At Mokens, we are creating a new IP designed for the casual and midcore audiences that features “The Mokens”, a fantastic looking set of characters that competes on real-time multiplayer esports videogames inside a metaverse developed entirely by us. Our games cater to both traditional web2 gaming on mobile and cutting-edge web3 experiences on PC.
Take our first release, Mokens League Soccer, for example. It's already gaining significant traction, all achieved without paid marketing. But that's just the beginning. As we gear up for the web3 era, we're excited to introduce collectibles and competitive gaming to PC. With our token and NFT launch slated for June, Mokens League is poised to redefine the gaming landscape.
When it comes to estimating user numbers, we're projecting steady growth based on market analysis and historical data. Our marketing strategy is multifaceted, focusing on targeted outreach, social media engagement, content creation, and strategic partnerships to reach our desired user base and drive adoption.
Currently, we have a whitelist of 50,000 members, and our mobile game boasts 18,000 Monthly Active Users (MAU) with 300 Daily Active Users (DAU). All our growth has been 100% organic, and we have never invested in marketing activities or campaigns until now. However, this is about to change as the launch of our token requires us to boost project awareness within the community.
To achieve this, we are finalizing plans for a boost campaign involving search and discovery activities, along with project awareness initiatives, tournaments and more with Team Heretics, OlaGG, KRU, plus other partners. The plan will kick off in April, and we aim to reach 1 million users by the end of the year.
When we talk about competition in videogames, we usually default to the standard competitors analysis, direct and indirect competitors where you look for products that are aligned with your target market, demographics and so on, the more aligned, the more direct and the less aligned but still with “touchpoints'' we call them indirect. Although this is fine, after working for so many years in the interactive entertainment industry (let's call it video games) and with the ever changing technology scaped we came to understand that we are actually competing with many more companies that might not fall into the traditional categories for analysis. Reason being is that because we are all competing for “entertainment time” and this is limited. We could say that videogames in general compete against music, movies, tv series and even going for a walk in the park. With ANYTHING that is entertaining and in our case, gets screen time.
We believe that this introduction is important and necessary because how we analyze competition in the 21st century and in the tech era is much different nowadays.
So, Mokens League competes for something precious: screen time. Whether users are playing other games or watching TV series, our goal is to capture their attention and engagement. While it may seem natural to compare us directly to other soccer games like Mini Football by MiniClip, which lacks Web3 features, or even other Web3 games, the truth is more nuanced. By the way, this would be our direct competitor.
Understanding that our competition extends beyond traditional gaming boundaries. We're not just competing for players against other soccer games; we're also competing with online wagering products. Players on Mokens League compete in matches, showcasing their skills to win the prize pot. Therefore, our competitive analysis encompasses a wide spectrum:
This broad view allows us to understand our positioning in the market and tailor our strategies effectively, recognizing that our competition isn't just within a single genre or platform but encompasses a diverse range of gaming experiences.
In summary, while the competitive landscape may seem daunting, the opportunity presented by Mokens League is equally exciting and lucrative. We have identified shortcomings in current mobile soccer games and have created a product that stands out for its focus on esports competitions, providing a fast, fun, and thrilling experience for both spectators and players.
Our vision is clear: we aim to offer casual gamers the chance to become professionals, win prizes, and ultimately make a living from their passion for gaming. Despite the competition in the market, we see a profitable and underserved niche that we are ready to conquer.
In essence, we are betting on the potential of a growing and evolving market. We are committed to leading the way toward the future of esports.
Direct Competitors
For this analysis, first we consider well-established projects in the crypto or game industry and also projects similar to our game design. Then, we can classify them according to their WEB3 integration (or lack thereof) and their target audience or game design goal (casual/competitive).
$MLSTOKEN Token Usage in Mokens League Ecosystem:
To become a leading force in the web3 gaming and esports industry, known for our innovative gameplay experiences and community-driven approach. We envision a future where Mokens League is synonymous with competitive gaming, offering a platform where players can not only compete but also earn rewards for their skills and contributions.
To achieve this vision, we have several strategic initiatives in place:
Private Price: $0.07
Private Raise: $2,512M
Public Price: $0.1
Public Raise: $485K
Listing Price: $0.20
TGE Initial Market Cap: $800K
TGE Fully Diluted Market Cap AKA Valuation: $100 M
20% TGE, linear vesting for 6 months
Team Heretics. Media and Esports
OlaGG Media and community
Fitchin Esports Tournament platform
Huru Community
Co Founder - CEO Martin Repetto
https://www.linkedin.com/in/mrepetto/
25 years in video game development, specializing in innovation and emerging tech. Former developer turned C-Level exec. Published 20+ titles across platforms. CEO of Atmosphir, precursor to Minecraft and Roblox. Merged VR builder Voxelus with blockchain, created Voxel currency. Founder of Mokens League - blockchain gaming with esports elements.
Co Founder - COO Maximo Radice
https://www.linkedin.com/in/maximoradice/
Game industry veteran with over 20 years of experience managing teams and products delivering high quality games that made headlines and had millions of users playing them! Working with Martin since 2004.
Co Founder - Non Exec Esteban Olivera
https://www.linkedin.com/in/esteban-olivera-08846824/
Founder and managing partner of Fenix Partners, a consulting firm with more than 25 years of experience in corporate finance, private equity, venture capital and investment banking
Art Director - Sebastian Mogordoy
https://www.linkedin.com/in/sebasti%C3%A1n-mogordoy-b630453b/
Actor, Videographer and a super talented designer, Sebastian has been working on video games since 2010. He worked with Max and Martin on the development of Atmosphir and Voxelus. Sebastian is a Senior UI UX designer.
Tech Lead - Federico Fortunacio
https://www.linkedin.com/in/federico-fortunacio-795042b7/
Built Voxelus alongside Martin and Max from 2014 until 2018. He is a senior game developer and an expert in Unity 3D. Before working again with M&M he started a company and later sold it, which is a tool for CI/CD platform for game creators.
Product Manager - Franco Danieli
https://www.linkedin.com/in/francodanieli/
He started working with Martin and Max back in 2014 as UI developer for Voxelus, from them he leveled up to become the product owner and since then has been working with non stop delivering products on time. He is a PM that also codes, senior UI / UX developer in Unity3D and Unreal.
Game Designer - Federico Costa
https://www.linkedin.com/in/fedecosta/
Sr Dev with a 10 year experience in game designing and project planning for real time multiplayer games. Fede is working on the fun tuning of Mokens. His goal is to have fun playing and watching games.