Earn with cybersport with an annual interest of 40 % or more
A unique model of earning
from game artifacts
Revenue in regular and capped items emerging during game tournaments and operations.
A return of 50 % to 100 % over one year
A return of 150 % over 2 years
Advantages against traditional
ways of earning
We use STEAM, a biggest marketplace, and other platforms to conclude deals.
Steam in figures
Based on 2020 data
- Active users per month
- Active users per day
- A maximal number of users simultaneously
- New buyers per month
- An increase in the number of purchased games compared to 2019
- An increase in playing time compared to 2019
Why to earn from online game industry
In 2020, the video game market reached $167 billion; it is expected to reach $291 billion (a CAGR of 8.2 %) in 2027 (according to Grand View Research).
Today, online game industry is one of the fastest-growing and most promising video game segments.
for a huge number of people, for whom gaming is the main hobby ensuring new friendships and an escape from daily routine.
Opportunity of a passive income of up to 40 % to 100 % per annum
for those seeking to diversify sources of investment.
has made more people want to switch to online gaming
Kazbek has more than 15 years of experience in management of finance, operational efficiency and business process digitization projects. He has played leading financial roles for Russian and international business. He delivered projects to establish financial service centers, was a Partner at Big 4 - Deloitte, the world’s biggest auditing and consulting group. A Certified Accountant - Financial Director of the RF. Please, watch an interview with Kazbek for the Changellenge project. Kazbek’s mission is to ensure maximal operational efficiency and business compliance.
Nikita has been working in building system solutions and businesses for about 15 years, including a federal chain of stores. Lived and worked in Russia and the USA. For a long time, he was the commercial director of a trading automation company on Steam, the author of some of the most profitable short-term trading strategies in this company. Professionally engaged in investments in the markets of electronic artifacts for a long time. Engaged in advising trading specialists in the field of NFT and Steam. Within GAME he is the head of the team involved in investments and short-term trading. Supervises issues related to increasing the efficiency of the company.
Alexander has a 10 years experience in developing marketing strategies and startups in telecommunications, tourism, healthcare, education and entertainment in foreign markets. He is an expert in deep market research of the Russian, as well as Cyprian, UAE, and Asian markets for companies operating in the sphere of healthcare, education, commercial property management and HORECA. He is the founder of the Sunomat startup project.
Alexander’s mission in the team is G.A.M.E. business development, informing investors of the resulting performance, delivery of the marketing strategy, and development of digital communication channels.
Frequently asked questions
What are the terms for shareholders?
The entrance fee is 6 % of the amount to be deposited, a one-off charge for entry into the group.
Management fee is a 1 % annual fee charged from the total assets managed.
Success fee is a variable percentage from game items sales profits.
How do I calculate the value of a share to be bought/sold?
The Company calculates the value of the shares using the net assets value method, whereunder the Companies’ net assets are calculated based on management balance sheet statement posted on the website.
The share price is the business Net Asset Value (NAV) divided by the amount of issued shares. Mainly, the assets consist of the rights for trading computer game items, which are daily reevaluated based on STEAM indexes (click Steam Community Market). The item value is reevaluated at the fair value equal to the minimal contract price effective during a session on the platform.
The business portfolio value is published on the website https://fundingames.ru/ every week.
How do we buy items in a game?
Items are bought by traders employed by the Company at the expense of and on behalf of the Company. Employees submit bank statements confirming the deposit of funds into the market platform account, and item receipt confirmations in the form of STEAM transaction reports.
All rights to the use of items, inter alia, the rights to buy/sell, as well as the right to claim sales revenues, belong to the Company as stated by employment agreements and job descriptions of AO employees.
When and how do I withdraw cash?
1. Selling shares to an investor at any time. The Company shall cooperate in searching for investors when selling shares.
2. Payout of dividends if the Company has available cash received through the sale of the fund’s assets under management or through additional issue of the shares. The Company can announce a dividend payout to all fund’s shareholders proportionate to equity interest.
3. Share redemption: an investor may sign a share put option agreement with the Company. According to the terms of the Agreement, the Company shall redeem the investor’s shares upon his/her request. The shares are sold at a 10 % discount during the first year of the possession thereof.
How Company issues equity?
We summon a pool of investors, for whom shares are going to be issued. We prepare documentation, issue additional ordinary shares, include the shares in the shareholder register at the registrar and transfer them (process the transfer of ownership) from the company’s to the investing shareholder’s account with the Company registrar’s support.
What risks do shareholders have?
-Item depreciation: would it be possible? Under what circumstances?
Sometimes, items do lose value. In general, it happens during sales events on market platforms. However, we usually buy items after these events with the item price adjusted according to the market demand. Unlike the stock market, the game item market does not allow short selling. This minimizes the risk of a depreciation.
-Zero demand: would it be possible and under what circumstances?
Only unique and rare items can have zero demand. During a pre-investment analysis, we analyze item’s and similar items liquidity from the historical perspective.
-STEAM account blockings: scenarios and what we can do to prevent it?
We conclude deals in line with the dealing rules and limits set by STEAM. Our employees have accounts registered pursuant to STEAM’s policy. If any account may have been blocked we send a message to the support service. Once there is a confirmation that there are no violations, the account is usually reactivated.
Reduced popularity of a game and items: what are possible scenarios? What’s the timeline?
We deem the possibility of a rapid decline in CS:GO’s popularity as very low. However, we perform daily monitoring of game and player statistics news in CS:GO and other games. In case of a highly improbable popularity decline we can use the following strategies:
- Restructuring of the portfolio into items from other games
- Selling part of the portfolio
How do we protect shareholders?
The Company attracts funds in the form of a Convertible Loan Agreement (CLA). The interested party shall credit the company according to the convertible loan agreement. Whereupon, the Company additionally issues new shares and converts the loan to ordinary Company’s shares. Investors are the Company’s shareholders, so they can take decisions concerning the management of the Company through the General Shareholders Meeting. The shareholders’ rights are fully reserved by the applicable Russian laws. Shareholders’ shares are held by a reliable depository JSC “Status”, part of the Sberbank group.
How good is the teams' experience?
- Who are the founders?
The founders are businessmen with more than 10 years of experience in game item trading.
- Existing expertise
The team embraces a variety of competencies, such as finance, IT, marketing, law, taxation, and risk management. Also, the team includes a former partner to the largest auditing and consulting group - Deloitte, Kazbek Dzalaev, who has an experience of more than 15 years of financial and technological projects implementation.
You can find details in the Team section, in the Investors Deck presentation via your registered personal account in fundingames.ru.
How can competitors influence the market?
Currently, the game item market is mainly presented by private players. According to our information there is no other company similar to us. Entry of the market by institutional investors will increase liquidity and positively impact the demand and item indexes, as well as increase earnings. However, it may also increase the volatility of item prices and force us to reevaluate our investment portfolio.
What is the market size and which market share G.A.M.E. is planning to take?
We estimate that in 2021 game item market will capitalize around $4 billion. Our goal is to increase assets under management up to USD 17 mln by 2023 or up to 0.5 % of the general global market.
A brief presentation of GAME
“I like this project for its uniqueness and the team’s new approach, as it makes investments in a popular though not so accessible cybersport world simple like never before. I have wanted to join the market for quite so long, but the biggest challenge was the absence of any transparent and clear access tool. Once in the project, investors become the rightful shareholders of the company directly owning the assets to be chosen by the project’s analysts. This model of project involvement looks clear and safe to me in terms of protection of my interests.”
“I long-trade in FAANG shares, so I understand the major public companies’ risks and profitability. A friend of mine advised me to invest in this project, so I weighed all the pros and cons and thought it would be great to try a small sum and watch the dynamics. I am planning to make another investment in the coming year, because I have read the expected indices for my portfolio.”
“I have been playing computer games since childhood, so, when I started my professional career I could see how big the game industry had grown. I have neither time nor talent to go in for cybersports, neither have I developed any game so far, so I decided to invest.
I like all those new and promising things for seed investment, I mean crypto, tokens, and stuff like that.
Relying on investments has resulted from a different factors. I know the founder and what principles he is using, the low entrance fee and convenient terms, the industry scale and prospects, and a chance to pioneer in this sort of investment.”
Topped up Steam via @dkazgame. The guys bought the necessary items for me and the replenishment turned out to be plus 14%