InGyre Pitch Deck (2014): 18-Slide Seed Deck

See all 18 slides of the InGyre pitch deck — a 2014 Seed deck — with a slide-by-slide teardown of what the deck does well and where it falls short.

InGyre presents a seed-stage case for a mobile gaming studio that differentiates through technical innovation rather than just marketing or gameplay loops. The deck, likely from mid-2014 based on internal dates, highlights two games in development: 'Beard of Power' and 'Rising Tide.' The core thesis, stated on slide 5, is that 'Unique Technical Platforms' have a higher chance of being noticed by app store teams and journalists due to a low supply of technically innovative games. While the deck provides deep dives into game mechanics and custom engine features—such as water current modeling fo…

Key takeaways

Executive Summary and Market Context

Slide 1: Title Slide

The deck opens with a minimalist yellow background featuring the company name 'InGyre' and the tagline 'Reshaping Mobile Gaming.' The contact information provided is for Alexander Dadashev. A small tornado-like icon sits next to the brand name.

Slide 3: Market Opportunity

This slide establishes the scale of the mobile gaming industry using 2014 data. It notes that revenues were expected to reach $21.7Bn in 2014, growing to $35.4Bn by 2017 at a 19.1% CAGR. The slide provides a geographical breakdown of revenue and gamer counts. Asia Pacific is identified as the largest market with $12,200MM in revenue and 740MM gamers. North America follows with $4,900MM in revenue and the highest average spend per payer at $6.21. Other regions detailed include Western Europe ($3,200MM), Eastern Europe ($630MM), Latin America ($510MM), and Middle East/Africa ($380MM).

Strategic Positioning

Slide 5: The Three-Tier Market Analysis

InGyre categorizes the mobile gaming landscape into three strategic buckets to justify their approach. Marketing for 'Safe Genre' Games is described as a crowded market where 95-99% of games fail due to high marketing costs and low margins. Innovative Gameplay (citing Angry Birds and Cut the Rope) is noted for having catchy products but being difficult to forecast. Unique Technical Platform is InGyre's chosen niche. The pros listed include a low supply of technically innovative games and high chances of being featured by app stores. The cons are the difficulty of assembling a capable technical team and high development costs.

Slide 7: Benchmarking Success

To validate the 'Technical Platform' strategy, the deck highlights four successful peers. Smash Hit (Mediocre) is cited for 23MM iOS downloads and 'complex physics.' Badland (Frogmind) is noted for its Apple Design Award and 1.8MM iPhone downloads at a $3.99 price point. Monument Valley (Ustwo) and Leo's Fortune (1337 & Senri) are also listed, emphasizing their high-quality graphics, unique mechanics, and Apple Design Awards. This slide serves to prove that premium, technically superior games can achieve significant traction without the massive marketing budgets required for 'safe' genres.

Product Deep Dives

Slide 9: Product Portfolio Overview

This slide introduces the two lead titles. Beard of Power is described as an endless 2D runner featuring a wizard hunting fireflies, built on a 'from the ground up game engine.' Rising Tide is a 3D tower defense game set in a 'Thalassic empire' under attack by golems, featuring a custom physical engine for water currents. The slide includes early screenshots of both games on mobile devices.

Slide 11: Beard of Power Technical Details

InGyre leans into the technical specifications of their first game. They highlight a game engine with 'over 1,500 program lines of code responsible for main character's behavior only.' Features include surfaces of any form, normal mapping, gloss mapping, sophisticated parallax, and a fully functional native level editor for iPhone and iPad. The emphasis here is on the flexibility and visual fidelity afforded by their custom code.

Slide 13: Rising Tide Technical Innovation

The deck argues that water-based gameplay is rare on mobile due to the computational intensity of modeling currents. InGyre claims to have solved this with an 'accurate water visualization and modeling of currents' engine. They assert that this physical engine allows for unique gameplay and 'appealing graphics' that differentiate the title from existing games in the tower defense space.

Slide 15: Rising Tide Gameplay and Monetization

This slide details the mechanics of Rising Tide, where players operate towers against enemy ships. The towers can create whirlpools and water jets to influence the motion paths of ships. The monetization plan involves two types of currency: general (earned) and rare (bought or earned in limited quantities). It also identifies Fieldrunners 2 as the closest peer, noting its 2.2MM downloads for paid versions.

History and Fundraising

Slide 17: Timeline and The Ask

The final slide provides a historical timeline starting in Winter 2013 with the 'General idea for InGyre.' It tracks the assembly of the core team in June 2013 and the completion of MVPs for both games by July 2014. The investment request is for a 'seed round for the next 12 months' to finish development. Key expenditure items include game design, PR, and attending conferences to build relationships with app store teams. The slide notes that the company is currently 100% owned by the founders.

What InGyre Does Well

The deck excels at defining a clear 'Why Us' through the lens of technical differentiation. By categorizing the market into three distinct tiers on slide 5, the founders provide a logical framework for why they aren't building just another clone of a popular genre. They successfully link technical complexity (custom engines) to a business outcome (organic discovery by app store editors), which is a compelling argument for investors wary of high customer acquisition costs in gaming.

Furthermore, the use of specific peer benchmarks on slide 7 and slide 15 provides a realistic sense of the 'ceiling' for this type of studio. By citing downloads and price points for games like Badland and Monument Valley, they ground their ambitions in historical data rather than vague projections.

What Is Missing from the InGyre Deck

The most glaring omission is the Team Slide . In a pitch that rests entirely on the premise of having a 'capable technical team' (as mentioned in the cons of slide 5), the absence of founder bios or engineering credentials is a significant hurdle. Investors in the gaming space typically bet on the 'pedigree' of the developers—where they worked previously and what titles they have shipped.

Additionally, the Financial Ask is incomplete. While slide 17 mentions a 'seed round,' it does not specify the amount of capital required. Without a dollar figure and a corresponding budget or 'use of funds' breakdown, it is difficult for an investor to assess the runway or the valuation expectations. There is also no mention of Unit Economics or projected Lifetime Value (LTV) vs. Customer Acquisition Cost (CAC), which, even for a premium/freemium hybrid, are standard metrics for the sector.

Founder Takeaways: What to Copy

Strategic Categorization: Use a slide like slide 5 to show you understand the different 'ways to win' in your market and why your specific path is the most defensible. · Technical Proof Points: If you are building proprietary tech, be specific. Mentioning '1,500 lines of code for character behavior' (Slide 11) or 'modeling of currents' (Slide 13) makes the claim of 'innovation' feel tangible rather than just a buzzword. · Peer Benchmarking: Slide 7 is a masterclass in using competitors to validate a business model. Instead of just listing names, they list downloads, pricing, and specific awards, which helps investors size the opportunity. · Visual Progress: The timeline on slide 17 clearly shows the velocity of the team, moving from an idea to two MVPs in approximately 18 months. This demonstrates execution capability.

Frequently asked questions

What is InGyre's core competitive advantage?
InGyre argues that their advantage lies in building proprietary game and physics engines from the ground up. According to slide 5, this 'Unique Technical Platform' approach faces lower competition because there is a 'very low supply of technically innovative games due to lack of capable teams.' They believe this technical depth leads to higher organic discovery by app store editorial teams and journalists.
What games are featured in the pitch?
The deck focuses on two titles: 'Beard of Power,' a 2D endless runner with RPG elements and a custom engine (Slide 9), and 'Rising Tide,' a 3D tower defense game set on water that uses a complex physical engine to model currents (Slide 13). Both games reached the MVP stage by July 2014.
How does InGyre plan to make money?
The monetization strategy is hybrid. For 'Beard of Power,' they propose a freemium model with in-app purchases. For 'Rising Tide,' they suggest a dual approach: a paid version with full functionality and a free version with limited functionality, both supported by a two-tier currency system for in-game items (Slide 15).
What is the status of the company's fundraising?
On slide 17, InGyre states they are seeking a 'seed round for the next 12 months.' The funds are intended to finish development and bring both games to market. However, the deck does not specify the amount of capital being raised, nor does it provide a valuation or use-of-funds breakdown beyond general categories like 'PR activities' and 'Game design.'
What critical information is missing from this deck?
The most significant omission is a team slide. While slide 17 mentions a 'core development team assembled' in June 2013, it provides no names, bios, or past successes. Additionally, there are no detailed financial projections, user acquisition cost (CAC) estimates, or a specific dollar amount for the investment ask.
Cover slide of the InGyre pitch deck — Seed 2014
InGyre pitch deck, slide 1 (2014)

InGyre pitch deck: the facts

Company
InGyre
Year
2014
Stage
Seed
Slides
18
Sector
Mobile Gaming
Deck type
Fundraising

InGyre pitch deck PDF

The full InGyre deck is embedded on this page and can be read slide by slide in the browser — no download or account required. Each slide is covered in the breakdown above.

What the InGyre pitch deck was used for

InGyre is a mobile gaming studio whose 2014 seed-stage pitch deck presents a strategy of building technically advanced, highly innovative mobile games using proprietary physics and rendering engines. The deck, hosted on SlideShare, focuses on two titles—Beard of Power, an endless runner with RPG elements, and Rising Tide, a 3D water-based tower defense game—as proof points for their custom engine capabilities. The company positions itself against a crowded, largely freemium mobile market by emphasizing technical quality, novel gameplay, and the ability of standout games to gain app store support without large marketing budgets. The raise described in the deck appears aimed at completing and launching these two games and scaling the underlying technical platform, but no external funding information could be verified.

What the InGyre deck got right

What could have been stronger

How an investor would read this deck

What draws attention

Risks that stand out

Questions this deck invites

What founders can take from the InGyre deck

InGyre pitch deck: common questions

What kind of company is InGyre according to the pitch deck?

The InGyre deck describes an independent mobile game studio focused on building technically sophisticated and innovative mobile games, using proprietary engines for physics, graphics, and unique gameplay.

Which games does the InGyre pitch deck feature?

The deck highlights two games: **Beard of Power**, an endless 2D runner with RPG-like gameplay built on a custom physics engine, and **Rising Tide**, a 3D tower defense game set on water, powered by a bespoke physical engine for fluid dynamics.

What problem in mobile gaming is InGyre trying to solve?

The deck argues that most mobile games lack innovation and technical quality, leading to crowded markets and dependence on heavy marketing spend, and positions InGyre’s strategy as focusing on novel gameplay and high-end custom technology to secure app store featuring and organic traction.

How does InGyre plan to monetize Beard of Power and Rising Tide?

Beard of Power is described as a freemium mobile runner where in-app purchases extend survival time and deepen RPG-like progression, while Rising Tide is planned as a paid game with in-app purchases plus a more limited free version, both leveraging InGyre’s proprietary engines for differentiated gameplay.

Is there public information about InGyre’s funding or investors?

Based on available information, there are no externally verified reports of InGyre’s funding round size, investors, or later traction; all details currently come from the 2014 seed-stage pitch deck hosted on SlideShare.

Sources

Funding and outcome facts on this page were researched on 2026-08-22 from the pages below.

InGyre pitch deck slides

InGyre pitch deck slide 1 of 18
InGyre pitch deck — slide 1 of 18
InGyre pitch deck slide 2 of 18
InGyre pitch deck — slide 2 of 18
InGyre pitch deck slide 3 of 18
InGyre pitch deck — slide 3 of 18
InGyre pitch deck slide 4 of 18
InGyre pitch deck — slide 4 of 18
InGyre pitch deck slide 5 of 18
InGyre pitch deck — slide 5 of 18
InGyre pitch deck slide 6 of 18
InGyre pitch deck — slide 6 of 18

What each slide of the InGyre pitch deck says

Slide 1

* InGyre RESHAPING MOBILE GAMING Alexander Dadashev alexander.dadashev@gmail.com

Slide 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…

Slide 3

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: | Wester Europe: + $4,900MM revenue | + $3,200MM revenue EE + 152MM gamers, 66MM payers ke] + 153MM gamers, 53MM payers East Ewope: «$6.21 average spend per payer + $4.95 average spend per payer (1 ~ | + S$630MM revenue ae = ; | ¥ r= © + 110MM gamers, 35MM payers ~ oe - | p~ - + $1.53 average spend per payer (") ’ EEE Asia Pacific: NG + $12,200MM revenue lc 740MM gamers, 243MM payers y \ Pi + $…

Slide 4

...YET THE RISE OF NEW PLATFORMS HAS CREATED NEW QUESTIONS « 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 All of this leads to a question whether the Holy Grail of successful mobile game development does actually exist...…

Slide 5

FOCUS IS ABSOLUTELY ESSENTIAL FOR SUCCESS ON MOBILE... ( Marketing for "Safe Genre" Games ) ( Innovative Gameplay « 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 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…

Slide 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 Best of © 9 0o » At the same time, a small number of game studios have been successfully building great products under the radar for…

Slide 7

BUT IN MOBILE GAMING, TO BUILD THE RIGHT PRODUCT CAN BE ENOUGH Overview Key Features Key Achievements « 349 game built by small « Complex physics * Over 283MM downloads on iOS Sweden-based game . Qutstanding graphics and 38MM downloads on Android studio + Original game « Lengthy featuring from Apple App mechanics Store and Google Play 1st game built by small « Complex physics « QOver 1.8MM downloads on Finland-based game « Original game iPhone and 0.9MM downloads on studio mechanics iPad at $3.99 price Apple Design Award in 2013 2nd game developed by + Very original graphics * Over 1.3MM downloads on U.K.-based game studio « Unique game mechanics iPhone and 0.6MM downloads on iPad at $3.99…

Slide 9

BEARD OF POWER RISING TIDE Description: Endless 2D runne Description: Plot: A wizard going to mag fireflies Monetization model: Freemium purchases aimed to allow time and featuring RPG-lik Key feature: allowing of the ger ©

Slide 10

BEARD OF POWER: UNIQUE MIX OF RUNNER AND RPG (JE)) 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 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 runn…

Slide 11

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!

Slide 12

BEARD OF POWER: UNIQUE MIX OF RUNNER AND RPG (3/3) Gameplay: Monetization: » A wizard going to the mystical forest to collect « Number of things to be bought through inmagical fireflies required to renew his magic app purchases: supply — Fireflies used to supply the wizard with « Scale of magic required to cast spells on his magic enemies or to power the shield — Rare crystals which can be either collected + State of oversupply of magic, with wizard in the game only in limited quantity becoming immortal to any clashes into — Recipes for creation of items used for hindrances but being extremely vulnerable for permanent enhancement of capabilities of any further magic supply main character —…

Slide text above is read directly from the InGyre deck PDF embedded on this page.

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