Control Ultimate Edition lands on iPhone and iPad for $4.99 with ray tracing on supported hardware

Control Ultimate Edition went live on April 22, 2026 for iPhone and iPad via the App Store at $4.99. Remedy's listing says the mobile build includes touch controls, controller support, MetalFX upscaling, and hardware ray tracing on supported devices.

The technical requirements are clear. The install size is listed at up to 45.1 GB. On iPhone, the game requires iOS 26.1 or later and an A17 Pro chip or newer. On iPad, it requires iPadOS 26.1 or later and either an M-series chip or A17 Pro. That puts the port well above a casual mobile release and much closer to a native premium conversion aimed at current Apple silicon.

What changed for mobile

Remedy says it rebuilt the interface for smaller screens and adjusted aiming and puzzle interaction for touch devices. Controller support is built in, which matters for a game that relies on quick weapon swaps, levitation, and telekinetic throws. The App Store page also lists MetalFX TAAU and MetalFX Frame Interpolation, so Apple hardware is doing more than just brute-force resolution scaling.

Ray tracing is not universal across the device list. Remedy says that feature only switches on for M5- or A19 Pro-based hardware with 10 GB of memory. That is a narrower target than the broader compatibility list, so buyers on older Apple silicon should think of ray tracing as a bonus tier rather than the baseline experience.

Why this port stands out

AAA ports to iPhone and iPad often arrive as technical showcases with awkward input compromises. The Reddit thread on r/Games quickly split between surprise that Control is even running on phones and skepticism about playing a fast third-person action game on glass. That reaction makes the controller support and UI rework more important than the headline feature list. If this version holds up over longer play sessions, it is a more meaningful signal for premium native mobile ports than another short benchmark demo.