2
INGYRE GENERAL CONCEPT
• Most of mobile games lack innovation and are unremarkable –
we believe that mobile gamers deserve better
• We aspire to break this pattern and build truly outstanding
products, both in terms of technical quality and gameplay
• We strongly believe that there are multiple opportunities to
build novel games in almost any genre
• We see clear evidence that today truly innovative games can
reach huge audiences with almost no investments in
marketing due to very limited competition
• We consider the difficulties related to gathering a team
capable of building such games to be the most critical obstacle
to their emergence
• We have put together a great team that is capable of building
outstanding products
• Today, we have 2 great games at the final stages of
development which can be ready to be shipped to the market
within the next 6-9 months
3
MOBILE GAMING MARKET IS ALREADY HUGE AND STILL
GROWING…
• Mobile games are expected to bring $21.7Bn in revenues in 2014, up from $17.5Bn in 2013
• By 2017, mobile gaming market size will reach $35.4Bn, representing 19.1% CAGR for 2013-2017
• The number of mobile gamers is expected to increase from 1.35Bn in 2013 to 1.85Bn in 2017
North America:
• $4,900MM revenue
• 152MM gamers, 66MM payers
• $6.21 average spend per payer (1)
Latin America:
• $510MM revenue
• 148MM gamers, 57MM payers
• $0.74 average spend per payer (1)
Eastern Europe:
• $630MM revenue
• 110MM gamers, 35MM payers
• $1.53 average spend per payer (1)
Asia Pacific:
• $12,200MM revenue
• 740MM gamers, 243MM payers
• $4.17 average spend per payer (1)
Western Europe:
• $3,200MM revenue
• 153MM gamers, 53MM payers
• $4.95 average spend per payer (1)
Middle East and Africa:
• $380MM revenue
• 178MM gamers, 59MM payers
• $0.54 average spend per payer (1)
Source: AppLift ata for 1H14;; Newzoo Global Games Market Report from Jun-14
Note:
1. Per month per paying mobile gamer
Developing
Technology
Platform
Building
Engaging
Gameplay
Defining
Marketing
Strategy
Working on
Updates or
Sequels
Monetizing
Game
Audience
4
…YET THE RISE OF NEW PLATFORMS HAS CREATED
NEW QUESTIONS
All of this leads to a question whether the Holy Grail
of successful mobile game development does
actually exist…
And if it does, where can it be found?
• The market for mobile games is already huge
and continues to grow at an impressive pace
• However, many things on mobile have proved
to be very different compared to PC or console
markets:
‒ Very high supply of games and casual nature
of most games driving prices down and
forcing game developers and publishers to
adopt freemium monetization model
‒ Rise of CPA-based marketing tools making
promotion of games through CPI model
possible
‒ Support of the games by app stores has
proven to be very important to games
success
Unique Technical Platform
• Pros:
‒ Very low supply of technically
innovative games due to lack of
capable teams
‒ Mobile games market is longing for
such games
‒ High chances for the game to get
noticed by app store teams,
journalists and gamers
• Cons:
‒ Difficult to assemble good enough
technical team
‒ High development costs
5
FOCUS IS ABSOLUTELY ESSENTIAL FOR SUCCESS ON
MOBILE…
Core Focus
Marketing for “Safe Genre” Games
• Pros:
‒ Low development costs
‒ Unit economics and outcome can
be forecasted at some level of
accuracy
• Cons:
‒ Necessity to enter a very crowded
market
‒ Almost zero chances to be
featured by app stores
‒ Low margins because of heavy
marketing spend required to get
noticed by gamers
Innovative Gameplay
• Pros:
‒ Very catchy product if done right
‒ Opportunity to build franchise
around successful characters
• Cons:
‒ The whole game depending on the
main character
‒ Balance being very important and
can be very hard to get right
‒ Difficulties with forecasting
whether gamers will like the
product and the character
• 95-99% of total number of games
• Vast majority tend to fail
• Tens to hundreds games per year
• Several are able to demonstrate very
decent traction, including:
• Several games per year
• All tend to be able to demonstrate
significant traction, including:
6
…AND OBVIOUS CHOICES ARE NOT ALWAYS THE RIGHT
ONES
• Hundreds of games are being released every day
• Most game developers and publishers opt for genres and game
mechanics with proven marketing strategies and monetization models,
paying little attention to technical quality of the product
• As a result, the market is filled with thousands of very similar games that
for gamers are almost undistinguishable from each other
• Such games have to rely on significant marketing budgets in order to be
able to compete for top spots in rankings and attract attention of
gamers
• At the same time, a small number of game studios have been successfully
building great products under the radar for years, releasing a very small
number of high-grade and original games every year
• Each of these games were able to garner attention of the whole ecosystem
without substantial investments in marketing, with app stores’ featuring,
reviews and word of mouth serving as their main channels for promotion
7
BUT IN MOBILE GAMING, TO BUILD THE RIGHT PRODUCT
CAN BE ENOUGH
• 1st game built by small
Finland-based game
studio
• 2nd game developed by
U.K.-based game studio
• 1st game built by
Sweden-based game
studio
1337 & Senri
• 3rd game built by small
Sweden-based game
studio
From
From
From
From
• Complex physics
• Outstanding graphics
• Original game
mechanics
• Over 23MM downloads on iOS
and 38MM downloads on Android
• Lengthy featuring from Apple App
Store and Google Play
• Complex physics
• Original game
mechanics
• Very original graphics
• Unique game mechanics
• Very high quality
graphics
• Complex physics
• Over 1.8MM downloads on
iPhone and 0.9MM downloads on
iPad at $3.99 price
• Apple Design Award in 2013
• Over 1.3MM downloads on
iPhone and 0.6MM downloads on
iPad at $3.99 price
• Lengthy featuring from Apple App
Store
• Apple Design Award in 2014
• Over 320K downloads on iPhone
and 228K downloads on iPad at
$4.99 price
• Apple Design Award in 2014
Overview
Key Features
Key Achievements
8
MEDIOCRE: SWEDISH INDIE GAME STUDIO WHICH GOT
IT RIGHT
• 3D runner; Freemium
• 19.7MM downloads on iOS
• 31MM downloads on Android
• 2D runner; $1.99
• 1.1MM downloads on iOS
• 271K downloads on Android
• Founded in 2011
• Released 4 games, each with unique
technical engine and gameplay
• Never spent any money on marketing,
except from hiring PR agency
• All 4 games were warmly welcomed by
gamers all over the world and demonstrated
outstanding traction
• In August 2014, Apple featured Mediocre in
a separate section dedicated exclusively to
Mediocre games
• Puzzle; $1.99
• 1.5MM downloads on iOS
• 462K downloads on Android
• Puzzle; $1.99/$0.99
• 585K downloads on iOS
• 122K downloads on Android
Source: Numbers of downloads are based on xyo.net estimates
9
OUR PRODUCTS
BEARD OF POWER
RISING TIDE
Description: Endless 2D runner with multiple settings
Plot: A wizard going to the mystical forest for a hunt for
magical fireflies
Monetization model: Freemium version with in-app
purchases aimed to allow player to survive for a longer
time and featuring RPG-like gameplay
Key feature: Build from the ground up game engine,
allowing to make a runner free of all traditional limitations
of the genre
Description: 3D tower defense with the main action
taking place on water areas
Plot: Thalassic empire falling under attack of the evil
golems and has to defend its boundaries
Monetization model: Paid version with in-app purchases
to accelerate game progress + free version with limited
functionality and in-app purchases
Key feature: Build from the ground up physical engine
responsible for accurate modeling of currents and
featuring unique gameplay
• Most runners, especially on mobile, are explicitly simplistic and
fully dependent on technical capabilities of game engines they
are powered by, which leaves them with severe limitations
• These bounds essentially limit both the attractiveness of the
game for players, and the opportunities for monetization
10
BEARD OF POWER: UNIQUE MIX OF RUNNER AND RPG
(1/3)
• We have built Beard of Power free of all of these limitations
• Built from the ground up sophisticated physical engine allowed us
to create a game that is a runner in appearance, but has gameplay
features previously unseen in runners on mobile
• Innovative game mechanics allows to extend average game
session several times compared to other runners
• This makes possible introduction of RPG elements, which allows to
introduce new game elements and improve monetization, while
still retaining appeal of the game to very wide audience
11
BEARD OF POWER: UNIQUE MIX OF RUNNER AND RPG
(2/3)
Key technical features:
• Game engine with sophisticated physics (over 1,500 program
lines of code responsible for main character’s behavior only)
• Surfaces and islands of any form
• Shield protecting the character from hindrances and enemies
• Normal mapping, gloss mapping and other lighting effects
• Sophisticated parallax
• Flexible enemies system
• Fully functional native level editor for iPhone and iPad
…and much more!
12
BEARD OF POWER: UNIQUE MIX OF RUNNER AND RPG
(3/3)
Gameplay:
• A wizard going to the mystical forest to collect
magical fireflies required to renew his magic
supply
• Scale of magic required to cast spells on his
enemies or to power the shield
• State of oversupply of magic, with wizard
becoming immortal to any clashes into
hindrances but being extremely vulnerable for
any further magic supply
Monetization:
• Number of things to be bought through in-app
purchases:
‒ Fireflies used to supply the wizard with
magic
‒ Rare crystals which can be either collected
in the game only in limited quantity
‒ Recipes for creation of items used for
permanent enhancement of capabilities of
main character
‒ Totems used for saving game progress
Closest peer
• Complex physical engine combined with outstanding graphics and engaging
game mechanics
• Very original approach to 3D runner genre
• Over 19.7MM downloads on iOS and 31MM downloads on Android
• Hardly any game places significant action on the water or
makes water a important part of the gameplay
• Accurate water visualization and modeling of currents
represents a very complex and computationally intensive task
• Limited resources available on mobile and tablets make the
problem even more complicated
• At the same time such physical engine can allow to build
games with unique gameplay and very appealing graphics
13
RISING TIDE: INTRODUCING NEW DIMENSION TO TOWER
DEFENSE GENRE (1/3)
• We have made Rising Tide a game with unique, eye-catching and
engaging gameplay, allowing it to differentiate from all existing
games in the space
• Accurate physical model of currents, options for influencing
currents locally and advanced water visualization have made it
possible for us to create a game offering players game experience
previously unseen on mobile or on any other gaming platform
14
RISING TIDE: INTRODUCING NEW DIMENSION TO TOWER
DEFENSE GENRE (2/3)
Key technical features:
• Accurate physical model of currents in the complex
geometries based on solving of two-dimensional fluid
dynamics problem in real-time
• Options for influencing currents locally with whirlpools, water
jets, etc.
• Advanced water visualization based on extensive usage of
the newest methods from across fluid dynamics, computer
graphics and modeling
• Extensive performance optimizations allowing the game to be
run on all new smartphones and tablets
• Cross-platform approach allowing to port the game to other
platforms with minimum efforts
• Flexible artificial intelligence engine powering behavior of the
enemies
…and much more!
15
RISING TIDE: INTRODUCING NEW DIMENSION TO TOWER
DEFENSE GENRE (3/3)
Gameplay:
• Confrontation of thalassic empire and the
golems
• The main action happening on water, with the
enemy operating ships and the player
operating towers
• Towers equipped with various types of
weapons and able to create various types of
whirlpools, water jets, etc.
• Motion paths of the ships defined by currents,
which in turn can be influenced by the towers
Monetization:
• Paid version with full functionality and
freemium one with demo functionality
• Two types of “currency”:
‒ General currency to be earned in the game
‒ Rare currency to be earned in the game in
a limited quantity, or bought through in-app
purchases
• All items in the game (towers, special items,
etc.) can be bought with a combination of
general and rare currency
Closest peer
• Engaging and addictive gameplay combined with outstanding graphics
• A near perfect classic tower defense game for mobile and tablets
• Over 2.2MM downloads on iPhone and iPad for its paid versions for both
Fieldrunners and Fieldrunners 2
Egor Fominykh
Software Developer
16
OUR TEAM
Seraphim Chekalkin
Chief of Development
Alexander Dadashev
Chief of Product
Dmitry Purtov
Software Developer
Andrey Voynov
Software Developer
• Tight-knit team with hands-on
experience in mobile and
software development, venture
capital and startups
• Deep experience in a number of
areas of mathematics and
computer science
• All team members have
graduated from Moscow State
University with MSc in
Mathematics
17
INGYRE HISTORY AND FUNDRAISING
June 2014
July 2013
MVP for “Rising Tide”
finished
September 2013
Core development March 2013
team assembled
General idea for InGyre
born
Winter 2013
“Beard of Power”
development started
June 2013
“Rising Tide”
development started
Development team
went to working full-time
on the project
July 2014
MVP for “Beard of
Power” finished
Investment required: seed round for the
next 12 months to finish development of
both games and bring them to market
InGyre Historical Timeline
• Current status:
‒ MVPs for both games finished
• Time to market:
‒ 6 months for “Beard of Power”
‒ 9 months for “Rising Tide”
• Key expenditure items:
‒ Finishing game development
‒ Game design
‒ Attendance to conferences to promote
games and build relations with app store
teams
‒ PR activities
• Current shareholders structure:
‒ The Company is 100% owned by founders
18
INGYRE FUTURE PLANS
InGyre 4 Years Roadmap
Release “Beard of
Power” Game
Release “Rising Tide
2” Game
Jan-17
Reach Break-even
Release God Simulator
Game
Jan-18
Jan-15
Jul-15
Dec-18
Sep-15
Release “Rising Tide”
Game
Jul-16
Release Stealth Action
Game
Oct-15
Jun-17
Reach at least $20MM
in annual revenues
Key Goals
• Reach break-even with seed financing
• Ship to market at least 5 games in the next 4 years
• Build a large and profitable company with a wide portfolio of high grade games, allowing to
promote new titles to the audience of all games produced by InGyre