information that we collect about you. For instance, you could disconnect your Facebook or other social network account from our games, or delete our games from your mobile device. You could also reset your mobile advertising identifier or limit ad tracking altogether using the settings in your phone. Finally, you could limit or prevent the use of cookies in your web browsers. More information on all of these options is provided elsewhere in this Privacy Policy.


1.1 These terms apply to your download, access and/or use of King games, whether on your computer, on a mobile device, on our website www.king.com (the \"Website\") or any other website, device or platform (each a \"Game\" and together the \"Games\"). These terms also apply to any other services that we may provide in relation to the Games or the Website, such as customer support, social media, community channels and other websites that we may operate from time to time such as candycrushsaga.com (we refer to all our Games and other services collectively as the \"Services\" in these terms). These terms are a legal agreement and contain important information about your rights and obligations in relation to our Services.


Around 2009, Facebook began to pull in developers, in particular Zynga, to offer social network games that could be built on its fundamental services; for King, this resulted in a large drop in players that they saw from their game portals within a year. At this point, King started to determine how it could enter the Facebook and the associated mobile game markets, breaking up its web development department to work on Facebook and mobile games in 2010, including bringing several of their existing browser games to those platforms.[13] Most of these existing games were introduced as beta versions to Facebook users, and the company used player counts and feedback to determine which of these titles had the most prospect for moving forward, allowing them to focus more intensive development on those titles while dropping the rest, in the style of a rapid prototyping approach.[14] The Facebook platform allowed them to explore expansion of their existing tournament-style games and the ability to include microtransactions within the game.[15]


In April 2011, King released its existing portal game Miner Speed as its first cross-platform (Facebook and mobile) game to figure out the transition between Facebook and mobile games for this new direction.[10][13] King's first major success in this area followed with Bubble Witch Saga, released in October 2011; by January 2012 it has attracted over 10 million players and was one of fastest rising Facebook games at that time.[16] Bubble Witch Saga introduced the "saga" approach in contrast to typical tile-matching games, where instead of having the game continue through a fixed amount of time or until the player reached an unplayable state, the game was divided into discrete levels that required the player to complete certain goals within a fixed set of moves, and where the next level could only be reached after completing the previous level. These saga elements allowed for the basics of social gameplay, but did not require the time investment that then-popular titles like Zynga's FarmVille required; players could play just for a few minutes each day through the saga model.[17] The success of Bubble Witch Saga establishing King as a viable developer in this arena, becoming the second-largest developer by daily player count on the Facebook platform by April 2012, trailing only Zynga.[13][12]


Candy Crush Saga was selected as King's next Facebook game based on the popularity of the portal version of Candy Crush.[11] The basic cross-platform framework from Miner Speed were used to craft the foundation of Candy Crush Saga, adding the "saga" elements from Bubble Witch Saga. Initial ideas to expand Candy Crush into Candy Crush Saga were proposed by Knutsson, around 2011, including making the saga map visually look like a board game.[13][9] The game was first released for Facebook in April 2012, at the time featuring only 65 levels.[18] The game quickly gained popularity, gaining more than 4 million players within a few weeks of release.[19]


King had not planned for Candy Crush Saga to be as popular as it was, expecting the game to have only a six-month window after which players would move on to a different game, and thus had committed only minimal resources to its ongoing support at launch. Instead, with the game's popularity still high by the end of 2012, King became more serious about supporting the game for the long term, looking into deeper game mechanics, adding more levels, and other methods to extend the game.[9] Since its release, Candy Crush Saga was expanded over the years by adding new episodes, each containing a number of new levels. This enabled King to also introduce new gameplay features alongside other game improvements.[13] New features were first tested on King's own portal to see how players there responded and allowed them to tweak these as needed, then push them into the episodes on the Facebook/mobile version.[21] By September 2016, King released its 2000th level for the game to celebrate the milestone of over 1 trillion Candy Crush Saga games having been played.[22][23] More recently, with the game offered as a free-to-play model, King seeks to provide new content on a weekly or biweekly basis, including time-limited content. Zacconi saw this approach as a means to keep players, who otherwise have not purchased anything, to keep coming back and playing the game.[24]


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To whom it may concern, as a longtime candy crush enthusiast, at level 3,219 all of the sudden on my iPad mini it will no longer allow me to play in landscape mode. This is very frustrating. Please return the option of horizontal play, sincerely c.o. Thank in advance for your attention to this issue.


Candy Crush Saga has today turned 10, and one of the world's most popular casual games is celebrating it with new in-game content. The developer of Candy Crush Saga, King, is promising celebratory features and updated, which include newly added audio tracks. Even after 10 years since its release, Candy Crush Saga is still among the most downloaded games in 2022 and cracks the top10 most downloaded mobile games regularly.


While the billions of downloads have accrued over an extended period of time, the Candy Crush community is still very active. According to King, hundreds of millions of players play Candy Crush Saga around the world. With 200 million monthly users, the game has been played on every continent and continues to be among the top-grossing games. In fact, it has managed to take the top-grossing game franchise in the US app store for 21 quarters in a row.


Players can join the anniversary celebration on the Candy Crush Saga Facebook and Twitter pages by using the hashtag #candycrush1year in posts. The app is also available for free download from the iTunes App Store, Google Play Store, and Amazon Appstore.


"Candy Crush Saga pioneered the way the world plays games on their phones and 10 years later, it feels like we're just getting started," said Tjodolf Sommestad, President at King. "I'm immensely proud of the team and the work they have put in to achieve this level of success. We put a huge amount of care and craft into creating a game that is enjoyed by so many people around the world. We are committed to our mission of making the world playful for many more years to come."


Who doesn't like colorful candy? King could have used any kind of images for its game pieces - jewels, for example, as in the earlier matching game, Bejeweled, or scary-looking skulls as in the Roxio game, Trucks and Skulls. But our brains associate candy with pleasure, and the imagery is all positive.


Just about every game employs some kind of reward system to keep players engaged. Complete a level on Candy Crush, and there's a little frenzy of on-screen activity as various pieces explode, taking out other pieces. Even in the middle of a game, a good move will generate a voice reward like, "Sweet!" or "Delicious!" Earning a special game piece (like a striped candy) with a good combination move is in itself a reward - the player knows that piece will help win that level. Rewards, of course, are central to the concept of gamification.


The developer of Candy Swipe, Albert Ransom, filed his trademark for CandySwipe in 2010 under his company Runsome Apps, Inc. CandySwipe is a pretty typical Bejeweled "match 3" clone - one of thousands of such games to be developed in the past decade-plus since that game was originally published. (As an aside, Mr. Ransom's is not the first such game to be candy-themed. See: 1, 2, 3 - there are doubtless more examples, too.)


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