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Gaming pitch deck

The gaming pitch deck: prove players come back on day 30

Downloads are cheap to buy. Gaming investors want to see players who return a week and a month later, spend without being pushed, and cost less to acquire than they are worth.

Chaal GamesTraction

Day 30 retention is 6.1%, nine times the median mobile game

41%Day 116%Day 76.1%Day 30
41%day 1 retention
₹38revenue per daily player
₹21cost per install, India
Retention of players who installed in the last 60 days. Fictional studio for illustration.
A traction slide for a fictional mobile strategy game. Retention is shown against the published median so investors can judge it at a glance.

The numbers

The numbers gaming investors check

Investors compare your numbers with benchmarks for your genre. Show yours next to them.

Day 1, 7 and 30 retention

The share of players who return one, seven and 30 days after installing. GameAnalytics' 2026 benchmarks put the median mobile game at about 22% on day 1, under 4% on day 7 and under 1% on day 30[1].

Day N retention = players active on day N ÷ players who installed

On the slide: by install cohort, next to the benchmark for your genre.

Revenue per user

Average revenue per daily active user (ARPDAU) and lifetime value per install. Show how it splits between purchases and ads.

ARPDAU = daily revenue ÷ daily active users

On the slide: by cohort and by source of revenue, with the share of players who pay.

Cost per install and payback

What a new player costs from ads, by country and channel, and how many days of their revenue it takes to earn back.

Payback (days) = cost per install ÷ revenue per install per day

On the slide: by country and channel. India installs are cheap but often earn less per player.

Engagement depth

Sessions per day, session length and progression. These explain retention and show where players drop off.

On the slide: a progression funnel showing where players stop, such as tutorial, level 5, first purchase.

Retention by install cohort

The same fictional game. Each row is a month of installs; newer cohorts hold better after the tutorial was rebuilt in month three.

M0M1M2M3Jan100%33%12%4%Feb100%35%13%5%Mar100%40%15%6%Apr100%41%16%

The law

Say clearly which kind of game you make

2025India's Promotion and Regulation of Online Gaming Act banned real-money online games[2]
~22%median day 1 retention for mobile games in GameAnalytics' 2026 benchmarks[1]

India's Promotion and Regulation of Online Gaming Act, 2025, banned online games played for money, including fantasy sports, rummy and poker, whether based on skill or chance, and leading real-money companies halted those operations[2]. Esports, casual and social games without stakes remain allowed.

Investors will want to know immediately which side of that line you are on. If your game has in-app purchases, rewards or tournaments, explain why it is not a real-money game: no deposits staked for winnings, and nothing that can be cashed out.

For casual, mid-core and esports titles, the question shifts to retention and monetisation, and to whether India is your main market or a launch market for global players.

Rules under the Act are still being finalised. Get legal advice if your game has any rewards or prizes.

In the meeting

Questions gaming investors ask, and answers that work

Why do players come back on day 30?
A strong answerGuild battles every evening and a weekly season with new maps. Players in a guild retain at 14% on day 30, against 2% for solo players, so we now push guild joining in the first session.
How do you make money without hurting play?
A strong answerCosmetic purchases and a season pass. Nothing sold changes who wins. 4.2% of players pay, and rewarded ads make up a third of revenue.
Is this allowed under the 2025 gaming law?
A strong answerYes. Players never stake money for winnings and nothing in the game can be withdrawn as cash. Tournaments award in-game items only.
What is your next title?
A strong answerA second game on the same engine and backend, testing in two countries next quarter. It reuses 60% of our code and our player community.

Slide by slide

A 12-slide outline for a gaming startup

The order follows the structure most investors expect, from Sequoia's original business plan outline[3] to Y Combinator's seed deck advice[4]. The notes are what changes for gaming.

CoverStudio name, the game and one line on genre and player, such as "Quick strategy battles for Indian mobile players".
ProblemThe player's gap: games they want that do not exist, or exist only for other markets.
SolutionGameplay: a short clip or key screens. Investors want to see it played.
Why nowWhy now: a growing player base, cheaper devices, a genre trend or the 2025 law reshaping the market.
MarketPlayers in your genre and markets × expected revenue per player.
ProductThe game loop, progression and social features that drive retention.
TractionRetention by cohort against benchmarks, daily players and revenue.
Business modelRevenue per player, payer share, cost per install and payback by market.
CompetitionOther games in the genre. Show retention and revenue comparisons where you can.
Go to marketUser acquisition plan: channels, creators, communities and markets.
TeamFounders and team: shipped games, live operations and monetisation experience.
The askAmount, runway and milestones: soft launch, retention targets, next title.

Red flags

What makes gaming investors stop reading

Investors give a deck a few minutes. DocSend found average review time fell to under three minutes in 2022[5]. These are the slides that use those minutes badly.

Write your gaming investor story before your next build

Astitva writes your investor story free from a short brief, in this order, then designs each slide in your own brand for 5 credits. A 12-slide deck is 60 credits.

Start free with 50 credits

No card needed. Packs from ₹299 or $3, no subscription.

Questions founders ask

What should a gaming startup pitch deck include?

Twelve slides in investor order with day 1, 7 and 30 retention against genre benchmarks, revenue per user and payer share, cost per install and payback by market, engagement depth and a plan for the next title.

What is good retention for a mobile game?

GameAnalytics' 2026 benchmarks put the median mobile game at about 22% on day 1, under 4% on day 7 and under 1% on day 30. Top games retain far better, and benchmarks vary a lot by genre.

Are real-money games allowed in India?

No. The Promotion and Regulation of Online Gaming Act, 2025, banned online games played for money. Esports, casual and social games without stakes are allowed. Get legal advice for games with prizes or rewards.

Can Astitva make a gaming pitch deck?

Yes. Astitva writes the investor story free from a short brief and designs each slide in your brand for 5 credits. New accounts get 50 free credits.

Next: how to brand a gaming startup · all pitch deck guides

Sources

  1. GameAnalytics mobile retention benchmarks, 2026
  2. TechCrunch: India bans real-money gaming, 2025
  3. Sequoia business plan outline (reproduced)
  4. Y Combinator: intro to the YC seed deck
  5. TechCrunch on DocSend pitch deck research, 2022

Figures from these sources were current when this guide was written. Rules and benchmarks change, so check the latest version before you rely on one.