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Sanlo raises $3.5M to help apps and games gain access to financial insights and capital

Having a great idea for an app or game is one thing, but scaling it to become a successful business is quite another. A new fintech startup called Sanlo aims to help. The company, which is today announcing an oversubscribed $3.5 million seed round, offers small to medium-sized game and app companies access to tools to manage their finances and capital to fuel their growth.

To be clear, Sanlo is not an investor that’s taking an equity stake in the apps and games it finances. Instead, it’s offering businesses access to technology, tools and insights that will allow them to achieve smart and scalable growth while remaining financially healthy — even if they’re a smaller company without time to sit down and structure their finances. Then, when Sanlo’s proprietary algorithms determine the business could benefit from the smart deployment of capital, it will assist by offering financing.

The idea for Sanlo hails from co-founders Olya Caliujnaia and William Liu, who both have backgrounds in fintech and gaming.

Caliujnaia began her career in venture capital in one of the first mobile-focused funds, before moving to operator roles in gaming, stock photography and fintech at EA, Getty Images and SigFig, respectively. She later joined early-stage fintech and enterprise fund XYZ.vc as an Entrepreneur in Residence.

Liu, meanwhile, worked in gaming at EA, but later switched to fintech, working at startups like Earnest and Branch.

After reconnecting in San Francisco, the co-founders realized they could put their combined experience to work in order to help smaller businesses just starting out recognize when it’s time to scale, what areas of the business to invest in and how much capital they need to grow.

Image Credits: Sanlo’s Olya Caliujnaia and William Liu / Sanlo

Caliujnaia has seen how the app and gaming market has evolved over the years, and she realized the difficulties new developers now face.

“You have this explosion of the app economy that’s growing insanely,” she says. “That’s the exciting part of it. That creativity. That passion and that desire to build — that’s so admirable.”

Today, companies benefit from having access to better development tools, broader access to talent, consumer demand, and other forces, she notes, compared with those in the past. But on the flip side, it’s become incredibly difficult to scale a consumer app or game.

“I think a lot of that comes down to, one, that there are dynamics around the free-to-play model — how you monetize and therefore, what kind of players and users you bring on board,” Caliujnaia says. “And then the second aspect is that it’s just harder to get noticed. So, ultimately, it comes down to marketing.”

Many of the decisions that a company has to make on this front are predictable, however. That means Sanlo doesn’t have to sit down with businesses and consult with them one-on-one, the way a financial advisor working in wealth management would do with their clients.

Instead, Sanlo asks companies for certain types of data to get started. This includes product data about how well the app or game monetizes and customer acquisition and retention, for example, as well as marketing data and a subset of financial data. Its predictive algorithms then continually monitor the company’s growth trajectory to surface insights to identify where and how the business can grow.

This concept alone could have worked as a services business for mobile studios, but Sanlo takes the next step beyond advice to actually provide companies with access to capital. The amount of financing provided will vary based on the life stage of the company and risk profile, but it’s non-dilutive capital. That is, Sanlo takes no ownership stake in the companies it finances.

Image Credits: Sanlo

Caliujnaia said it made more sense to go this route rather than return to the VC world, because of potential to reach a wider group.

“There’s this long tail of developers and it’s more about enabling them, rather than producing more hits,” she says. “It’s very different mindsets, different markets that we’re going for.”

Sanlo doesn’t have a lot of direct competitors beyond perhaps, Silicon Valley Bank and other financial lenders, as well as mobile gaming publishers. But the publisher model often implies some sort of ownership, which is a significant differentiating factor. In some cases, you may see a larger gaming company extending debt financing to a smaller one. That was the case with Finnish mobile games company Metacore, which recently raised another debt round from gaming giant Supercell, for example.

Caliujnaia points out that most smaller companies don’t have that kind of access to financing. Now they could, through Sanlo.

“The idea is to have a healthier layer of companies that are able to survive for the long-term,” she says.

That means more companies that won’t have to stress about their futures, leading them to aggressively monetize their users, and later, scrambling for an exit when their financial runway comes to an end.

Sanlo is currently pilot testing its system with a small group of mobile game studios who will serve as its initial customer base, but plans to later support consumer apps, which have similar struggles with customer acquisition costs and growth.

The San Francisco-headquartered startup itself was founded in 2020 and began raising money. It has now raised a total of $3.5 million in seed funding co-led by Index Ventures and Initial Capital, with participation from LVP, Portag3 Ventures and  XYZ Venture Capital. Angel investors include Kristian Segestrale (Super Evil Megacorp CEO), Gokul Rajaram and Charley Ma. 

Initial Capital co-founder and partner Ken Lamb became a board director with the fundraise, while Index partner Mark Goldberg and XYZ managing partner Ross Fubini joined as board observers.

“Sanlo cracked the code to help mobile gaming and app companies reach maturity with a new level of speed, scale, and fiscal wellbeing,” said Goldberg, in a statement. “The company is building a very sophisticated fintech offering that will give those companies superpowers.”

Sanlo plans to use the funds to grow its team and product suite ahead of its public launch later this year.

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Shotcall picks up $2.2 million to let fans game with their favorite streamers

The pandemic has resulted in a growth spurt for gaming, an industry that was already growing on the backs of esports and Twitch streaming. So it makes sense that startups big and small are flocking to the industry to find their own place in the ecosystem.

One such company is Shotcall, founded by Thomas Gentle, Gordon Li and Riley Auten, which aims to increase engagement for streamers by giving their fans what they really want: a chance to play alongside their favorite content creator.

The company today announced the close of a $2.2 million seed round led by Initial Capital, New Stack and Lerer Hippeau .

As it stands now, viewers who tune in to a Twitch stream only have so many ways of interacting with their favorite streamer, whether it’s gifting subscriptions to the channel or cheering with bits, Twitch’s virtual currency. Streamers with a smaller audience are often pretty engaged with their chat, but as they grow their audiences, it’s harder for viewers to stand out in the crowd.

And even if you do manage to stand out and get a shout-out, that’s all it is. The streamer says thanks and reads your message and that’s that. Some streamers host games with their subscribers, but organizing them can be tedious at best, and monetizing them is nearly impossible.

With Shotcall, streamers can engage with their fans in a way that not only gives that fan a chance to really connect with them, but that also creates more high-quality, shareable content.

The platform allows streamers to set up a tournament, coaching session, Q&A, charity event or whatever type of event they’d like, and fans can pay to get in on the action. Shotcall organizes these community events, giving the streamer control over the length of each gaming session, how much they’d like to charge to participate and the rules of engagement (whether fans can use mics, curse on stream, etc.).

“Fans are at the center of the entire global value chain in the gaming world,” said Gentle. “They dictate what games are bought and which content creators rise and fall out of favor. They pay the bills for everything. And yet their interactions are weak. And if you take a look at the data, they have a high desire and a high willingness to pay more if you were to give them what they truly want. And that is engagement.”

The revenue split between hosts and Shotcall depends on the type of event, whether that streamer is a partner, etc., but the most Shotcall will ever take is 25%.

The company is in the process of integrating directly with Twitch and Discord (with bots) to make the process even more seamless.

Thus far, Shotcall has amassed around 350 active hosts and more than 4,500 fans have been active on the platform in the past two months.

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Medal.tv’s clipping service allows gamers to share the moments of their digital lives

As online gaming becomes the new social forum for living out virtual lives, a new startup called Medal.tv has raised $3.5 million for its in-game clipping service to capture and share the Kodak moments and digital memories that are increasingly happening in places like Fortnite or Apex Legends.

Digital worlds like Fortnite are now far more than just a massively multiplayer gaming space. They’re places where communities form, where social conversations happen and where, increasingly, people are spending the bulk of their time online. They even host concerts — like the one from EDM artist Marshmello, which drew (according to the DJ himself) roughly 10 million players onto the platform.

While several services exist to provide clips of live streams from gamers who broadcast on platforms like Twitch, Medal.tv bills itself as the first to offer clipping services for the private games that more casual gamers play among friends and far-flung strangers around the world.

“Essentially the next generation is spending the same time inside games that we used to playing sports outside and things like that,” says Medal.tv’s co-founder and chief executive, Pim DeWitte. “It’s not possible to tell how far it will go. People will capture as many if not more moments for the reason that it’s simpler.”

The company marks a return to the world of gaming for DeWitte, a serial entrepreneur who first started coding when he was 13 years old.

Hailing from a small town in the Netherlands called Nijmegen, DeWitte first reaped the rewards of startup success with a gaming company called SoulSplit. Built on the back of his popular YouTube channel, the SoulSplit game was launched with DeWitte’s childhood friend, Iggy Harmsen, and a fellow online gamer, Josh Lipson, who came on board as SoulSplit’s chief technology officer.

At its height, SoulSplit was bringing in $1 million in revenue and employed roughly 30 people, according to interviews with DeWitte.

The company shut down in 2015 and the co-founders split up to pursue other projects. For DeWitte that meant a stint working with Doctors Without Borders on an app called MapSwipe that would use satellite imagery to better locate people in the event of a humanitarian crisis. He also helped the nonprofit develop a tablet that could be used by doctors deployed to treat Ebola outbreaks.

Then in 2017, as social gaming was becoming more popular on games like Fortnite, DeWitte and his co-founders returned to the industry to launch Medal.tv.

It initially started as a marketing tool to get people interested in playing the games that DeWitte and his co-founders were hoping to develop. But as the clipping service took off, DeWitte and co. realized they potentially had a more interesting social service on their hands.

“We were going to build a mobile app and were going to load a bunch of videos of people playing games and then we we’re going to load videos of our games,” DeWitte says. 

The service allows users to capture the last 15 seconds of gameplay using different recording mechanisms based on game type. Medal.tv captures gameplay on a device and users can opt-in to record sound as well.

It is programmed so that it only records the game,” DeWitte says. “There is no inbound connection. It only calls for the API [and] all of the things that would be somewhat dangerous from a privacy perspective are all opt-in.”

There are roughly 30,000 users on the platform every week and around 15,000 daily active users, according to DeWitte. Launched last May, the company has been growing between 5 percent and 10 percent weekly, according to DeWitte. Typically, users are sharing clips through Discord, WhatsApp and Instagram direct messages, DeWitte said.

In addition to the consumer-facing clipping service, Medal also offers a data collection service that aggregates information about the clips that are shared by Medal’s users so game developers and streamers can get a sense of how clips are being shared across which platform.

“We look at clips as a form of communication and in most activity that we see, that’s how it’s being used,” says DeWitte.

But that information is also valuable to esports organizations to determine where they need to allocate new resources.

“Medal.tv Metrics is spectacular,” said Peter Levin, chairman of the Immortals esports organization, in a statement. “With it, any gaming organization gains clear, actionable insights into the organic reach of their content, and can build a roadmap to increase it in a measurable way.”

The activity that Medal was seeing was impressive enough to attract the attention of investors led by Backed VC and Initial Capital. Ridge Ventures, Makers Fund and Social Starts participated in the company’s $3.5 million round as well, with Alex Brunicki, a founding partner at Backed, and Matteo Vallone, principal at Initial, joining the company’s board.

“Emerging generations are experiencing moments inside games the same way we used to with sports and festivals growing up. Digital and physical identity are merging and the technology for gamers hasn’t evolved to support that,” said Brunicki in a statement.

Medal’s platform works with games like Apex Legends, Fortnite, Roblox, Minecraft and Oldschool Runescape (where DeWitte first cut his teeth in gaming).

“Friends are the main driver of game discovery, and game developers benefit from shareable games as a result. Medal.tv is trying to enable that without the complexity of streaming,” said Vallone, who previously headed up games for Google Play Europe, and now sits on the Medal board. 

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Casual Trading App Bux Raises $1.9M

Nick Bortot Dutch startup Bux is on a mission to open stock trading to a much larger market — namely, those who have never traded before. Its casual trading app for iOS and Android attempts to gamify trading (as if it wasn’t gamified enough already) by letting traders start off with virtual currency before investing with real money, as well as compete with friends. Read More

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