New slots studio AvatarUX launches European Gaming Industry News
New slots studio AvatarUX launches
Avatarux Studios Studio succeeded in a launch event at SIGMA 201 9-Week, taking the first step to the casin o-provider market.
This provider, one of the YGGGDRASIL YGS Masters Programs, has an ambitious plan to release games with Asian motifs developed in the Hong Kong office and innovative game mechanics.
The studio has already released its debut game "Lilith's Inferno" and has gained enthusiastic evaluation from players and operators connected to the Yggdrasil platform.
In the underground world game "Lilith", the protagonist fights the abyss, and a rare relic that leads to enormous profits appears. Players can get a prize of up to 3968 times the amount of bet and defeat the boss using Crystal Sword Lilith with the hero bonus ™ function.
Avatarux aims to balance the unique artificial landscape and the hig h-tempo exciting gameplay.
The vendor pays close attention to the game mechanics and uses user experience as an important part of the development process, which is remarkable in Lilith's Inferno's gameplay.
The studio has entered the market in its unique graphic style and has an ambitious plan to release four games in the first year through the YGS Masters.
According to AVATARUX director MARCUS HONNIE, "I am glad to be able to officially introduce Avatarux to the game industry after a wonderful event of launching Sigma.
We have already released the first game, Lilith's Inferno, as part of the YGSIL YGS Masters Program, and has been very stimulated by a favorable review.
"As an independent studio with a great ambition, we are very happy that we have a complete roadmap and the future is waiting."
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Industry News
Playtika Reports Q2 2024 Financial Results
Reading time: 2 minutesThe secon d-quarter of the Finance ended on June 30, 2024, 2 0-quarter.
Sales were $ 627 million, down (3, 7 %) of the previous year (3, 7 %), fell (2, 5 %). The DTC platform sales were $ 173. 7 million, an integrated calculation increased by 1, 3 %, and increased by 5 or 1 % a year. Net income was $ 86 million, up 63, 4 % yea r-o n-year, up 14, 4 % per year. After the loan adjustment, the EBITDA indicators were $ 191 million, up 2, 9%yea r-o n-year, down (11, 2) in annual rates. As of June 30, 2024, cash, equivalent and shor t-term investments were $ 1. 1 billion.
"We are focused on the strength and potential of our core games and strategic initiatives to strengthen our portfolio. We are actively exploring opportunities to expand our game portfolio through M& A. Our focus is to find studios that complement our existing games and create lasting value.
"By focusing on our direct-to-consumer business and strictly controlling operating costs, our profitability has continued to improve noticeably. We are taking steps to ensure sustainable growth and profitability and are committed to creating lasting value for our players and shareholders.
Key Business Characteristics and Key Business Drivers
The average daily paying users were 298 thousand, down (3. 6%) year-on-year and (2. 9%) sequentially. Average paying conversion was 3. 7% (3. 5% in Q1 and 3. 6% in Q2 2023). Casual gaming revenue was down (4. 3)% on a rolling basis and down (1. 1)% sequentially. Revenues from Community Casino were down (2, 9)% on a rolling basis and (3, 4)% year-over-year. Bingo Blitz revenues were $155. 7 million, down (1, 2)% sequentially and (0, 4)% year-over-year. Journey sales in June were $74. 6 million, down (2, 6%) sequentially and up (1, 9%) year-over-year. Slotomania profits of $133. 8 million were down (1, 2)% sequentially and (7, 5)% year-over-year.
Playtika Announces Quarterly Dividend Payment
Playtika's Board of Directors has approved a payment of $1, 000, 000 per promotional offer included in the regular promotional offer, payable on October 4, 2024 to holders of promotional offers registered at the close of business on September 20, 2024. The company announced a currency dividend payment of $1. 2 billion. Future dividends will follow market standards and board incentives.
Based on 2024 performance, the company expects profits to be in the lower end of the indicated range of $2. 52-2. 62 billion, loan-adjusted EBITDA to be in the forward middle of the indicated range of $730-770 million, and serious costs to be incurred.
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Industry News
Navigating the iGaming Industry as a Start-Up
Reading time: 3 minutesVentureMax Group director Pierre Mifsud says the iGaming world offers huge opportunities for new companies with big ideas, as long as they can avoid the pitfalls.
The global online gambling industry has always attracted brilliant minds, creative talents and people with a strong entrepreneurial spirit.
There is no shortage of success stories, from the acquisition of boutique studios worth hundreds of millions to the mergers and consolidations of top operators that have become undisputed international leaders. But while some companies succeed, others fail.
The reason lies in the difficulty of navigating the online gambling industry. It is a minefield, and one wrong step can mean the end of the game. To rise to the top, you need not only a great idea and a clever product, but also financial backing, regardless of size.
Ultimately, startups need to master all areas of the business, from product quality and customer experience to regulation, differentiation, marketing and fundraising. And even in this case, success cannot be taken for granted.
Let's look at some of these key areas and explore how startups can get around the obstacles they create.
Compliance with regulations, licenses and requirements
As the industry moved towards regulation, much of the map changed from grey to white. This opened up huge opportunities for operators, but at the same time it also created new challenges.
Operators, suppliers and other services will have to obtain licenses and certificates for market entry in regulated jurisdictions, and the requirements vary from market to market.
Most organizations have a specialized department that deals with obtaining the necessary licenses to enter the market, as well as a team that looks after startups.
Therefore, even if you are a single person, think about creating a specialized team that handles all the legal requirements. This will ensure your business survives in the long term.
Stand out from the crowd
There are so many business opportunities in this industry that it is no wonder that many startups chase it. That means you need to offer something new to stand out.
It can be something truly innovative, an unprecedented match format, a new mechanism, a technology that solves a problem, or simply looking for the best way to do something that is already being done.
Technology is a wonderful environment of innovation, and new companies that reach big sports have platforms, inferiority, and mechanics that have often obtained patents.
Of course, this was not regarded as an independent condition for splashes, we improved what was already created, harassed huge sports, and saw many emerging companies.
In any case, emerging companies need to be affected, they are looking for unique trade proposals that are original, inviting something fresh, and as a result, copy and proceed in front of them. You will not be able to.
Larg e-scale customer acquisition:
Whether it is a B2B or B2 C-One of the most important tasks in business is considered to acquire customers. To do so, group advertising strategies are important, and you can invite buyers into the right space at the right time.
At the same time, the competition of companies and brands is basically real, and the highest level is to have a clear voice with the support of talking to their own audience.
Therefore, for example, it is true that the company has a clear identity and task as one way to hear the noise created by rivals. It is important to use what channel to build a true relationship with customers.
Digital marketing is truly economically effective if it is done correctly, is perfectly controlled and easy to optimize in real time if it is planned and analyzed.
Therefore, this marketing method is considered unstable for B2B and B2C companies.
Securing initial funds
Most emerging companies face the need for funding to achieve their intentions. It is likely that there is an organic rise every time, but it is a boring time, which has the potential for the company to actually miss the right time.
However, finding a favorable researcher has the ability to explain what to arrange. Some traders are ready to provide capital, but some traders do not want to play unnecessary roles in the company's daily management, while others have all the opportunities that require more control and role than the founder wants. 。
Emerging companies need to think about how to arrange themselves for appropriate investors. The Venture Max Group has various aspects of investmen t-dependent, and before that, it is essential to respond to companies how to consider the possibility of a partnership with companies.
- Find a significant increase in lifting and injured for formation
- Being a problem with revolutionary freezing ability
- Being a brand with innovative technology
- Space} The existence of a powerful founder team
- Providing a scalable and defensible market opportunity
Our investment approach is that it should be a true partnership.
We don’t just want to provide financial support to startups, but also share our wealth of experience and help companies navigate this amazing industry.
So, while there are still many challenges ahead, successful iGaming startups will reap big rewards.
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Industry News
Maximising Game Success: The Advantages of Partnering with a Distribution Partner
Reading time: 6 minutesIn the life cycle of a video game, a game goes through seven development stages: planning, pre-production, production, testing, pre-launch, launch, and post-production. Once launched, video games start competing for players’ attention, and with so many games to choose from, it becomes difficult to maintain interest. Working with a distribution partner later in a game’s development cycle, rather than relying on giants like Steam, gives publishers many strategic advantages and helps them keep their games relevant even months after release.
Vadim Andreev, CEO and co-founder of Rokky, a global game distribution platform that connects publishers and shops around the world, talks about video game sales in the first year after launch and the benefits of working with a distribution partner like Rokky.
How third-party distribution platforms can effectively compete with giants like Steam
On average, two months before a game's release, pre-orders account for about 1% of total annual sales. Two to four weeks before release, this figure rises to 4% of total annual sales. Pre-orders peak one week before release, during which publishers can expect to make 12% of their total first-year game sales. Rokky captures an average of 16% of a game's annual sales during the pre-order period, highlighting the importance of pre-selling your game.
When considering the release date, Rokky will account for another 8% of all sales this year. In comparison, VG Insights found that on average 12% of all sales on Steam happen around the time of a game's release, likely because VG Insights' accounting features already pump some of the revenue into the first day of release. Furthermore, the company's analysis found that 15% of annual sales happen in the first week after launch. At the same time, first week sales on Steam account for 22% of annual sales.
Sales began to decrease gradually, and in 2-4 weeks after the release, Rokky was 7-4 % a week and Steam was 14 to 5 %. When reservations, release, and first monthly sales are combined, Rokky's annual sales are 56 % and Steam is about 61 %.
In the remaining 10 months, Rokky is 43 % and Steam is 38 %, accounting for almost half the annual sales. At the same time, the trend line of the following graph indicates that sales via the third party distribution platform have disappeared overall over the sales via Steam.
The thir d-party distribution platform offers a more flexible and consume r-oriented approach.
By cooperating with a distribution partner like ROKKY, publishers can get many strategic benefits. By using the thir d-party distribution platform, you can expand the reach to the market, respond to changes in demand, and minimize the risks related to international sales:
- Market restrictions: Depending on the country and region, there are strict regulations on the sales of video games, and it may be difficult to sell directly through platforms such as Steam. Rock y-like distributors, which have gained experience in such markets, can overcome such barriers and provide access to new audiences.
- Low price setting flexibility: Steam does not necessarily provide timely discounts and special offers in response to changes in game demand. On the other hand, distributors can quickly respond to the market situation and adopt a more flexible price strategy, which can increase sales.
- Adaptation to localization and culture: Distributors, which develop business in specific areas, have more local cultures, so they are customized in local languages, such as localization of games, marketing campaigns, and user support. You can provide and enhance your game appeal to local players.
- Marketing Support: Distributors often provide additional marketing resources, such as advertising, PR campaigns, participation in local events and exhibitions. This greatly improves the recognition of the game than Steam's standard marketing activities and attracts more users.
- Pos t-support: In the case of physical copies of games, the distributor is released from most of the organizational work to provide all necessary logistics, such as production, storage, and delivery, and will concentrate on content development. You can.
- Legal and financial support: international market activities may require knowledge of local laws and financial requirements. By providing legal and financial support in different areas experience, you can minimize risk and ensure legal requirements.
- A wide range of viewers: Distributors often establish connections and partnerships with local shops and online shops, so they can cover more viewers and sell games through various channels. You can improve sales and brand awareness.
In addition, the merit of a partner with sales partners is also proven that the ratio of sales partners to the total sales of Steam increases over time. The following graphs have shown a change in sales share via ROKKY for total sales 12 months after the game release. It should be noted that the data shown in this graph is a total of the best games registered in the Rokky database. In some cases, the distribution of each game may vary significantly.
At the time of release, the sales ratio via Rokky reached a peak of about 4 %. One week after the release, it has fallen to less than 1 %, and after that, it has been flat for one month. It began to grow gradually from the month, 0. 78 % in the second month, and 1. 02 % in the third month.
After the third month, the turnover rate fluctuates considerably, but it tends to increase in general, reaching the peak in the sixth month. It is usually at this time that the first advertising share of the game begins. According to GeekyMinde, it takes 70 days to sell the game first. < SPAN> rear support: In the case of the physical copy of the game, the distributor is free from the organizational work to provide all necessary rear support, such as production, storage, and delivery You can concentrate on.
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Legal and financial support: international market activities may require knowledge of local laws and financial requirements. By providing legal and financial support in different areas experience, you can minimize risk and ensure legal requirements.
- A wide range of viewers: Distributors often establish connections and partnerships with local shops and online shops, so they can cover more viewers and sell games through various channels. You can improve sales and brand awareness.
- At the time of release, the sales ratio via Rokky reached a peak of about 4 %. One week after the release, it has fallen to less than 1 %, and after that, it has been flat for one month. It began to grow gradually from the month, 0. 78 % in the second month, and 1. 02 % in the third month.
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- In addition, the merit of a partner with sales partners is also proven that the ratio of sales partners to the total sales of Steam increases over time. The following graphs have shown a change in sales share via ROKKY for total sales 12 months after the game release. It should be noted that the data shown in this graph is a total of the best games registered in the Rokky database. In some cases, the distribution of each game may vary significantly.
At the time of release, the sales ratio via Rokky reached a peak of about 4 %. One week after the release, it has fallen to less than 1 %, and after that, it has been flat for one month. It began to grow gradually from the month, 0. 78 % in the second month, and 1. 02 % in the third month.