SuperGaming is a Pune-based Indian mobile game developer and publisher behind MaskGun, Silly Royale and Indus Battle Royale, which also sells the SuperPlatform game backend as SaaS.
This Startup Deep Dive explains what SuperGaming does, how it makes money, who backs it, how it compares with rivals and what could go wrong, using publicly available information. It is educational and not investment advice. Last updated: October 2026.
SuperGaming in Brief
- What it is: SuperGaming is an Indian Mobile games and game tech company based in Pune.
- Who it serves: businesses, institutions, consumers, learners and public-sector buyers.
- Builds and publishes mobile games including MaskGun, Tower Conquest, Silly Royale and Indus Battle Royale.
- Reports over 200 million combined installs on its games.
- Offers SuperPlatform, a cloud-based live-ops game development engine integrating with Unity and Unreal.
- Funding: Reports differ: Series A $5 to $5.5 million plus $15 million Series B; another aggregator says about $21.8 million over 6 rounds.
SuperGaming Quick Facts
| Company | SuperGaming |
| Founded | 2017 |
| Headquarters | Pune |
| Founders | Roby John, Sanket Nadhani, Navneet Waraich, Sreejit Jayanthan, Christelle D'Cruz |
| Sector | Mobile games and game tech |
| Total funding | Reports differ: Series A $5 to $5.5 million plus $15 million Series B; another aggregator says about $21.8 million over 6 rounds |
| Latest round | $15 million Series B in August 2025, co-led by Skycatcher and Steadview Capital |
| Valuation | About $100 million enterprise valuation (company-claimed), versus $21 million in 2021 |
| Website | Not disclosed |
Figures marked “reported” come from published reports and may differ between sources; “Not disclosed” means no reliable public figure was found.
What Is SuperGaming?
SuperGaming operates in the Mobile games and game tech space in India. Understanding a company like this starts with three questions: who is the customer, what painful problem is being solved, and why the solution is better than the alternatives. The sections below apply that lens to SuperGaming.
- Builds and publishes mobile games including MaskGun, Tower Conquest, Silly Royale and Indus Battle Royale.
- Reports over 200 million combined installs on its games.
- Offers SuperPlatform, a cloud-based live-ops game development engine integrating with Unity and Unreal.
- Expanding to Latin America with LOUD.GG and working with B3 GameChain on Web3 gaming.
The Origin Story of SuperGaming
Every company starts from a noticed gap and a team willing to commit to closing it. Strong origin stories are specific: a clear problem, a founding team with relevant skills, and an early product that real customers could test. Founder-market fit, meaning the team’s lived experience or technical depth in the domain, tends to predict how fast a young company learns.
- Founders: Roby John, Sanket Nadhani, Navneet Waraich, Sreejit Jayanthan, Christelle D'Cruz.
- Founded in 2017 (one source says 2019); CEO Roby John is a co-founder.
- Founder lists differ slightly across sources; one lists Avinash Pandey instead of Christelle D'Cruz.
- Headquarters is Pune; the careers page describes Singapore as HQ with studios in Pune.
Key Milestones and Challenges
No startup grows in a straight line. Early years usually involve slow adoption, product rewrites, hiring mistakes and funding gaps. In the Mobile games and game tech sector the common turning points are a first paying customer, a regulatory approval, a successful product demonstration or a funding round that lets the team invest ahead of demand. How a team responds to setbacks says more about resilience than any single headline.
- 2017: Founded.
- August 2021: Series A of $5 to $5.5 million at about $21 million valuation.
- FY24: Revenue Rs 43.4 crore, profit Rs 3.9 crore.
- August 2025: $15 million Series B at about $100 million valuation.
- 2025: International rollout of Indus starting in Latin America.
SuperGaming Funding and Investors
Funding history shows how much outside confidence a company has attracted and how long it can operate before needing more capital. Figures below are reported and may differ between sources; valuation figures are estimates unless the company has confirmed them.
- August 2021: Series A, $5 to $5.5 million, valuation about $21 million (earlier raise reported at $6.8 million total including AET Fund).
- August 2025: Series B, $15 million, co-led by Skycatcher and Steadview Capital with a16z Speedrun, Bandai Namco 021 Fund, Neowiz, Polygon Ventures, GFR Fund, IVC Japan and LOUD.GG participating.
How Does SuperGaming Make Money? (Business Model)
A business model describes who pays, how often and how much it costs to serve them. Strong models show repeat usage, improving margins with scale and acquisition channels that do not depend only on paid spend. Weak models show one-off sales, rising costs and growth that stops when spending stops. For companies selling to businesses, institutions, consumers, learners and public-sector buyers, sales cycles and contract size matter as much as headline growth.
- Game development and publishing plus SaaS licensing of SuperPlatform.
- Sources do not state exact revenue split.
The Numbers: SuperGaming Financials
Financial figures show whether growth is turning into a self-sustaining business. Small and private companies often disclose little, so any number below is included only if it was found in public reporting.
- FY24: revenue Rs 43.4 crore, net profit Rs 3.9 crore.
- FY25 (aggregator): revenue about Rs 42.8 crore, profit after tax about Rs 3.4 crore, total expenses about Rs 38.2 crore.
- One aggregator reports 2024 revenue of $5.06 million.
Market Opportunity for SuperGaming
Market size is easy to exaggerate, so a useful approach separates the total market from the portion a company can realistically reach with its current product and distribution. The main forces behind demand in this sector are rising digital adoption, cloud and mobile penetration, growing enterprise technology spending, government digitisation programmes and a deep pool of engineering talent. Each of these widens the opportunity, but capital efficiency and execution decide who captures it.
- Targets emerging markets with local-culture games and developers lacking backend technology.
Technology and Product at SuperGaming
Technology is rarely the whole moat, but it drives speed, cost and customer experience. A practical way to assess it is to separate the capability the company controls from the commodity infrastructure it rents. In this sector the important factors are product quality, data and integration depth, security, scalability and the speed of shipping improvements.
- SuperPlatform real-time multiplayer and live-ops engine.
- Silly Royale on a Layer-3 chain built with B3.
Team and Culture at SuperGaming
Teams are the most important and least measurable asset of a young company. Look at how complementary the founders’ skills are, how deep the second layer of leadership is, and how the company hires and retains specialists. Culture shows up in small repeated behaviours: how quickly bad news travels upward and whether commitments to customers are kept.
- Roby John is co-founder and CEO.
SuperGaming Competitors: Competitive Landscape
A fair competitive analysis names direct rivals, adjacent players who could move into the space, and the customer’s default alternative. Durable advantages include proprietary data or technology, licences and approvals, brand trust, switching costs and cost leadership.
- Direct competitors of SuperGaming vary by product line; a verified rival comparison was not available from public sources.
- What to compare: Product readiness, pricing, customer base, funding runway and regulatory standing.
Risks and Challenges for SuperGaming
- Flat revenue between FY24 and FY25.
- Web3 gaming bets are unproven.
- Hit-driven mobile game market.
- Competition: low barriers to entry and well-funded rivals can compress pricing and slow growth.
- Funding risk: technology businesses often burn cash before reaching profit and depend on investor appetite.
Risk is not a reason to avoid a company; it is a reason to price it correctly and to monitor the right indicators over time. Regulation in this sector is shaped by data protection rules under the Digital Personal Data Protection Act, sector regulators, consumer protection law and IT rules.
SuperGaming Growth Outlook: What to Watch
- Plans global expansion into emerging markets starting with Latin America.
- Key indicators: recurring revenue, customer retention, gross margin, customer acquisition cost and runway.
- Funding position: Whether SuperGaming can reach its next milestone before needing new capital.
- Regulation: Changes from data protection rules under the Digital Personal Data Protection Act, sector regulators, consumer protection law and IT rules.
Industry Context: Where SuperGaming Fits
India's technology startup ecosystem is one of the largest in the world, supported by cheap data, a large base of smartphone users, digital public infrastructure and a deep engineering talent pool. Companies now build for education, software, mobility, logistics, agriculture, defence, media and more, selling both to Indian customers and abroad.
Durable technology companies usually combine a clear customer problem with repeatable distribution and disciplined unit economics. Growth funded only by spending tends to fade, while products that customers keep using and paying for build compounding advantages.
For readers new to this field, a useful habit is to separate announcements from evidence. A plan, a partnership or a funding headline describes intent, while a delivered product, a paying customer or an audited financial statement describes results. Comparing the two over time shows how reliably a company turns promises into outcomes.
Bull Case and Bear Case for SuperGaming
An investment thesis is a short, testable statement of why a company could become far more valuable, together with what evidence would prove it wrong. The points below are general to this sector and are not forecasts for SuperGaming.
Bull case
- A large and growing base of digital users and businesses expands the addressable market.
- Recurring revenue and strong retention can compound growth.
- Selling into global markets widens the opportunity beyond India.
Bear case
- Heavy competition can compress pricing and margins.
- Dependence on external funding can force painful cost cuts.
- Regulation or platform changes can disrupt a product quickly.
Lessons Founders and Investors Can Take from SuperGaming
Studying a company in the Mobile games and game tech space offers lessons that go beyond any single firm. The points below are general lessons for the sector and are not claims about SuperGaming.
- Solving a clear, frequent customer problem matters more than adding features.
- Retention and repeat usage are better health signals than sign-ups.
- Disciplined spending extends runway and keeps options open when funding tightens.
- Distribution, not just product quality, decides who wins in crowded markets.
- Building trust through data protection and reliability is part of the product.
How to Evaluate SuperGaming as a Startup
- Customer clarity: Can SuperGaming name its customer and the problem it solves in one sentence?
- Evidence of demand: Look for repeat customers, signed contracts or measurable usage rather than announcements alone.
- Economics: Check whether margins improve as volume grows.
- Execution: Compare announced timelines with what has actually been delivered.
- Funding runway: Estimate how long current capital lasts at the present spending rate.
- Regulatory standing: Confirm required approvals are in place.
- Customer concentration: Check whether a few customers account for most of the revenue.
- Management depth: Look for experienced leaders beyond the founders and a stable core team.
The Takeaway
SuperGaming is part of India’s growing Mobile games and game tech ecosystem. The useful lesson from studying it is the discipline of asking structured questions about customers, economics, advantage and resilience. Companies that answer them well, repeatedly and under pressure are the ones that endure. Readers should treat any single report, ranking or funding headline as one input among many, and should re-check key facts against recent company announcements. Because public information on young companies is often limited, patience in verifying claims is part of good analysis. Public sources can also describe the same company in different ways, so it is worth checking dates, definitions and whether a figure refers to revenue, total income or transaction value, and whether it covers one entity or a wider group, before drawing conclusions. Small differences in rounding, currency conversion or reporting periods can also change how a figure reads. Comparing the same figure across several recent reports helps show whether it is stable or has changed over time. This article is educational and is not investment advice.
- Clear customers and repeat demand matter more than announcements.
- Regulation and capital needs shape how fast a startup in this sector can grow.
- Track a few leading indicators over time rather than one headline metric.
SuperGaming FAQs: Frequently Asked Questions
What is SuperGaming?
SuperGaming is a Pune-based Indian mobile game developer and publisher behind MaskGun, Silly Royale and Indus Battle Royale, which also sells the SuperPlatform game backend as SaaS. It is profiled in the Startup Deep Dive series, which explains business model, funding, competitors and risks.
Who founded SuperGaming?
SuperGaming was founded by Roby John, Sanket Nadhani, Navneet Waraich, Sreejit Jayanthan, Christelle D'Cruz, and the company reports a founding year of 2017.
How much funding has SuperGaming raised?
Reports differ: Series A $5 to $5.5 million plus $15 million Series B; another aggregator says about $21.8 million over 6 rounds. Funding figures are reported and may differ between sources, so readers should check the latest company announcements.
How does SuperGaming make money?
SuperGaming earns revenue from its Mobile games and game tech products and services sold to businesses, institutions, consumers, learners and public-sector buyers. The exact revenue mix is described in the business model section and is not fully disclosed publicly.
Who are the competitors of SuperGaming?
Competitors of SuperGaming depend on the specific product line. A verified comparison was not available, so see the evaluation checklist above.
What are the main risks for SuperGaming?
Main risks include competition: low barriers to entry and well-funded rivals can compress pricing and slow growth, funding and capital needs, competition and regulation by data protection rules under the Digital Personal Data Protection Act, sector regulators, consumer protection law and IT rules. This is educational content, not investment advice.
Related Startup Deep Dives: Gold Farm — Raised about $2 million seed in 2017 from Infuse Ventures and Mahindra to run ‘farming as a service’ for 25,000+ farmers | Hirequotient — Raised $1.8 Mn pre-seed in December 2021 from angels led by Binny Bansal-backed group. Browse the full Startup Deep Dive series.
Source
Source: Publicly available data, published reports, industry research, and other credible sources.




