Joyixir Pitch Deck: 17-Slide Breakdown

See all 17 slides of the Joyixir pitch deck — a Gaming deck — with a slide-by-slide teardown of what the deck does well and where it falls short.

Joyixir’s 2020 pitch deck functions as a bridge between their established regional success in Iran and their ambitions for the global mobile gaming market. The studio demonstrates a clear track record, citing four specific titles developed between 2015 and 2020, including 'Words Tour,' which achieved competitive metrics in Turkish and Iranian markets. A significant portion of the deck is dedicated to translating regional performance data (denominated in IRR) into global projections (denominated in USD), assuming a 1% paying user ratio. While the deck excels at showing technical competency and…

Key takeaways

Joyixir Pitch Deck Analysis: From Regional Success to Global Ambition

Joyixir’s 2020 pitch deck is a study in how regional startups attempt to bridge the gap between local traction and global investment. The studio, based on the context of their games, has deep roots in the Iranian development scene but uses this deck to project a future in the broader international mobile gaming market. The narrative is built on a foundation of historical execution, moving from simple arcade mechanics to more complex, monetizable genres.

Slide 1: Title and Brand Identity

The cover slide establishes the brand 'Joyixir Studio' with the tagline 'The Elixir of Joy.' The imagery of a child playing in water suggests a focus on lighthearted, accessible entertainment. The '2020' timestamp marks this as a mid-pandemic era deck, a time when mobile gaming saw significant tailwinds globally. The branding is clean, utilizing a yellow and white color palette that persists throughout the presentation.

Slide 2: Core Values

Slide 2 outlines the company's cultural pillars: Creativity, Integrity, Humanity, and Openness . While these are standard corporate values, the inclusion of 'Humanity' and 'Openness' alongside a photo of a handshake suggests a focus on the collaborative nature of the studio. In the gaming industry, where crunch culture is a common critique, emphasizing these values can be a subtle signal to investors about studio stability and talent retention.

Slide 3: Project Timeline (2015-2016)

The 'Our Experience' section begins on Slide 3, providing much-needed proof of execution. They highlight two early projects: Zoobi (2015) , an arcade game featuring an alien character, and Sonjoo Escape (2016) , an endless runner. Notably, Sonjoo Escape is described as being 'inspired by kids in the early 90's of Iran,' which explicitly identifies the studio's cultural and geographic origin. This slide establishes that the team is not new to the industry and has a history of shipping products.

Slide 4: Project Timeline (2019-2020)

Slide 4 shows the evolution of the studio's complexity. Words Tour (2019) is noted as a collaboration with Caspian that reached 'highly competitive metrics' in Iranian and Turkish markets. The slide honestly notes that the cooperation has 'ended,' which is a transparent move for a pitch deck. The final project mentioned is Captain Starla (2020) , described as an action RPG with hyper-casual mechanics. This represents a strategic shift toward 'hybrid-casual' games, a genre that was gaining significant investment interest in 2020 due to its high retention and monetization potential.

Slide 5: Performance Indices

This slide moves from 'what' they build to 'how' they measure it. Joyixir lists six KPIs: Feedbacks, Retention, In-app Purchase Conversion Rate, User Behavior, Session Length, and Stickiness . By presenting these as 'Performance Indices' measured throughout the product lifecycle, the studio positions itself as a data-informed entity rather than just a creative shop. This is a critical distinction for gaming investors who look for repeatable processes rather than 'one-hit wonders.'

Slide 6: Competency and Philosophy

Slide 6 attempts to define the studio's 'secret sauce.' It focuses on 'Engagement Control,' stating that success is about 'knowing people rather than games.' The slide mentions the use of machine-learned and individualized patterns to drive engagement. This suggests that Joyixir is building, or intends to build, a backend layer that optimizes the player experience (reward vs. challenge) in real-time. This technical competency is a higher-value proposition than game design alone.

Slide 7: Size of Market

The market slide uses a standard 'nested circle' diagram to show the Total Addressable Market (TAM) and Serviceable Addressable Market (SAM). Citing a 2022 forecast, they value the Global Game Market at $196B and the Mobile Game Market at $96B . They claim a target Market Share of $350M . While the $350M figure is ambitious for a mid-sized studio, it provides a sense of the scale they believe their portfolio can achieve globally.

Slide 8: KPI Experiments vs. Assumptions

This is arguably the most important slide in the deck. It provides a side-by-side comparison of actual metrics from 'World of Words' (likely the same as Words Tour) against global projections. World of Words achieved a 3.3% Paying User/Active User Ratio . For their global projections, they conservatively drop this to 1% . They also convert revenue from IRR (Iranian Rial) to USD, projecting that 'Type 3' users (whales) will generate $50 in average revenue. This level of granular modeling shows a sophisticated understanding of unit economics.

Slide 9: The Team

The final slide in the provided set is a team photo featuring 11 members. It includes a quote from Jane McGonigal: 'Reality is broken. Game designers can fix it.' While the photo shows a diverse and sizable team, the slide is critically missing names, roles, and professional backgrounds . Investors invest in people, and without knowing if the lead developer came from a major studio or if the CEO has prior exits, the 'Team' slide fails to build the necessary trust.

What Joyixir Does Well

Joyixir excels at demonstrating a long-term track record . Many gaming decks focus on a single prototype; Joyixir shows five years of shipping games across different genres. Their transparency regarding the end of the Caspian partnership and their conservative approach to global KPI projections (dropping from 3.3% to 1%) suggests a level of maturity and realism that is often missing in early-stage pitches. The transition from IRR to USD is also handled logically, making their regional success legible to international investors.

What is Missing from the Deck

The most glaring omission is the Financial Ask . There is no mention of how much capital is being raised, the valuation, or the specific milestones that the capital will unlock. Furthermore, the Team Slide is purely decorative; it lacks the credentials required to vet the studio's leadership. There is also no Competitor Analysis slide. In the crowded mobile gaming space, failing to mention how Joyixir differentiates itself from giants like Voodoo or Playrix is a missed opportunity to define their unique market position. Finally, there is no User Acquisition (UA) strategy , which is the lifeblood of mobile gaming success.

Founder Takeaways: What to Copy

The 'Experiments vs. Assumptions' Model: If you have data from a soft launch or a specific region, show how you are discounting that data to be conservative for a global rollout. It builds immense credibility. · Genre Evolution: Showing a timeline that moves from simple mechanics (arcade) to complex ones (Action RPG) demonstrates that the studio is learning and growing its capabilities. · Metric-Driven Design: Listing specific performance indices shows that you aren't just 'hoping' a game is fun; you are measuring if it is engaging. · Cultural Context: Don't be afraid to mention your roots. Joyixir's mention of 90s Iran for 'Sonjoo Escape' adds a unique narrative flavor that makes the studio memorable.

Frequently asked questions

What is Joyixir's primary product focus?
Based on the project timeline on slides 3 and 4, Joyixir focuses on mobile gaming across various genres. Their history includes arcade games (Zoobi), endless runners (Sonjoo Escape), word games (Words Tour), and action RPGs with hyper-casual mechanics (Captain Starla). This suggests a versatile studio capable of pivoting based on market trends rather than a single-genre specialist.
How does the company justify its global revenue projections?
On slide 8, Joyixir uses 'Experiments vs Assumptions.' They take actual data from their 'World of Words' title, which had a 3.3% paying user ratio, and apply a more conservative 1% ratio for their global projections. They also convert Iranian Rial (IRR) revenue figures into USD to demonstrate how regional engagement translates to international currency value.
What specific metrics does Joyixir track to determine game success?
Slide 5 outlines their 'Performance Indices,' which include Feedback (qualitative), Retention (longevity), In-app Purchase Conversion Rate (monetization), User Behavior (engagement patterns), Session Length (depth), and Stickiness (frequency). This indicates a data-driven approach to game development and live-ops.
What is the size of the market Joyixir is targeting?
According to slide 7, Joyixir cites a 2022 forecast where the Global Game Market is $196B and the Mobile Game Market is $96B. From this, the company identifies 'Our Market Share' as a $350M opportunity, though the slide does not specify the timeframe for reaching this share.
Is there a clear investment 'Ask' in the deck?
No. The provided slides do not include a funding request, valuation, or a 'Use of Funds' breakdown. The deck functions more as a capability statement and a strategic overview of the studio's competency and market potential rather than a transactional fundraising document.
Cover slide of the Joyixir pitch deck
Joyixir pitch deck, slide 1

Joyixir pitch deck: the facts

Company
Joyixir
Slides
17
Sector
Gaming

Joyixir pitch deck PDF

The full Joyixir 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 Joyixir pitch deck was used for

This deck is a 17‑slide "Joyixir – Game Studio Pitch Deck" published on SlideShare in 2020, presenting Joyixir (aka Ordibehesht Studio) as a studio-led mobile game developer evolving from the Iranian market toward global hyper‑casual and word/puzzle games. It describes a 2014‑founded indie studio out of Qazvin Azad University, using data-driven design, player behavior analytics, and machine‑learned engagement patterns to guide its product lifecycle. The deck appears to support Joyixir’s transition from local Iranian arcade/word titles (such as Kalamatic and World of Words) to globally scalable hyper‑casual and RPG/word games, but no explicit round size, valuation, or investor list is disclosed in available materials. It most likely served as a fundraising and partnership deck around 2020 as the team moved operations and brand toward Joyixir OÜ in Estonia to escape sanctions and target Western markets.

Business model: Indie and later hybrid-casual mobile game studio focusing on casual, hyper-casual and puzzle/word games for global mobile markets.

Founders
Reza Hassanzadeh, Masud Afsar, Erfan Kouzehgaran
Headquarters
Tallinn, Estonia (Joyixir HQ). Ordibehesht Studio HQ in Karaj/Qazvin, Iran.
Industry
Mobile gaming / video games.

Founded: 2014 (Ordibehesht Studio in Iran, which later expanded/branched into Joyixir OÜ in Estonia founded around 2020).

What happened after the Joyixir deck

Since producing early titles in Iran under Ordibehesht Studio starting in 2014, the team has achieved meaningful local traction, then re‑incorporated and expanded as Joyixir in Estonia around 2020, releasing several globally distributed hyper‑casual and puzzle games with major publishers while continuing to operate as a small but active indie studio.

What the Joyixir 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 Joyixir deck

Joyixir pitch deck: common questions

What is Joyixir and what kind of games does it make?

Joyixir (aka Ordibehesht Studio) is an indie mobile game developer that started in Iran and focuses on casual, hyper‑casual, and word/puzzle titles, using a studio‑led, data‑driven approach to game design.

What does the Joyixir pitch deck cover?

The SlideShare deck is titled "Joyixir – Game Studio Pitch Deck" and contains 17 slides covering the studio’s origin at Qazvin Azad University, its game portfolio, market research and product lifecycle, performance metrics, and its philosophy of player‑centric, machine‑learned engagement patterns.

When was Joyixir founded and how is it related to Ordibehesht Studio?

The deck describes Ordibehesht Studio starting in 2014 as a group of students at Qazvin Azad University; later sources show that Joyixir OÜ was established in Estonia around 2020 when the founders moved abroad due to sanctions and re‑focused on global mobile gaming.

What funding round is associated with the Joyixir pitch deck?

The publicly visible deck does not specify a target raise amount, valuation, or named investors; external profiles mention revenue growth and partnerships with publishers like Voodoo and Homa Games but do not tie these explicitly to a particular funding round in this deck.

Which games are highlighted around Joyixir and Ordibehesht Studio in the deck and external sources?

Known games linked to Ordibehesht/Joyixir include Kalamatic (a popular Iranian word game), World of Words, Zoobi, and later hyper‑casual titles such as Tangle Masters, Couples Yoga, and Word Masters developed under the Joyixir brand for global markets.

Sources

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

Joyixir pitch deck slides

Joyixir pitch deck slide 1 of 17
Joyixir pitch deck — slide 1 of 17
Joyixir pitch deck slide 2 of 17
Joyixir pitch deck — slide 2 of 17
Joyixir pitch deck slide 3 of 17
Joyixir pitch deck — slide 3 of 17
Joyixir pitch deck slide 4 of 17
Joyixir pitch deck — slide 4 of 17
Joyixir pitch deck slide 5 of 17
Joyixir pitch deck — slide 5 of 17
Joyixir pitch deck slide 6 of 17
Joyixir pitch deck — slide 6 of 17

What each slide of the Joyixir pitch deck says

Slide 2

Joyixir (aka Ordibehesht Studio) is an indie game developer determined to produce games with high quality, attraction, and profit. The studio is founded in 2014 by several students at Qazvin Azad University who had been working together for years in a research lab, practiced real teamwork and team development, and had the experience of failing several startups. I JOYIXIR =

Slide 3

Our Values © ne We teamed up by and for our shared values N A Creativity Integrity y i Humanity Y we Fd

Slide 4

What keeps us together? £50 ol Why are we here? a (A IY To use creativity and integrity to bloom the culture and | LEAT enthusiasm for humanity, openness, and thoughtfulness. RS Pee What do we dream of? lg To wis Video games that inspire millions of people to gy En EN think and care for humanity i | of REE. What is our mission? — li We Re To develop teams and video games full — = LEE RP of creativity, integrity, and inspiration.

Slide 5

Project Timeline Our Experience Sr 2015 . \ . Zoobi 7 2000 We started with an arcade ce ae game, Zoobi. . - An alien character is falling e from the sky in bubbles and [ e collecting its food. n r : 9Cyl Sonjoo Escape »_O0 ¢ ¥ Save Sonjoo in his runaway! A oc It is an endless runner ooilien x inspired by kids in the early EY) bd 90's of Iran. i) I 3 28 ——— u

Slide 6

= Pet World of Words 2017 SE ——— World of Words is a "WORLD OF Worpg multilingual word game. -_ It outperformed all the competitors in the Iranian market. 4Wheelers XE 4Wheelers is an online a mobile game with original the core gameplay and art style. Players compete with 2019 different cars in online realtime races. oc x Project Timeli : roject Iimeline o 8 Our Experience u

Slide 8

A game in Joyixir starts from demand, Market Strategy goes through prototype and feedbacks, and continuously improves Lifecycle of our Games through its lifetime. MARKET RESEARCH PRODUCT POOL PROTOTYPE ANALYSIS PRODUCT DEVELOPMENT

Slide 9

Performance Indices Progress is continuously measured during product lifecycle and development Feedbacks (above the shoulder) User Behavior Retention Session Length In-app Purchase Conversion Rate Stickiness

Slide 11

Success in game design is more a matter Competency of knowing people rather than games. Engagement Control Excitement, progress, A game designer should and satisfaction are what know when the user games are supposed to needs reward and when provide. they need a challenge. Patterns of player Patterns can be behavior and the most abstracted out of games powerful reward systems, as an independent are not related to games service. specifically. Machine-learned and individualized patterns are proven to be more engaging to the users.

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

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