# India's Global Moment — Panel Answers

*September 30, 2025 · Letters & speeches · Roby John*

### 1. Quick introduction – What is SuperGaming and what are you building?

SuperGaming is a homegrown studio from India building original, global-scale multiplayer games. Over the last decade, we've launched titles like MaskGun and Silly Royale that have crossed 200 million players worldwide. We launched Indus last year an Indo-futurist battle royale and we have now taken that and built a first genre combining Battle Royale and Extraction called BRX, our extraction shooter that launches globally starting with LATAM.

Our focus has always been on games as communities, not just products—whether that's social, competitive, or culturally rooted experiences and now with core Esports capabilities

### 2. India after the Online Gaming Bill – How does it reshape the ecosystem?

The Bill is a turning point. By banning real-money games, India has drawn a clear line—what's regulated and what's not. For studios like ours, this is actually liberating.

We're not competing in the "money-as-content" space. Instead, we're focused on building games that people play for community, identity, and culture. It also signals that India is ready to take gaming seriously, both as a segment in Interactive Entertainment and also as a legitimate sport.

### 5. Building BRX on $15M vs $100M – How did you do it?

We built our own tech-stack from the ground up.

Instead of licensing off-the-shelf engines or outsourcing, we optimized for mobile-first and low-bandwidth environments—exactly where our players are. Every design choice—netcode, asset pipelines, cross-platform play—was about delivering AAA-quality with lean resources. It's the classic Indian story: do more with less, without compromising ambition and quality.

Our Shooter Augmentation layer was designed for scale, modularity, and cost-efficiency.

### 7. Augmentation Layer – What is it and why is it your moat?

The augmentation layer is a layer on top of an off the shelf game engine that allows you to build real time multiplayer experiences.

Today very few studios around the world have the capability to build a real time shooter that runs, its only within the Tencent and NetEase of the world that you find it.

We decided based on our learning of building Maskgun which currently has a player base of 100 Million, that we had to take this Augmentation Layer approach to optimize what you are building for a target market, whether its our GunPlay which makes real ballistics happen on even a low end device, networking that works in congested networks or rendering pipelines that allow us to run on devices that have no good GPU's but with acceptable performance.

Today this is what allows a player in India, Brazil, or MENA to feel like they're part of one larger game community.

### 8. Upcoming cricket title – How do you blend cricket with community-first gaming?

Cricket in India, as you all may know, is more of a religion than just a sport. We have such a fandom around this game that it reaches the very grassroots of the community. To blend cricket with community-first gaming, we focus on building experiences that mirror the excitement of playing gully cricket with your friends, while also tapping into the collective passion fans share for the game.

But most digital cricket experiences so far have been tied to betting or fantasy. We're doing the opposite: building a free-to-play, community-driven cricket game with moments, progression, and social play at its heart. It's about fandom, not gambling. We're partnering with FanCraze to build the ICC SuperTeam app which launches later this year.

### 9. India's global moment – Why is SuperGaming uniquely positioned?

India is at an inflection point:

- We have the largest young gaming audience in the world.

- We have cultural IPs waiting to be digitized.

- And we now have policy clarity.

- We have the largest young gaming audience in the world.
- We have cultural IPs waiting to be digitized.
- And we now have policy clarity.

SuperGaming is uniquely positioned because we've already proven we can build games from India for the world. Whether it's MaskGun, Tower Conquest, Silly Royale, Indus and now BRX in Brazil, we're showing that India's studios can set the global agenda—not just follow it.
