I’m not having this problem much more than usual on an iPhone 8. I mean, it is expected to some extent when you use other apps. Personally I find GoW is pretty bad at coming back from sleep, though. If I’m on the map screen sometimes it takes 10-15 seconds to come back.
Speaking as a phone dev, this is a ridiculously hard problem to solve.
In Windows, the OS behaves like you have infinite memory because of the swap file. It prefers to just start saying “no” to allocations if for whatever reason it’s under stress. That might bring your app down, but there’s not a formal “Windows will close your app if it’s worried about memory” process.
On iOS/Android, it’s a different ballgame. There’s no swap file, thus finite RAM. If the OS feels like you’re using too much, you get shut down if you’re in the background. There is a polite way it tries to go about this, but if it feels like the problem is urgent it might just outright kill you. Sometimes, in very urgent scenarios, it’ll even kill the foreground app. Basically: as a developer you have to assume you can be killed without warning on Android/iOS, and “using a lot of memory” is the easiest way to increase that risk.
But it’s a two-way street. You can be a perfect citizen, using very little memory, but get kicked out because something else is being a hog. Maybe Discord just updated with a giant new feature. I’m pretty sure video chat just dropped on mobile? That might mean it’s suddenly using more memory than it did before.
“Oh, but I’m not using video chat!” That’s true, but to make it load faster it’s possible they keep big hunks of that code in memory, ready to roll. Devs like to do stupid stuff like that and optimize for “video chat loads 10s faster” instead of “my app won’t kick games out of memory”.
So it’s just as possible “Discord is causing other apps to get kicked out of memory” as it is “Gems of War is too likely to get kicked out”. Good luck convincing either dev they’re the problem.
Mobile development is weird as hell.