
Gaming pitch deck
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.
The numbers
Investors compare your numbers with benchmarks for your genre. Show yours next to them.
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].
On the slide: by install cohort, next to the benchmark for your genre.
Average revenue per daily active user (ARPDAU) and lifetime value per install. Show how it splits between purchases and ads.
On the slide: by cohort and by source of revenue, with the share of players who pay.
What a new player costs from ads, by country and channel, and how many days of their revenue it takes to earn back.
On the slide: by country and channel. India installs are cheap but often earn less per player.
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.
The same fictional game. Each row is a month of installs; newer cohorts hold better after the tutorial was rebuilt in month three.
The law
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
Slide by slide
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.
Red flags
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.
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.
No card needed. Packs from ₹299 or $3, no subscription.
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.
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.
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.
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.
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.