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Exclusive Q&A with Michael Hudson, CEO and Co-Founder of GameBake

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We have here with us an entrepreneur who started out quite early in gaming.

Michael Hudson, CEO and Co-Founder of GameBake, talks here about a host of topics:

  • His beginnings as a game developer, his quest to develop a ‘fair, transparent, platform agnostic solution” that allows seamless publishing of games across platforms;
  • His instinct of “running away from the light” and looking for “fringe areas”;
  • What game developers can expect from GameBake;
  • And about the gaming industry across the globe.

This is a bit longer than our usual interviews. But it contains nuanced perspectives expressed in straightforward language that the whole industry should look up and take note.

Over to the interview now!

Q. To start off, tell us about your career. Our readers love to hear top entrepreneurs talk about themselves, especially someone who became one at the age of 13!

A. 13 definitely feels like a lifetime ago now! But yes, I started my career in the games industry at 13 although my life as an entrepreneur goes back a little further than that. Since day one, I’ve always tried to make money – some way, somehow, from car washing to selling sweets at school (the demand was there, with only “healthy” options available at lunch times!)

Like they are for many of us, games have always been of keen interest to me, but unlike most, I always wanted to find out what makes a game and how I could make my own. I think it’s those kinds of questions that I’ve always asked that lead me towards teaching myself how to first build websites to host flash games, and then how to actually build the games themselves.

I first started exploring game development with a tool called GameMaker which is still around today, albeit much more developed than when I started with it all those years ago. Eventually I transitioned to working with Flash and building games for websites such as Newgrounds, which eventually led me to the sponsorship/licensing model and how I made my first $200 licensing my first flash game. My next flash game made over $15,000 in fees and that is when I started to take things a little more seriously because big numbers were involved. Considering I had turned down King (yes, the same King that went on to develop the hit we all know and love) I was clearly starting to move towards developing my hobby into a legit business, in a very natural way.

Since then it has been a rollercoaster with ups, downs and many loops, but it has led me to where I am today, with an amazing team (and now, friends), where we can be part of and help build the future of the gaming industry.

Q. How and why did you co-found GameBake? And what does the name signify?

A. GameBake was born out of a genuine business need. As developers, we’ve learned that it’s best to knuckle down and focus on a single product, a single goal that we can all work hard on to achieve great things.

As developers under our previous studio name, we worked on many projects, from hyper-casual games (before that became an industry term) right down to free-to-play titles. This experience was amazing but always positioned us in a similar place. Our publishers wanted the games to be playable everywhere but we only had so much manpower and hours in the day to actually achieve the lofty goals being asked of us. Integrated 3, 4 or 5 SDKs is annoying enough, but having to do that plus integrate the tech of every single platform plus find new services that work on and with these platforms plus making a new specific version for each platform (and all of that with no centralised system to easily and efficiently track everything), well, it wasn’t great, let’s leave it at that.

GameBake was a product of all of this. Our internal struggles and frustrations that led us to seeing a need in the market that, not only we wanted to solve, but many others wanted a solution for, and that is why we pivoted away from a development studio to go all-in with our KILN technology that allows us to open up the whole gaming market to developers globally, no matter how big or small you are.

What does the name signify? Well, we were named Yello at the very start so GameBake was part of our development as we pushed forwards into new markets and started using better technology. GameBake itself doesn’t have a specific meaning behind it, but for us, it describes what we do in one word, which is: baking games with the technology needed for everybody to access new amazing platforms and markets globally.

Q. How exactly does GameBake work? What kind of support can a gaming developer and publisher expect from your company?

A. How the tech works behind the scenes is probably a question more for our amazing CTO, so maybe you’ll find out in the next interview! But the concept is pretty simple really:-

• Upload your APK to GameBake, the very same APK used for uploading to Google Play;
• Check the boxes for the services your game uses; E.g. GameAnalytics, Tenjin, or Firebase, Adjust and so on;
• Check which stores you want to deploy to, e.g. Huawei AppGallery;
• Job done! Our tech (called KILN) takes care of the rest and spits out a compiled version of your game with all the required tech needed to run on the chosen platforms you are looking to distribute to.

Of course, store pages need to be built for each platform and IDs from other services need to be swapped for new IDs from those services, but for the new platforms you go live on. We are working closely with most of the big industry players to try and automate as much of this as possible and we are well on our way to achieving this.

As for what to expect from GameBake, well I would say a fair, transparent, platform agnostic solution that works! If you want to use our tech to make getting to new platforms easier, but want to make partnerships with the platforms yourself (i.e. setup features yourself and so on), that is fine, we are able to facilitate this and will do all we can to provide what you need with who you need. If what you are looking for is a more hands-on approach from us, one where we setup all your games features, run the UA and more then we can also work with you like that as well.

For GameBake, flexibility is key as we see the technology and ecosystem we are building becoming a vital piece of the development puzzle that will enable easy and commercially viable ways to distribute and scale globally.

Q. Changing the status quo of game distribution is not just unglamorous but kind of swimming against the tide too. What motivated you to choose that path?

A. That is a great way of putting it, although I may go a step further and say it’s more like climbing up a waterfall. I have always been interested in the more fringe areas of any industry, especially within gaming. That may be because I can’t help but look at the potential of anything, but it could also be somewhat from necessity – as when launching our own games we never had huge marketing budgets to compete with so I and the team have had to look into areas that were cost effective.

Over the years, what I have found is that everybody always runs towards the light and it’s the ones running away from the light that are called crazy, but if everybody is standing around that light then it very quickly gets blocked. In short – the people running towards the light will find it very hard to find their way towards it. While those running away, and normally that’s in a different direction to everyone else, will normally find themselves in a niche but lucrative area that they can dominate. It’s only once that light starts burning brighter that others pay attention.

This is how I see distribution right now. The bright light is iOS and Google Play on mobile, with many other options, but all faded into the darkness. And now, the bright lights are glowing and the industry is starting to take notice of what is possible outside of the norm. Now it won’t be instantaneous, but we are seeing growth everyday and the more we all work together to open up these platforms and these markets, the greater the industry as a whole – and the more opportunity there will be for everybody globally to enter and become successful.

Q. What are the options available for games developers outside the duopoly of Google Play store and Apple Appstore as publishing platforms? Importantly, what are the attractions for the developers to opt for such off the beaten path destinations?

A. For those developing native games for mobile (Apps, basically) I would suggest looking into the alternative android market. I personally don’t like the word “alternative” as it gives off a vibe of these platforms being “lesser” than Google Play and this frankly isn’t the case, but we need to describe these stores somehow. These stores are low hanging fruit for most people, as if you can compile an APK, which you can, then you can deploy on these stores and the 100s of millions of users that they have.

Now, I’m not saying that this is an easy feat, or an approach that will guarantee success, far from it, but why you wouldn’t secure your brand and IP, and take advantage of these amazing platforms, makes no sense. To me, It’s a no brainer! Often, what we hear from the market is not that developers don’t want to distribute to these stores, but that they’re faced by complexities in being able to achieve this and in making it commercially viable. GameBake is fixing the headache faced by developers by providing an easy route to deploy to these stores, whilst providing the means to be able to leverage the services required in today’s industry to monetise and scale games effectively.

Outside of the App Stores, there are still a wealth of opportunities. In this space, you need to think carefully about the technology you are building your game in, because web distribution generally means HTML5 games, and for many this just isn’t an option. The opportunities on the web are amazing if approached in the right way, but it takes some time to port and for many it just isn’t worth the time and effort commercially.

The same goes for social/instant gaming platforms, such as Facebook, WeChat, Snap and many more. Your games need to be in HTML5 but more importantly, you need to think about how you approach each of these platforms. You can’t just launch a game and expect it to scale, you need to launch it under the platforms features and leverage them to really take advantage of what makes each of these platforms special.

For me, the opportunities are huge but the barrier to entry is also just as big with tons of awkward tech to integrate, porting games being required and the biggest barrier is the lack of services to allow you to properly scale your game but again, that is what we are here for and we are building. If you want to deploy to stores, port to HTML5, explore new markets and leverage your current service partners to do all of this, you can do – with GameBake.

Q. How can games profit from social media platforms like Facebook Gaming?

A. This is something I am asked a lot and the answer is simple because it is no different than a game on the App Store. If your game monetises via Facebook Ads, you can leverage Facebook Audience Network to monetise it, if done via purchases, then you can use the platforms payments system. Nothing drastic needs to change in how you monetise, I mean you don’t need to start asking for donations, because there is no other way.

I guess the real question here is ‘what are the best ways to monetise on social platforms such as Facebook?’. This is a difficult one to provide a rounded answer to that will please everybody but hopefully the below will help:-

• If you are leveraging IAPs then keep in mind that Apple “currently” stops payments being processed on these platforms if playing from an iOS device. We have all seen the recent news stories though so I expect this to change over the next 12 months opening iAPs up across platforms. Until then though, just keep this in mind.
• Hyper-Casual games have an advantage on social platforms as they have such a broad target audience which makes it “simpler” to make these games go viral. That being said, not all gameplay mechanics work and this must be considered when launching on a platform such as Facebook or Snap. Just because a game was a hit in the App Store, it doesn’t mean you can just throw the game as is on social platforms and expect it to work.
• When launching any game on social platforms, just think about how to leverage that platform’s features. For example, Facebook has a tournament mode that allows players to start tournaments that are playable directly from their timeline. With the right setup and design this can be used to get players sharing with friends which can create a viral UA channel to your game. Most social platforms have specific features like this and you need to leverage them to bring users to your game, keep them engaged and coming back and of course, then monetise them.

Q. What can be done to minimize the hurdles of finance and resource that game developers face while optimizing the games for different platforms? How near are we to a software alchemy that makes games publishing-ready for different platforms?

A. Of course I’m going to say that the time is right now – with GameBake! There are no integrations required, meaning access to all supported Android channels via a single upload. We are still working hard to make this even more simple so developers globally can focus on what’s important and that is creating amazing games. Also, HTML5 platforms still have a big barrier to entry for most but again, GameBake is working hard to solve this to provide a way for developers to easily access these platforms and deploy easily to them all.

There is never going to be a way for developers to not put in any work at all. Success comes from hard work and this still rings true when targeting new platforms, be that new app stores opr social platforms, you need to research and find out who the end users are downloading and playing your games on any given platform and then adapt what you do to engage (and of course monetise said users). There isn’t a solution to stop resources being required for game design, monetisation or user acquisition but, how we see it, these are the pieces of the puzzle that studios want to keep control of. It is the deployment that is a pain in the arse mixed with a lack of a real ecosystem, it makes it near impossible to even consider distribution outside of the core stores. This is what we want to and are solving, simplifying and improving the pieces of the puzzle that are needed for studios globally to take advantage of and focus their resources and efforts on creating, managing and scaling amazing games.

Q. How are the games you work with received and played outside the marquee markets of Europe and North America? Any significant development in Asia, Africa, Australia or South America?

A. It’s a hard question to answer as it is so different for every game and you need to tackle each game on a somewhat market by market basis. In general, a game that is enjoyed in the US is likely to be enjoyed in India as well, I mean we are all humans at the end of the day, the difference comes in when trying to find success at scale in specific markets and on specific platforms.

China is probably the best example to use here because the market is huge, but it is notoriously difficult to enter without properly understanding the intricacies of the market itself. By this I mean it isn’t just localising your games text that you need to think about, but how your game looks and plays, how it is distributed to players in the market and how you can monetise it. Markets, like China’s, have restrictions on games and you need to plan how you will tackle all of this to be able to enter.

China is an extreme case, but other markets do need similar considerations when it comes to localisation. But you also need to bear in mind that your distribution strategy for Apple and Google aren’t the number one everywhere. In India, for example, Google Play is big but there are many other platforms that open up 100s of millions of users. Iran is another market with restrictions in place, therefore Google Play does not work there, so working with local stores is your entry into a market of over 70 million. Russia is another market where you need to understand the local platforms and how players play games to really localise a game properly and effectively.

So going back to what I’d said at the start, a great game is a great game no matter where you launch in the world, but making a commercial success of that game in various markets requires some thought, planning and good execution.

Q. Asia perhaps deserves more focus as a gaming market. Which Asian countries do you reckon have the most potential market as games industry markets?

A. I completely agree, Asia is mostly forgotten by western developers and it’s a shame as the potential across the region is massive. China is the world’s biggest gaming market but that is the market everyone talks about so let’s put that to one side as it isn’t an easy nut to crack.

If I were to suggest markets that have the potential for most developers of casual games to grow in the coming months and years, I would look to a market such as Indonesia where the scale you can achieve in that market alone is huge. However, a lot of the time, it just isn’t commercially viable and therefore not thought about, but with the right knowledge and partners you can access more platforms that really open up a market like this and can turn what is a good market for Google Play games into a very strong one for those thinking outside of the box.

South Korea and Japan are both strong markets for specific genres but again, you need to really think about how you approach these markets. In general, Asia as a whole has amazing potential, as well as many other regions globally.

Q. Are tight regulations or lack of clear-cut regulations a bottleneck for growth of gaming outside Europe and North America? We’d love your insight into the role regulations play in the gaming industry’s growth.

A. Regulations always hinder growth, it is the nature of regulations but of course, sometimes they are necessary. China takes it to another level! I can’t even imagine how big that market would be right now if they didn’t have these tight regulations holding it back. I understand the reasons behind why the government has set them in place (although for “Children’s health” isn’t the real reason, in my opinion) but it is holding back the market’s growth which is a big shame.

I do see the need for regulation sometimes though, for example, to stop Apple and Google tightening their grip on the market and forcing us all into paying a huge tax on the games that have been worked on so hard to get them where they are. Therefore regulations can probably help the market grow in certain cases but overall, the less governments get involved in the industry the better for the industry’s growth in the coming years.

Q. And finally, how do you get your hair so beautiful?
A. It’s all natural

George Miller (Gyorgy Molnar) started his career in content marketing and has started working as an Editor/Content Manager for our company in 2016. George has acquired many experiences when it comes to interviews and newsworthy content becoming Head of Content in 2017. He is responsible for the news being shared on multiple websites that are part of the European Gaming Media Network.

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THE 2025 PUBG MOBILE GLOBAL CHAMPIONSHIP GROUP STAGE WRAPS UP WITH LAST CHANCE IN SIGHT

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  • The 2025 PUBG MOBILE Global Championship (PMGC) Group Stage concluded yesterday, with six teams qualifying for the Grand Finals after an intense run of clashes
  • Alpha Gaming dominated in Group Green, while DRX were at the top of the leaderboard for Group Red
  • Sixteen teams from the Group Stage will now battle their way through the Last Chance Stage, where they’ll fight to secure a coveted spot in the Grand Finals
  • With three slots left for the Grand Finals in Bangkok, time is running out for the remaining teams to vie for a share of the $3M prize pool

The Group Stage of the 2025 PUBG MOBILE Global Championship (PMGC) has come to a thrilling close, following six days of high-stakes competition. The top three teams from Group Green and Group Red have earned a one-way ticket to the Grand Finals, whilst the remaining 16 teams that ranked 4th – 11th from both groups are set to contend in the Last Chance Stage taking place from December 6th – 7th, in a final push for survival. With $3,000,000 up for grabs, the winning team at the Grand Finals in Bangkok will claim the lion’s share of the prize pool, along with the coveted title, making every match a battle for glory.

Day one of the Group Stage began with Group Green, kicking off with Inner Circle Esports making a strong statement with an early chicken dinner and an incredible 18 eliminations, setting the pace for the group. Day two saw continued strong performances from Alpha Gaming, Alter Ego, and Team GOAT, taking the top three spots respectively. On day three, Alpha Gaming demonstrated consistency throughout the day, with a 12-elimination victory providing a solid boost, allowing them to end the day in the top spot with 174 points. At the end of the Group Green matches, Alpha Gaming, Dplus, and Team GOAT secured their spot to advance directly to the Grand Finals, leaving the mid-pack teams to fight for survival in the Last Chance Stage.

Group Red matched the intensity, delivering three days of high-stakes matches and tactical play. Day one began with EArena from Thailand taking an early win with 65 points and one Chicken Dinner, signaling their intent to remain top of the rank. Day two featured unexpected twists, with Regnum Carya and Team Flash executing key plays to climb the leaderboard. Maintaining their status, South Korea’s DRX locked in a top-three finish on day three with five Chicken Dinners, joined by Regnum Carya and EArena, clinching direct passage to the Grand Finals.

The Last Chance stage of the 2025 PMGC will see 16 teams, made up of those that placed 4th – 11th from both groups of the Group Stage, go head-to-head in twelve points-based matches over two days. The top two teams in the final standings will secure the remaining slots in the Grand Finals, while the other 14 teams will be eliminated from the tournament. Every match will put everything on the line as teams battle for a final shot to contend in the most prestigious PUBG MOBILE Esports tournament of the year.

Teams heading to the Last Chance Stage:

  • Team Flash
  • Weibo Gaming
  • Influence Rage
  • Arcred
  • Burmese Ghouls
  • Alliance
  • Geekay Esports
  • Boars Gaming
  • Wolves Esports
  • Inner Circle
  • Team Gen G
  • Loops Esports
  • Alter Ego
  • Team Falcons
  • Papara Supermassive
  • Team 9ZG

2025 PMGC Key Dates

  • PMGC Last Chance (December 6th – 7th)
  • PMGC Grand Finals (December 12th – 14th)

As the pinnacle of the competitive season, the 2025 PMGC in Bangkok stands as the ultimate proving ground for the world’s top PUBG MOBILE Esports teams. This year marks a new chapter for the scene, uniting the 2025 PMGC with the 2025 PUBG Global Championship (PGC) under the groundbreaking banner of PUBG UNITED 2025. By ending the year with its most prestigious event, PUBG MOBILE Esports not only celebrates the year’s finest talent, but also sets a forward-looking momentum that will shape the competitive landscape of the year ahead.

For more information on the 2025 PMGC, fans can keep up to date on PUBG MOBILE Esports’ YouTube, Facebook and Twitch channels. For more PUBG MOBILE Esports news, stay tuned on Facebook, Instagram, Twitter, Youtube, and TikTok.

 

The post THE 2025 PUBG MOBILE GLOBAL CHAMPIONSHIP GROUP STAGE WRAPS UP WITH LAST CHANCE IN SIGHT appeared first on European Gaming Industry News.

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PayRam Unveils Private Stablecoin Payment Gateway Built for iGaming

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PayRamnt-weight: 400;”> has launched its private stablecoin payment gateway for iGaming operators, gaming platforms, and affiliates that require fast, borderless, and censorship-resistant payments.

Built on the belief that payments should operate as freely as the internet itself, PayRam delivers decentralized PayFi infrastructure that allows iGaming businesses to accept and manage stablecoin payments through fully self-hosted infrastructure. Operators no longer rely on banks, custodians, or centralized processors to control their revenue.

In an industry plagued by frozen balances, chargebacks, delayed settlements, and compliance shutdowns, PayRam gives operators direct control over funds, payouts, and transaction infrastructure. Platforms retain ownership of their payment flow without platform risk. Operators can now accept private stablecoin deposits, launch without intermediaries, and expand globally on their own terms.

Stablecoins Are the Future of Global iGaming Payments

Stablecoins now drive the most significant transformation in payments in decades. With a market capitalization exceeding $300 billion, stablecoins now function as real-world settlement infrastructure rather than speculative assets. For iGaming businesses that operate across borders, stablecoins deliver instant payouts, low transaction costs, and continuous global liquidity.

Governments also continue to formalize regulatory frameworks. Initiatives such as the GENIUS Bill in the United States signal that stablecoins will soon function as foundational financial infrastructure for both traditional commerce and emerging agent-driven economies.

Yet most existing stablecoin fiat gateways still copy legacy banking structures. They custodian funds, over-monitor transactions, delay settlements, and restrict high-risk industries such as iGaming. Operators continue to face frozen balances, withheld profits, and sudden account closures.

Instead of decentralizing commerce, centralized processors reintroduce single points of failure. They strip merchants of privacy, predictability, and true ownership of funds.

PayRam removes these bottlenecks by allowing iGaming operators to deploy and operate their own self-hosted stablecoin payment nodes. This sovereign infrastructure restores payment autonomy, protects funds from blacklisting, enables private deposits, and eliminates third-party revenue risk.

Permissionless Commerce Underpinned By Privacy

PayRam embodies a mission to decentralize the global payments ecosystem. Its founder, Siddharth Menon, who previously co-founded WazirX, India’s largest cryptocurrency exchange, helped bring crypto to more than 15 million users. Today, he’s channeling that experience into building a decentralized PayFi layer engineered for privacy, autonomy, and self-custody.

“The future of payments is decentralized stablecoin payments. As the world moves beyond custodial systems, PayRam is building the foundation for permissionless commerce, where every merchant, creator, or platform can host and own their own payment infrastructure,” said Siddharth Menon, Founder of PayRam. “Just as Uniswap reimagined trading through decentralization, PayRam is reimagining how money moves across the internet.”

iGaming Operators Go Live in Minutes and Expand Into Underserved Regions

PayRam removes all onboarding friction. Operators need no approvals, no vetting, and no centralized onboarding process. Any business can deploy PayRam, configure it, and begin processing private stablecoin payments within 10 minutes.

This instant deployment allows operators to enter underserved and payment-restricted regions, unlock new player bases, and launch real-money gaming operations without waiting on banks, payment processors, or jurisdictional approvals.

PayRam is built as a merchant-first ecosystem, offering advanced accounting analytics, scalable APIs, and automated payments orchestration tools. It also arrives with integrated growth tools like referral and payout systems. Merchants and individuals can issue payment requests, share unique payment links, and monitor transactions through programmable APIs, all operated on infrastructure that users self-host and fully control. The built-in SmartSweep feature uses a family of smart contracts to move funds securely and periodically, eliminating the need to store private keys on servers.

PayRam supports stablecoin and cryptocurrency payments across major networks including Bitcoin, Ethereum, Base, and Tron, with integrations for Polygon, BNB Smart Chain, Solana, Ripple, Monero, and TON next in line.

“We’ve used several crypto payment providers over the years, including BTCPay Server, NOWPayments, and others, but PayRam stands out as truly open and built for the modern internet economy. It gives us full control over our payments and funds, along with stablecoin support, privacy, multi-chain flexibility, and faster global settlements,” said an iGaming operator using PayRam.

PayRam Prepares to Support Agentic Betting With Privacy and Automation

Agentic betting represents the next evolution of iGaming, where autonomous software agents will place bets, execute strategies, manage bankrolls, and settle wagers in real time without human intervention. These systems already power algorithmic trading in financial markets, and iGaming infrastructure now begins to move in the same direction.

Most existing betting and payment infrastructure cannot support this shift. Centralized processors expose transaction logic, restrict automated flows, and introduce settlement delays that break agent-driven wagering models at scale.

PayRam is actively adopting the foundational standards and infrastructure required to support agentic betting in the future. The platform is positioning itself as a privacy-first, decentralized payment layer that will allow autonomous betting systems to operate with:

  • Private stablecoin deposits
  • Real-time settlement logic
  • Automated treasury and bankroll flows
  • Programmable payout execution
  • Full self-custody and non-custodial risk isolation

By preparing to adopt open standards such as x402 and ERC-8004, PayRam aims to support interoperable and intelligent payment flows between autonomous betting systems, sportsbooks, and gaming platforms when the agentic wagering ecosystem reaches production maturity.

Through this approach, PayRam is building the foundation for a future where payments are private, programmable, and permissionless.

About PayRam

PayRam is the world’s first self-hosted private stablecoin processor, giving merchants and individuals complete control over their payments stack. Built for the next era of permissionless commerce, it merges stablecoin payments with self-hosted infrastructure to enable borderless, censorship-resistant transactions.

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Week 49/2025 slot games releases

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Here are this weeks latest slots releases compiled by European Gaming

BGaming gets in the festive spirit with a Christmas take on its acclaimed casual hit, Aviamasters, with Aviamasters X-Mas. Santa and his sleigh replace the plane from the original title, with players watching as he flies through the air, collecting festive multipliers before hopefully landing on an ice floe to collect his prizes.

Stakelogic is spreading festive cheer this December with the release of Big Sugar Bonanza Xmas, a delicious sequel of the candy-coated hit, Big Sugar Bonanza. Launching on 1st December 2025, the new game transforms the Fluffkins’ sugary kingdom into a winter wonderland of treats and turbo-charged multipliers.

 

Million Games is bringing festive mayhem to the iGaming world with the launch of Rudolph’s Gone Rogue, a fast-paced Christmas slot where Santa’s most famous reindeer takes centre stage in a runaway holiday adventure. In this 5×3, 20-payline slot, Rudolph bolts into the night sky, dragging the rest of the herd with him and leaving a trail of chaos in his wake.

Spinomenal has unwrapped its new title Majestic Santa, signalling the start of the festive season. Spinomenal’s festive-inspired treat is a 5×3 slot that is bursting with Christmas imagery including red stockings, gingerbread men, and glistening golden bells.

Evoplay has launched Mega Greatest Catch: Blue Marlin, bringing the fearless fisherman Harry back to sea for his most exciting adventure yet. The latest instalment transports players to bright turquoise waters, where random scatters can trigger free spins, wilds appear unexpectedly, and the scatter respin feature offers a welcome second chance to enter the round.

Looking to unwrap longer sessions, stronger engagement and bigger revenues this Christmas? ICONIC21, in-demand iGaming content provider, just launched Sweet Royale Xmas ahead of the holiday season. Sweet Royale is one of the provider’s most popular slots to date and now returns in a Christmas edition decked with boughs of candy to allow operators to leverage the rise in slotting activity during the festive period.

Meet Nolimit City’s latest Crazy Ex-Girlfriend…the kind ex who would “accidentally” like your 2014 selfie at 3am and has a little voodoo doll named after you. Crazy Ex-Girlfriend has mapped out your every move and runs through a 2-4-4-4-4-2 layout across 6 reels.

 

It’s the most magical time of the year, but don’t expect a peaceful Christmas with the release of Realistic Games’ latest blockbuster slot, Wreckmas. The new 5×3, feature-packed slot brings toppled trees, tangled tinsel and chaotic carols to a family Christmas, along with the chance to hit a 5,000x max win.

Players can jingle their way to jackpot joy in Christmas MegapotsTM from Big Time Gaming. This festive slot brings Big Time Gaming’s legendary Megapots mechanic to life with seasonal sparkle, giving players the chance to unwrap Mini, Midi or Mega Jackpots with each spin.

Players are being commanded to raise the sails and brace themselves for a high seas adventure like no other in Captain WinBreaker, the latest swashbuckling slot from Northern Lights Gaming. This pirate-themed slot sees players take the helm of a ship bound for treasures and untold riches.

Amusnet has released 20 Burning Hot Buy Bonus, a sizzling twist on the classic fruit slot. Set across 5 reels and 3 lines, this game combines familiar symbols with modern mechanics for fast-paced spins, vibrant visuals and nonstop excitement.

SlotMatrix is embracing the holiday season with Santa’s Golden Christmas, a sparkling new slot packed with festive cheer, golden prizes, and heart-warming holiday magic. Set in a winter wonderland, the game brings players closer to the jolly gift-giver.

Inspired Entertainment, Inc. is thrilled to announce the exclusive launch of its brand-new, bespoke slot game, Spin O’Reely Grand Chance, in collaboration with long time partners bet365. Expanding bet365’s popular exclusive Irish-themed Spin O’Reely game series, the game will initially be available to players in the UK, Ontario, and New Jersey, with more markets to follow soon.

 

Play’n GO pits sun god Ra against serpent deity Apophis in Ra’s Reckoning, a mythic grid slot inspired by the celestial battles of ancient Egypt. Ra’s Reckoning brings players face to face with an age-old mythic struggle – the eternal duel between light and chaos. 

Playson has unleashed a whirlwind of excitement with Tornado Power: Hold and Win, introducing a new Tornado Feature and enhanced payouts. The 3×4, 10 payline slot features immersive visuals with old-school charm, as the untamed gameplay is further enhanced by a new Tornado Feature

ELA Games announces the release of its latest title, Joker Jam, a bold visual addition to the studio’s growing portfolio of strategic yet aesthetic games. Set under the neon glow of a vibrant city, Joker Jam reimagines the classic Vegas aesthetic into a thrilling experience.

Just Slots has announced the exclusive launch of its newest title, Dynamo’s Show, available on Gamdom and Stake. A full network release will follow on 11 December 2025. This vibrant new slot transforms the classic Hold & Collect experience into a full theatrical performance

Spinomenal is celebrating  the holiday season by inviting players for a festive journey with The North Star Express – Hold & Hit 3×3. Unfolding against a wintry backdrop, North Star Express arrives to present a fun, festive adventure as players race through snowy forests.

Belatra Games, the specialist online slots developer, has rolled out the red carpet to the Frozen Barrel Tavern to celebrate the festive season. Players are warmly welcomed into a cosy winter tavern that radiates holiday cheer and buzzes with Christmas chatter.

 

The post Week 49/2025 slot games releases appeared first on European Gaming Industry News.

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