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Rapyd, which offers fintech-as-a-service via a single API, adds $20M more to its coffers at a $1.2B valuation

One of the biggest trends in the world of financial technology has been an ongoing push towards consolidation, where larger fish are snapping up smaller fish (including a proliferation of interesting startups) to get improved economies of scale in a business model where every transaction brings incremental returns. But today, a startup that has built the concept of consolidation into its basic DNA has raised another round of funding to continue doubling down on its business.

Rapyd — a London-based startup that has built an API that lets customers tap into a range of financial services spanning payments, checkout, funds collection, fund disbursements, compliance as a service, foreign exchange, card issuing and soon logistics across a wide range of geographies — has picked up an additional $20 million. Rapyd’s valuation with the funding is now at $1.2 billion (up from just under $1 billion in October).

The $20 million comes from new investment firm Durable Capital Partners.

Notably, it was only in October that Rapyd announced a $100 million raise. CEO and co-founder and Arik Shtilman said that Rapyd has now raised $180 million in total, with previous investors in the startup including Oak HC/FT Tiger Global, Coatue, General Catalyst, Target Global, Stripe and Entrée Capital. (Stripe, itself a fast-growing fintech upstart, remains only a financial investor in the company, Shtilman confirmed.)

Durable is the firm founded by Henry Ellenbogen, formerly a star investor at T. Rowe Price, in what Rapyd said was the firm’s first investment. (Note: Durable was also announced earlier as an investor in Convoy’s $400 million round, some clear signs that it’s open for business now.)

With Rapyd only recently raising a round, Shtilman said that the reason for the — err — rapid follow up was because the company is gearing up to make some acquisitions, as it too moves in on the consolidation trend by adding in more tools into its “Swiss Army Knife” of services.

“We’ve started to look at two acquisitions that were bigger than what we originally planned, with prices more in the range of $100 million,” he said. Up to now, Rapyd has largely built its technology from the ground up, but this will be about “getting at new business very quickly,” he added. Both deals are in progress now and are likely to close in February / March. One is of a card issuing platform (a la Marqeta), and the other is of a company based in Asia Pacific that is a significant player in payments in the region. 

The focus on Asia Pacific both for testing out new services and acquisitions is in part because this, along with Latin America, have shaped up to be important geographies for the company. In the last three months, Rapyd has signed on 20 additional large-scale companies, Shtilman said, with several of them based out of, or serving, customers out of the two regions.

In fact, Rapyd doesn’t talk much about actual customers, but they include e-commerce merchants, gig-economy platforms — including Uber — financial institutions, and technology providers. The basic pitch is that financial services are complex, and providing one like payments often means having to offer others. Building these from scratch if this is not your core competency can be time-consuming and costly, and so that is where a company like Rapyd steps in with its API.

This is what attracted its newest investor, too. “Durable Capital Partners LP has a vision to identify and invest in promising early stage growth companies and invest in teams that have bold ideas but can also execute at a world-class level and build much larger companies,” said Ellenbogen in a statement. “I believe the Fintech-as-a-Service category has tremendous potential as companies seek to embed financial services as an integral part of the next generation technology stack. I believe Rapyd is very well positioned to drive this trend and I believe Arik’s track record in scaling cloud-based businesses will deliver success in this sector.”

When we last talked with Rapyd in October, we asked Shtilman about whether the company would ever move into logistics as part of its range of tools. After all, when you think about the complexities of procuring, storing and moving goods, it’s clear that logistics is one of the cornerstones you need to get right in an online business.

He said that this was on the company’s roadmap, and now Rapyd is in a pilot in Indonesia — an interesting test bed, considering that the country’s is spread across thousands of islands — where it has integrated a logistics service and given access to a single merchant as stage one of its closed beta. It’s also in discussions with other companies about how it can incorporate their services into the Rapyd platform to provide further “logistics as a service” to customers. He also confirmed the Durable has been a help here, by making an introduction to Convoy as part of that wider strategy.

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‘Magic: The Gathering’ game maker exposed 452,000 players’ account data

The maker of Magic: The Gathering has confirmed that a security lapse exposed the data on hundreds of thousands of game players.

The game’s developer, the Washington-based Wizards of the Coast, left a database backup file in a public Amazon Web Services storage bucket. The database file contained user account information for the game’s online arena. But there was no password on the storage bucket, allowing anyone to access the files inside.

The bucket is not believed to have been exposed for long — since around early-September — but it was long enough for U.K. cybersecurity firm Fidus Information Security to find the database.

A review of the database file showed there were 452,634 players’ information, including about 470 email addresses associated with Wizards’ staff. The database included player names and usernames, email addresses, and the date and time of the account’s creation. The database also had user passwords, which were hashed and salted, making it difficult but not impossible to unscramble.

None of the data was encrypted. The accounts date back to at least 2012, according to our review of the data, but some of the more recent entries date back to mid-2018.

A formatted version of the database backup file, redacted, containing 452,000 user records. (Image: TechCrunch)

Fidus reached out to Wizards of the Coast but did not hear back. It was only after TechCrunch reached out that the game maker pulled the storage bucket offline.

Bruce Dugan, a spokesperson for the game developer, told TechCrunch in a statement: “We learned that a database file from a decommissioned website had inadvertently been made accessible outside the company.”

“We removed the database file from our server and commenced an investigation to determine the scope of the incident,” he said. “We believe that this was an isolated incident and we have no reason to believe that any malicious use has been made of the data,” but the spokesperson did not provide any evidence for this claim.

“However, in an abundance of caution, we are notifying players whose information was contained in the database and requiring them to reset their passwords on our current system,” he said.

Harriet Lester, Fidus’ director of research and development, said it was “surprising in this day and age that misconfigurations and lack of basic security hygiene still exist on this scale, especially when referring to such large companies with a userbase of over 450,000 accounts.”

“Our research team work continuously, looking for misconfigurations such as this to alert companies as soon as possible to avoid the data falling into the wrong hands. It’s our small way of helping make the internet a safer place,” she told TechCrunch.

The game maker said it informed the U.K. data protection authorities about the exposure, in line with breach notification rules under Europe’s GDPR regulations. The U.K.’s Information Commissioner’s Office did not immediately return an email to confirm the disclosure.

Companies can be fined up to 4% of their annual turnover for GDPR violations.

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The Void’s Curtis Hickman on scaling, creative IP and the future of VR experiences

What can you do with virtual reality when you have complete control of the physical space around the player? How “real” can virtual reality become?

That’s the core concept behind The Void. They take over retail spaces in places like Downtown Disney and shopping malls around the country and turn them into virtual reality playgrounds, They’ve got VR experiences based on properties like Star Wars, Ghostbusters, and Wreck-It Ralph; while these big names tend to be the main attractions, they’re dabbling with creating their own original properties, too.

By building both the game environment and the real-world rooms in which players wander, The Void can make the physical and virtual align. If you see a bench in your VR headset, there’s a bench there in the real world for you to sit on; if you see a lever on the wall in front of you, you can reach out and physically pull it. Land on a lava planet and heat lamps warm your skin; screw up a puzzle, and you’ll feel a puff of mist letting you know to try something else.

At $30-$35 per person for what works out to be a roughly thirty-minute experience (about ten of which is watching a scene-setting video and getting your group into VR suits), it’s pretty pricey. But it’s also some of the most mind-bending VR I’ve ever seen.

The Void reportedly raised about $20 million earlier this year and is in the middle of a massive expansion. It’s more than doubling its number of locations, opening 25 new spots in a partnership with the Unibail-Rodamco-Westfield chain of malls.

I sat down to chat with The Void’s co-founder and Chief Creative Officer, Curtis Hickman, to hear how they got started, how his background (in stage magic!) comes into play here, how they came to work with massive properties like Ghostbusters and Star Wars, and where he thinks VR is going from here.

Greg Kumparak: Tell me a bit about yourself. How’d you get your start? How’d you get into making VR experiences?

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Roblox announces new game-creation tools and marketplace, $100M in 2019 developer revenue

A week after gaming platform Roblox announced its new milestone of 100 million monthly users — topping Minecraft — the company said at its fifth annual developer conference that its developer community is on track to earn $100 million in 2019. Roblox also introduced a new set of developer tools for building immersive, more realistic 3D experiences; detailed its plans to make its developer software fully cloud-based; unveiled a new Developer Marketplace where creators can set their development assets and tools to others; and more.

Over the past decade or so, Roblox has grown to become a $2.5 billion company, with roughly half of U.S. children ages 9 through 12 playing on its platform.

The company provides game-creation tools via Roblox Studio, which developers use to build their own games for people to play. Roblox doesn’t pay the developers for their work — rather, the developers generate revenue through virtual purchases, which players buy using the in-game currency Robux.

At its invite-only event, the Roblox Developers Conference, which was held Friday, August 9 through Sunday, August 11, the company announced new tools aimed at enabling small developer teams to work together to build more massive games that can support hundreds of players.

The news follows the growing popularity of Roblox’s larger games, like Adopt Me (180.7K players), Royale High (68.7K players), Welcome to Bloxburg (66.7K players), MeepCity (52.4K players), Murder Mystery 2 (33.7K players), Work at a Pizza Place (32.7K players) and others.

The new toolset will offer developers access to an enhanced lighting system, updated terrain and other visual upgrades, including support for building competitive matchmaking games that will match players of similar skill levels, the company said.

Roblox had earlier discussed its plans for these sorts of visual improvements, which VP of Product Enrico D’Angelo said were prioritized in order to up the quality of the games.

The company said at RDC it’s also on track to bring its creation tools, Roblox Studio, to the cloud by year-end. This will allow developers to collaborate in real time, access their development files online and work across computing platforms to do things like manage permissions, versions and rollbacks.

In addition to monetizing their games, developers also will be able to monetize their development assets and tools through a new Developer Marketplace, where they can sell their plug-ins, vehicles, 3D models, terrain enhancements and other items.

RDC 2019 Audience

“The Roblox creator community thinks of things we could never imagine, and their continued growth is our future,” said David Baszucki, founder and CEO, Roblox, in a statement about the new tools. “With top Roblox experiences achieving more than 100,000 concurrent users and 1 billion plays, there’s no denying the power of user-generated content. We are committed to supporting our creator community with the tools and resources they need to realize even greater success,” he added.

The company also made note of its improved localization support for Brazilian Portuguese, English, French, German, Japanese, Korean, Simplified and Traditional Chinese and Spanish, and discussed its recent Microsoft partnership in more detail.

Roblox had previously announced a collaboration with Microsoft Azure PlayFab, which made PlayFab’s LiveOps analytics service free to Roblox’s top 10,000 developers. This allows the game creators to track trends in player behavior, purchase history and game telemetry.

Alongside Roblox’s user growth, its creator community has been expanding, as well.

Today, there are more than 2 million Roblox game creators worldwide, ranging from indie developers to studios with teams of 10 or 20 people. Over 500 developers attended the three-day event in San Francisco and the private RDC 2019 viewing party in London.

“We ultimately become more and more inspired and convinced that this is not just the future of gaming, this is really the future of a whole new category,” said Baszucki, during the keynote. “I believe we’re sitting with not just the future of gaming,” he said, addressing the crowd of developers at RDC, “but the future of human co-experience.”

“We have this vision that there’s a new category emerging that’s bigger than gaming,” the CEO continued. “It’s the category that allows people around the world to connect, to not just play together, but to work together, to learn together and to create together.”

TechCrunch’s Extra Crunch recently analyzed Roblox’s history and business in its EC-1, which you can read here (Extra Crunch membership required).

Photo credits: Ian Tuttle/Getty Images for Roblox

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Assassin’s Creed Odyssey now offers a way for you to create your own quests

Assassin’s Creed Odyssey was definitely my favorite game of 2018, and it’s getting even better thanks to a couple of new updates Ubisoft announced at E3 this year that help make the most out of the game’s incredibly detailed depiction of a mythically massaged Ancient Greek setting.

Starting today via an open beta, players can get in on one of these new features — Story Creator Mode, which is a web-based way for anyone to design, build and share their own in-game story-based quests. That’s right: You’re the myth-maker now, with a quest-building mechanic that lets players choose from six kinds of quest objectives, including assassination of specific targets; rescuing individuals; visiting different locales throughout the world and more. You can write your own dialog, with branches that respond to player choices, and you can add options for in-dialog lying or even let the player go ahead and attack NPCs to end conversations.

All of these missions, once built, can be shared with other Assassin’s Creed Odyssey players regardless of platform — so if you’re playing on PS4, you can share missions to players on Xbox, for example, and vice versa. This whole feature makes me super excited, because I spent literally months creating campaigns in the original Starcraft’s campaign building tool, and I will do the same thing with this. Hmu if you want my missions.

Meanwhile, players with less interest in creating something new, and more interest in visiting something that already exists to savor the details Ubisoft put in this game, can take advantage of the new Discovery Tour mode that’s coming later this fall. Basically it takes out any conflict elements and adds 300 guided tour stations, which provide details about Ancient Greek life, mythology, architecture and philosophy. The game’s dialog engine does double duty here to offer up interactive quizzes.

I like learning — who doesn’t like learning? This sounds great. But I’ll probably spend more time building campaigns than taking in the sites.

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Pokémon Sword and Shield arrive worldwide on November 15, 2019

Nintendo Switch has Pokémon games, but it doesn’t really have its own Pokémon games, not in the true sense. Pokémon Sword and Shield, coming November 15, 2019, will be the first real Pokémon games (don’t even mention Pokémon Let’s Go – don’t) for Nintendo Switch, and now we know more about them thanks to today’s Pokémon Direct livestream event from Nintendo.

Starting with the intro video, you can tell that Sword and Shield will be a full-fledged new extension of the Pokémon world taking place in the new Galar region – a fact emphasized by the theme song that played over it which featured the catchy hook “A whoollle new worlllddd.”

Plus in this new region, part of the fiction is that everyone loves watching battles on TV, which seems like it will come into play for big battles. We also got a glimpse at a bunch of new Pokémon, including a sheep one called Wooloo; a flower thing called Gossifleur (which evolves to Eldegoss); plus a “bite” type called Dredgnaw.

There’s also a new place called, not super imaginatively, the “Wild Area” which is pretty much an open world between human settlements where you get the chance to encounter wild Pokémon you can catch. These will vary depending on weather conditions and time of day, and it looks like much more of a free-ranging experience, when compared to the relatively hard-tracked previous instalments.

Pokémon also get a special power called ‘Dynamax’ in this instalment, which is a special power that makes them huge and more powerful for three turns. This also factors into a new mode where up to four Pokémon trainers can team up to squad raid a single Dynamax wild Pokémon who retains their amped up power for the duration of the conflict. At the end, players get a chance to capture the Pokémon – and some are exclusively available to catch this way.

We also got an intro to new characters including region champion Leon, his younger brother Hop (a primary rival for the player), plus a really quick look at some of the gym battles.

The real capper though was a CG cinematic introducing the game’s legendaries, which are wolf-like Pokémon who have – you guessed it – a sword and a shield respectively. These are called Zacian and Zamazenta.

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Startups net more than capital with NBA players as investors

Mary Ann Azevedo
Contributor

Mary Ann Azevedo covers startups and tech at Crunchbase News.

If you’re a big basketball fan like me, you’ll be glued to the TV watching the Golden State Warriors take on the Toronto Raptors in the NBA finals. (You might be surprised who I’m rooting for.)

In honor of the big games, we took a shot at breaking down investment activities of the players off the court. Last fall, we did a story highlighting some of the sport’s more prolific investors. In this piece, we’ll take a deeper dive into just what having an NBA player as a backer can do for a startup beyond the capital involved. But first, here’s a chart of some startups funded by NBA players, both former and current.

 

In February, we covered how digital sports media startup Overtime had raised $23 million in a Series B round of funding led by Spark Capital. Former NBA Commissioner David Stern was an early investor and advisor in the company (putting money in the company’s seed round). Golden State Warriors player Kevin Durant invested as part of the company’s Series A in early 2018 via his busy investment vehicle, Thirty Five Ventures. And then, Carmelo Anthony invested (via his Melo7 Tech II fund) earlier this year. Other NBA-related investors include Baron DavisAndre Iguodala and Victor Oladipo, and other non-NBA backers include Andreessen Horowitz and Greycroft.

I talked to Overtime’s CEO, 27-year-old Zack Weiner, about how the involvement of so many NBA players came about. I also wondered what they brought to the table beyond their cash. But before we get there, let me explain a little more about what Overtime does.

Founded in late 2016 by Dan Porter and Weiner, the Brooklyn company has raised a total of $35.3 million. The pair founded the company after observing “how larger, legacy media companies, such as ESPN, were struggling” with attracting the younger viewer who was tuning into the TV less and less “and consuming sports in a fundamentally different way.”

So they created Overtime, which features about 25 to 30 sports-related shows across several platforms (which include YouTube, Snapchat, Instagram, Facebook, TikTok, Twitter and Twitch) aimed at millennials and the Gen Z generation. Weiner estimates the company’s programs get more than 600 million video views every month.

In terms of attracting NBA investors, Weiner told me each situation was a little different, but with one common theme: “All of them were fans of Overtime before we even met them…They saw what we were doing as the new wave of sports media and wanted to get involved. We didn’t have to have 10 meetings for them to understand what we were doing. This is the world they live and breathe.”

So how is having NBA players as investors helping the company grow? Well, for one, they can open a lot of doors, noted Weiner.

“NBA players are very powerful people and investors,” he said. “They’ve helped us make connections in music, fashion and all things tangential to sports. Some have created content with us.”

In addition, their social clout has helped with exposure. Their posting or commenting on Instagram gives the company credibility, Weiner said.

“Also just, in general, getting their perspectives and opinions,” he added. “A lot of our content is based on working with athletes, so they understand what athletes want and are interested in being a part of.”

It’s not just sports-related startups that are attracting the interest of NBA players. I also talked with Hussein Fazal, the CEO of SnapTravel, which recently closed a $21.2 million Series A that included participation from Telstra Ventures and Golden State Warriors point guard Stephen Curry.

Founded in 2016, Toronto-based SnapTravel offers online hotel booking services over SMS, Facebook Messenger, Alexa, Google Home and Slack. It’s driven more than $100 million in sales, according to Fazal, and is seeing its revenue grow about 35% quarter over quarter.

Like Weiner, Fazal told me that Curry’s being active on social media about SnapTravel helped draw positive attention and “add a lot of legitimacy” to his company.

“If you’re an end-consumer about to spend $1,000 on a hotel booking, you might be a little hesitant about trusting a newer brand like ours,” he said. “But if they go to our home page and see our investors, that holds some weight in the eyes of the public, and helps show we’re not a fly-by-night company.”

Another way Curry’s involvement has helped SnapTravel is in terms of the recruitment and retainment of employees. Curry once spent hours at the office, meeting with employees and doing a Q&A.

“It was really cool,” Fazal said. “And it helps us stand out from other startups when hiring.”

Regardless of who wins the series, it’s clear that startups with NBA investors on their team have a competitive advantage. (Still, Go Raptors!)

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Are women better gamers than men? This startup’s AI-driven research says yes

Last year the Gosu.ai startup, which has developed an AI assistant to help gamers play smarter and improve their skills, raised $1.9 million. Using machine learning, it analyzes matches and makes personal recommendations, and allows gamers to be taught by a virtual assistant.

Because they have this virtual assistant they can now do some interesting research. For the first time ever, we can actually peer over the shoulder of a gamer and find out what makes them good or not. The findings are fascinating.

Gosu.ai surveyed nearly 5,000 gamers playing Dota 2 to understand which factors separate successful and less-successful gamers.

They found that although only 4 percent of respondents to the survey were women, it turned out that those women that responded had a 44 percent higher win rate on average than the men.

Does this suggest women are better gamers than men? This isn’t a scientific study, but it is a tantalizing idea…

The study also found that the higher your skills in foreign languages, the slower your skills improve. They also found that people without a university degree, people who don’t travel and people who play sports increase their game ratings faster. Similarly, having a job also slows growth. Well, duh.

Gosu.ai’s main competitors are Mobalytics, Dojo Madness and MoreMMR. But the main difference is that these competitors make analytics of raw statistics, and find the generalized weak spots in comparison with other players, giving general recommendations. Gosu.ai analyzes the specific actions of each player, down to the movement of their mouse, to cater direct recommendations for the player. So it’s more like a virtual assistant than a training platform.

The startup is funded by Runa Capital, Ventech and Sistema_VC. Previously, the startup was backed by Gagarin Capital.

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Snap is channeling Asia’s messaging giants with its move into gaming

Snap is taking a leaf out of the Asian messaging app playbook as its social messaging service enters a new era.

The company unveiled a series of new strategies that are aimed at breathing fresh life into the service that has been ruthlessly cloned by Facebook across Instagram, WhatsApp and even its primary social network. The result? Snap has consistently lost users since going public in 2017. It managed to stop the rot with a flat Q4, but resting on its laurels isn’t going to bring back the good times.

Snap has taken a three-pronged approach: extending its stories feature (and ads) into third-party apps and building out its camera play with an AR platform, but it is the launch of social games that is the most intriguing. The other moves are logical, and they fall in line with existing Snap strategies, but games is an entirely new category for the company.

It isn’t hard to see where Snap found inspiration for social games — Asian messaging companies have long twinned games and chat — but the U.S. company is applying its own twist to the genre.

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Zynga to acquire Small Giant Games, the maker of Empires & Puzzles, for $700M

Social game developer Zynga has entered into an agreement to acquire Small Giant Games, the startup behind the popular mobile game Empires & Puzzles, in a deal expected to total $700 million.

Zynga, which has tumbled since its 2011 Nasdaq initial public offering, will initially acquire 80 percent of Small Giant Games for $560 million, composed of $330 million in cash and $230 million of unregistered Zynga common stock. Zynga will fund part of the transaction with a $200 million credit facility.

“We’ve been impressed by the quality and momentum of Empires & Puzzles as we add another Forever Franchise into Zynga’s portfolio,” Zynga chief executive officer Frank Gibeau said in a statement. “Small Giant has created an innovative game that delivers a unique player experience that engages over the long term.”

The deal is expected to close on January 1. Zynga will purchase the remaining 20 percent of Small Giant over the next three years “at valuations based on specified profitability goals.”

Helsinki-based Small Giant Games had raised $52 million in equity funding from EQT Ventures, Creandum, Spintop Ventures, Profounders and others since it was founded in 2013. The company reported $33 million of revenue for Empires & Puzzles, its most popular game, 10 months after its launch in 2017. Small Giant, which is also behind Alliance Wars and Season 2: Atlantis, says they exceeded 2017’s revenue just four months into 2018.

“Our studio was founded on the idea that small, skillful teams can accomplish giant things, and I am confident that partnering with Zynga is the right next step in our evolution,” Small Giant CEO Timo Soininen said in a statement. “We will now operate as a separate studio within Zynga, maintaining our identity, culture and creative independence. By leveraging the expertise and support from the wider Zynga team, we will amplify the reach of Empires & Puzzles and the new games in our development pipeline.”

Zynga, founded in 2007, is the developer of FarmVille, Zynga Poker, Words with Friends and several other mobile games. The company reported revenues of $248.88 million for the quarter ended September 2018, failing to meet analyst estimates.

Zynga expects to bring in $243 million in revenue in the fourth quarter of 2018.

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