01
No home for gamers
Billions play, yet almost no social platform is built around who gamers are and what they play.
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ARCHITECTURE OF PLAY
The community platform where global gamers, creators and studios connect.
INVESTOR BRIEFING · OCTOBER 2026
Vision
Ludos Cultura is Latin for “game culture”. One identity, one community, and a direct line between players and the studios making the games they love.
The problem
01
Billions play, yet almost no social platform is built around who gamers are and what they play.
02
Discovery and pre-launch engagement are the hardest problems for independents, and demand signals arrive too late.
03
Financing terms trade away IP, creative freedom and a studio’s destiny. New models are needed.
The market
3.58B
players worldwide in 2025 (up 4.4% year on year), over 40% of the world’s population, in a $188.8B market
Over 40 in every 100 people on Earth play
~936M
PC players
~645M
Console players
36
average age of US players; half are aged 35 and up
OUR STARTING POINT
Core PC and console gamers aged 18 to 45, across the US, Europe and the Middle East and North Africa (MENA).
Sources: Newzoo Global Games Market Report 2025; ESA Essential Facts 2025 (US)
The solution
PlayCard profiles, feeds, follows, comments and likes, built for non-toxic connection.
A game catalogue, wishlists, a release calendar and studio-led user-generated content.
Original and syndicated editorial, creator voices and studio-published stories.
Product · Identity
Nova_01
Enthusiast Gamer
Illustrative data
Product · Growth engine
1
LC creates studio and game pages, and creates and syndicates News
2
Studios publish content. LC provides paid promotion boosts and marketing campaigns, across the platform and third-party social channels
3
They follow games, franchises, studios, creators and other gamers, and discuss and wishlist games
4
Demand signals grow, and platform partnerships turn them into affiliate conversion revenue
5
Studios promote LC to their own communities
Keep scrolling
Studio-generated content solves the content problem and the audience problem at the same time.
Business model
At launch
Page tools, community seeding, and marketing campaigns across the platform and our socials.
From Q2 2027
Paid awareness boosting and native placements, with indie-friendly rates.
From Q3 2027
Targeting partnership revenue where feasible, with platforms such as Steam, GOG and Epic Games Store, for the sales we drive.
Longer termVentures, new ways to fund independent studios while they keep control.
Product · Design
Click to enlarge
Discover
Search and filter the game catalogue, franchises and studios.
Progress and go-to-market
Build completion
App structure (web, desktop, iOS, Android)
60%
Back-end microservices
85%
Integration
45%
Company incorporation (targeting UAE and US)
TBCHow we grow
Studio-led content seeding
Editorial and AI-assisted syndication
Press and influencer partnerships
MVP target geos
US, Europe and MENA (Middle East and North Africa)
Target demographic
Core console and PC gamers aged 18 to 45
Waitlist
1,000
sign-ups before launch
20,000
within 12 months after
Roadmap and execution
EXECUTION: AN AI-LED COMPANY
Founder-led, fully vibe-coded build. AI-led operations, research, news and content generation. We hire AI-savvy talent only where agentic solutions fall short.
Landscape
Chat platforms
Discord
Real-time chat, but no discovery, gaming identity or studio tools.
Storefronts
Steam, GOG, Epic Games Store
Our partners. We drive conversions to them; they syndicate users and user content, such as in-game video, to us.
Forums
Reddit and gaming forums
Legacy formats that skew older. LC is mobile-first and media-rich, with deeper, more direct studio and publisher engagement.
Games press
Games media outlets
Future content producers on LC, with prominent review ratings and non-polarising coverage of the art, craft, science and culture of games, free of clickbait.
Ludos Cultura
All of the above, together
Identity, discovery, news and studio tools in one mobile-first platform.
Team
Dotun Rominiyi
Founder
years in tech
years making games for PS2, PSP, PS3, Xbox, PC, Wii, Vita and 3DS
of emerging technology infrastructure built for LSEG (London Stock Exchange Group), one of the world’s largest, most secure and resilient financial market infrastructures
years an avid gamer and follower of the games industry. I live, breathe, eat and sleep games.
Advisor · TBD
Prominent industry figure
To be unlocked through funding, partnerships and networking.
Key hire · TBD
US-based business and partnerships lead
Deep contacts into console platforms and publishers. To be unlocked through funding, partnerships and networking.
The ask
$1.1M
($1,100,000) to fund 3 months of MVP readiness plus the first 24 months after launch, drawn down in milestone tranches
Product and engineering
Partnerships and community: studios, influencers, gamer acquisition
Editorial, operations and marketing
WITHIN 12 MONTHS OF LAUNCH
MVP live by Q1 2027. 20 AAA studios or publishers and 10 prominent indies onboarded, 5 to 10 top gaming influencers onboarded, and 20,000 gamer sign-ups.
TARGET SEGMENT
Gamers aged 18 to 45. Younger gamers follow once child-safety compliance controls are in place, in line with coming EU child safety regulation.
Pitch deck
The full Ludos Cultura investor deck as a PDF, to read offline.
Get in touch
Interested in Ludos Cultura? Leave your email and we’ll be in touch.
Prefer email?ir@ludoscultura.com
PLAY IS CULTURE