CEO of Gameforge AG, announced his departure from the company. During 2010 Gameforge took a majority stake in Frogster Interactive Pictures AG, further expanding its share. On July 3, 2012, a rebranding of its subsidiary Frogster Interactive Pictures AG and associated subsidiary companies was announced. Frogster was renamed Gameforge Berlin AG, subsidiary Frogster Online Gaming GmbH was merged into Gameforge Berlin AG. Frogster America Inc. was renamed to Gameforge America Inc. Frogster Pacific GmbH to Gameforge Pacific GmbH. Starting 2011, an increasing saturation of the entire industry began to spread. Though sales still made up EUR 133 million in 2010, in 2011 it rose only to EUR 140 million. This was despite the number of players rising by a third from 200 million (August 2010) to 300 million (August 2011). The result was the dismissal of 100 employees in November 2011, as well as the shutdown of recently launched games Hellbreed and Mythos. Production of the much-anticipated Star Trek: Infinite Space was postponed and, after an unsuccessful search for a co-publisher, finally stopped a year later. Frogster even had a sales decline of 16% on the previous year. Competitors such as Zynga and Bigpoint also had similar problems, leading to layoffs and closures of subsidiaries and games. In January 2012, Gameforge sold subsidiary Chili Entertainment GmbH to Hitfox for an undisclosed amount. The online advertising portal Ad2Games was sold with it. In the second half of 2012, Gameforge ventured into the mobile games market. This began with five "first generation" games, all very similar in gameplay. These games are free of charge to download and finance themselves via a built-in shop and micropayment system. In early 2013, Crystal Runner: The Forgotten Caves, a more complex “second generation” mobile title, was published. Players had to pay a fee for installation. Mobile games were already contributing several million euros to consolidated revenues in 2013. Furthermore, Special Force II became the first shooter the company has ever licensed. In May 2012, the company released TERA, which started as a pay-to-play title with monthly costs for game access, and was then converted to the company’s usual free-to-play model in February 2013. Until that point, all games that the company offered (with the exception of one single mobile game) were free to play and financed through micro transactions. In November 2012, it was announced that the marketing departments of offices in Berlin and Karlsruhe were