Moon Active
Moon Active: Private Casual-Gaming Powerhouse Built Around Coin Master
Moon Active combines rare mobile-gaming scale with likely cash generation, but Coin Master concentration and private-company opacity keep the investment case in track rather than buy territory.
Cover facts
Company profile
Moon Active is a Tel Aviv-based private mobile-gaming company founded in 2011 by Samuel Albin. It scaled around Coin Master, one of the world’s highest-grossing casual mobile games, then broadened its portfolio through acquisitions including Melsoft and Zen Match. Public evidence supports exceptional revenue scale and likely strong cash generation, but the company remains materially opaque on cap table, board composition, current margins, and title-level mix, so public diligence is better at proving strategic relevance than at fully underwriting the equity.
- Website
- moonactive.com
- Founded
- 2011-01-01
- Founders
- Samuel Albin
- Founding location
- Tel Aviv, Israel
- Headquarters
- Tel Aviv, Israel
- Product
- Freemium casual mobile games led by Coin Master, with portfolio diversification through Travel Town, Family Island, MyCafe, and Zen Match.
- Customers
- Global casual mobile gamers monetized mainly through app-store in-app purchases and live-ops progression loops.
- Business model
- Freemium mobile gaming with IAP-led monetization, app-store distribution, large-scale live-ops, and possible but undisclosed DTC or ad revenue contribution.
- Stage
- growth
- Funding status
- Last disclosed corporate transaction was a $300M secondary at a $5B valuation in 2021; later public valuation discussion is scenario-based rather than tied to a fresh priced round.
Executive summary
Top strengths
- Coin Master remains a genuine global franchise with multi-year top-grossing durability, more than $6B of lifetime spending, and public evidence that Moon Active ended 2024 above $2B of revenue.
- Moon Active appears to have reached exceptional scale with limited visible primary funding, implying strong internal cash generation and strategic flexibility for acquisitions rather than survival financing.
- Portfolio diversification is real enough to matter: Travel Town, Family Island, and Zen Match show Moon Active can buy or build meaningful adjacent casual-game revenue beyond the original flagship.
Top risks
- Coin Master concentration is still heavy, with Naavik estimating 73% of Q1 2024 store revenue came from the flagship title.
- The cap table, preference stack, current cash position, and audited 2025-2026 margins are not publicly disclosed, leaving the equity materially underwritten by inference rather than primary documents.
- Platform tolls, rising user-acquisition costs, and regulatory pressure around casual-casino-style mechanics widen downside if monetization efficiency weakens.
Open gaps
- Current cap table, liquidation preferences, and recent secondary-clearing levels remain unavailable from public sources.
- Audited 2025-2026 revenue, EBITDA, cash, debt, and deferred-revenue figures are still missing.
- Title-level contribution margins, UA payback, and DTC share are not publicly disclosed.
- Exact current headcount and board composition remain inconsistent or incomplete across retained public sources.
Contents
01Company Overview
1.1 Identity, scale, and business model
Moon Active is best understood as a private Israeli mobile-gaming operator whose identity is still dominated by Coin Master. Official copy is intentionally broad: the company describes itself as one of the world’s fastest-growing mobile game companies and says its entertainment is enjoyed by millions of players. Independent sources fill in the sharper edges. Multiple retained profiles place headquarters in Tel Aviv and identify Samuel Albin as founder and CEO, while secondary coverage consistently treats Coin Master as the company’s defining product and the economic engine behind later expansion. The business model is free-to-play mobile gaming built around in-app purchases, progression loops, and live operations rather than packaged-game revenue. What makes Moon Active notable is not just title success but scale concentration: Sensor Tower-based reporting says Coin Master alone crossed $6 billion of lifetime player spending by August 2024, averaged about $1.2 billion annually since 2020, and still ranked among the world’s top-grossing mobile titles in 2024. That scale explains why Moon Active can look like a mature cash generator despite having far less publicly disclosed capital and governance detail than most companies with comparable economic output.[CO001, CO002, CO003, CO004, CO005, CO006]
| Metric | Value / status | Evidence anchor | Confidence | Notes |
|---|---|---|---|---|
| Headquarters | Tel Aviv, Israel | current | high | Supported by official site and multiple profiles |
| Founding year | 2011 consensus | historical | medium | One retained Globes profile used 2012 instead |
| Founder / CEO | Samuel Albin | current | medium | Public profiles converge on the same executive identity |
| Core product | Coin Master | current | high | Still the flagship title in all retained profiles |
| Business model | Free-to-play mobile gaming with in-app purchases | current | medium | Direct pricing detail is not publicly itemized |
| Last priced secondary event | $300M at $5B valuation | 2021-11 | medium | Secondary transaction, not clearly fresh primary capital |
| Latest scale marker | Coin Master >$6B lifetime player spending | 2024-08 | medium | Represents game spending milestone, not a fresh financing round |
| Average annual revenue signal | ~$1.2B since 2020 for Coin Master | recent | medium | Based on Sensor Tower-derived game estimates |
| Public headcount signal | Conflicting: 501-1,000 to ~2,000+ | 2022-2026 | medium | Exact current employee count remains unresolved |
| Disclosure profile | Private company with limited governance visibility | current | medium | No audited public financial statements or board roster in retained sources |
Rows combine official company language, retained news coverage, and third-party directories; where public evidence conflicts, the conflict is stated rather than smoothed away.
[CO001, CO002, CO003, CO005, CO006, CO014]| Topic | Public signal | What it says | Caveat |
|---|---|---|---|
| Founder / CEO | Samuel Albin across profiles | Leadership continuity appears strong | Public biography depth is still limited |
| Other named executives | CFO Hadas Gazit and CTO Eran Koren appear in directory data | There is some executive visibility below the CEO | Not all profiles expose a full current org chart |
| Current hiring geographies | Tel Aviv, Kyiv, Warsaw, and remote on careers pages | Operations remain distributed across Israel and Europe | Current London / Romania / Lithuania footprint is less directly visible on official pages |
| Functional breadth | Marketing, R&D, art, product, customer relations, security, finance/legal, monetization, HR, operations | Moon Active operates as a scaled game studio rather than a single-title shell | Official pages describe teams but not org size by function |
| Technical operating model | Billions of daily events, GCP/AWS/Cloudflare, Kubernetes, GitHub Actions, ArgoCD | Live-ops and backend complexity are material | This evidence comes from recruiting language rather than audited engineering disclosures |
The table intentionally separates public operating detail from missing governance detail; job pages are useful for architecture clues but are still company-authored marketing artifacts.
[CO003, CO029, CO030, CO031, CO032, CO036]The core company-overview numbers are a 2021 $5 billion last-priced valuation, a 2024 Coin Master lifetime-spending figure above $6 billion, a roughly $1.2 billion annual spending run-rate since 2020, and heavy Q1 2024 dependence on Coin Master.
Q1 2024 store revenue and product mix come from Naavik analysis rather than company disclosure.
[CO014, CO017, CO018, CO038]1.2 Capital base, milestones, and portfolio expansion
The core milestones show a company that scaled unusually far before taking much visible primary capital. Retained coverage indicates Moon Active’s first major step-change came in January 2020, when Insight Partners bought shares for $125 million at a $1.25 billion valuation. That was followed in November 2021 by a $300 million secondary transaction at a $5 billion valuation led by Insight with Andalusian Private Capital participating. The milestone sequence matters because later coverage frames Moon Active as a growth-stage giant, but most of the disclosed financing was secondary rather than fresh balance-sheet capital. The next major arc was portfolio expansion. In December 2020 Moon Active acquired Melsoft, bringing Family Island and MyCafe into the orbit and giving the buyer a broader casual portfolio. In December 2022 it acquired Zen Match and the associated Istanbul-based team from Good Job Games, showing a willingness to buy products and talent rather than rely only on internal incubation. By 2024 analysts such as Naavik argued those bets had broadened revenue beyond Coin Master, even though flagship concentration still remained heavy. The result is a company story built around one mega-hit, deliberate M&A, and very limited formal disclosure about how management evaluates those capital allocation choices.[CO007, CO011, CO012, CO014, CO015, CO016]
| Date | Event | Amount | Implied valuation / outcome | Source quality note |
|---|---|---|---|---|
| 2016-07 | Seed round on Tracxn | $0.5M | Early primary funding disclosed by Tracxn | Database-style source; not management-confirmed |
| 2020-01 | Insight Partners share purchase | $125M | ~$1.25B valuation | Secondary-style stake purchase from existing holders |
| 2021-11 | Secondary transaction led by Insight | $300M | ~$5B valuation | Well-covered but still a secondary rather than obvious fresh primary round |
| 2024-08 | Coin Master revenue milestone | n/a | Game crossed $6B lifetime spending | Not a financing event, so not directly comparable to valuation rounds |
| 2026-05 | No newer priced corporate financing found | null | Last clearly visible corporate valuation still traces to 2021 round | Public valuation language after 2021 is media- and metric-driven |
Moon Active’s public financing trail is unusually thin for a company of this apparent scale; later media often mix company valuation language with Coin Master revenue milestones.
[CO011, CO014, CO015, CO016, CO033, CO034]| Year / date | Milestone | Why it mattered | Evidence |
|---|---|---|---|
| 2011 | Company founded | Beginning of Moon Active corporate history | Consensus from multiple profiles |
| 2016-01 | Coin Master smartphone launch | Created the title that later drove almost all visible scale | Consensus company history |
| 2020-01 | Insight transaction at unicorn valuation | Marked step-up from private studio to billion-dollar asset | Globes and later funding coverage |
| 2020-12 | Melsoft acquisition | Added Family Island and MyCafe, broadening portfolio | GamesBeat, Globes, Latham, PocketGamer |
| 2021-11 | $300M secondary at $5B | Showed secondary-market demand and employee/investor liquidity | Investclub and trade press |
| 2022-12 | Zen Match and team acquisition | Expanded puzzle exposure and Istanbul talent footprint | PocketGamer and Deconstructor |
| 2024-08 | Coin Master >$6B lifetime spending | Confirmed enduring economic relevance of flagship title | CTech and Sensor Tower-derived coverage |
| 2024-Q1 | Portfolio beyond Coin Master became visible in analyst work | Evidence of diversification, though concentration remained high | Naavik analysis |
This table focuses on reusable company-history anchors for later chapters; valuation and product-scale rows are intentionally labeled so revenue milestones are not mistaken for fresh financings.
[CO002, CO007, CO011, CO014, CO023, CO024]| Stakeholder | Role / relationship | Evidence | Current visibility | Note |
|---|---|---|---|---|
| Samuel Albin | Founder & CEO | Public profiles and directories | high | Still the central named operating leader |
| Insight Partners | Lead outside investor in 2020 and 2021 secondaries | Globes and 2021 funding coverage | medium | Most visible institutional backer in retained sources |
| Andalusian Private Capital | Participant in 2021 secondary | 2021 funding coverage | medium | Appears in secondary-transaction reporting |
| FastForward Innovations | Early disclosed seed investor on Tracxn | Tracxn funding history | low | Legacy disclosed investor rather than visible current operator |
| Legacy shareholder group | David Alliance, Gigi Levy-Weiss, Or Ofer, Guy Gamzo, Jonathan Kolber | Globes, Wikipedia, and Tracxn references | low | Public sources identify names but not current ownership percentages |
This is a public-visibility stakeholder map rather than a cap table; it enumerates only investors and insiders that retained sources named explicitly.
[CO003, CO012, CO014, CO015, CO034, CO036]Moon Active scaled from a 2011 founding to a 2020 unicorn transaction, 2021 secondary liquidity event, 2022 portfolio M&A, and a 2024 Coin Master spending milestone above $6 billion.
[CO002, CO007, CO011, CO014, CO023, CO027]Moon Active used M&A to move from a single mega-hit toward a broader casual portfolio, though later analyst work still shows heavy concentration in Coin Master.
[CO023, CO024, CO027, CO038, CO039, CO040]1.3 Leadership, operating footprint, and disclosure gaps
The operating picture is clearer than the governance picture. Public profiles and Moon Active’s own hiring materials support Samuel Albin’s continuing leadership and show an organization hiring across product, R&D, marketing, customer relations, security, finance/legal, monetization, and operations. Current recruiting pages also confirm active footprints in Tel Aviv, Kyiv, and Warsaw, while a Warsaw DevOps role describes infrastructure that ingests billions of daily events and relies on GCP, AWS, Cloudflare, Kubernetes, GitHub Actions, and ArgoCD. That operating detail is useful because it suggests Moon Active is not just a marketing-heavy casual-game studio; it runs meaningful backend, data, and live-ops infrastructure. Still, the company remains opaque where institutional diligence usually gets easier. Accessible public sources disagree sharply on current headcount, expose only partial executive detail, and do not provide a dependable live board roster, cap table, or audited revenue statements. Even valuation language needs care: some 2024 coverage clearly refers to Coin Master’s revenue milestone crossing $6 billion, not a fresh priced corporate financing. For later chapters, the practical takeaway is that Moon Active is easy to understand as a business phenomenon but harder to underwrite as a governance object from public evidence alone. That asymmetry is acceptable for a chapter-one orientation pass, but it means every later chapter should treat hard numbers about workforce, valuation, and governance as estimates to be re-corroborated rather than inherited blindly from a single profile page.[CO003, CO016, CO028, CO029, CO030, CO031]
| Topic | Best public evidence | Why it is still unresolved | Diligence implication |
|---|---|---|---|
| Current headcount | Public range from 501-1,000 to 1,947 to 2,000+ | Directories and trade press disagree on the live employee base | Operating leverage and efficiency are hard to benchmark cleanly |
| Board composition | Partial executive listings only | Accessible sources do not show a dependable current board roster | Governance, independence, and key-person oversight remain hard to assess |
| Revenue disclosure | Coin Master-based estimates are strong, company-level audited statements are absent | Generic directory revenue fields conflict with game-level evidence | Underwriting should rely on triangulated estimates, not one profile page |
| Valuation framing after 2021 | 2024 milestone language often refers to game revenue rather than a financing round | Media shorthand can blur company valuation with product revenue success | Later valuation chapters must separate priced rounds from narrative marks |
| Cap table / ownership | Secondary events are visible but full ownership map is not | No public cap-table or preference stack is available | Downside, dilution, and control analysis remain constrained |
This is a chapter-one evidence-gap table, not a thesis table: it records where public visibility remains structurally weak despite abundant product and performance coverage.
[CO033, CO035, CO036, CO037, CO044]1.4 Exhibits
02Market Analysis
2.1 Market boundary and evidence-constrained sizing
Moon Active should not be analyzed as a real-money gambling operator, but neither should Coin Master be treated as a generic casual game with no casino adjacency. The official Google Play listing describes the title as a free game with in-app purchases and explicitly says it does not offer real-money gambling or real-money prizes. At the same time, third-party genre analysts describe Coin Master as casual on Google Play, adventure on Apple, and mechanically closest to a social-casino slots product because its core loop is a spin, reward, build, and raid cycle. The practical market boundary is therefore free-to-play mobile entertainment centered on casual play, but with social-casino-adjacent monetization psychology. That framing matters because the narrow social-casino market is roughly USD 9-10 billion in 2026, the broader casual-game IAP pool is far larger at roughly USD 32.7 billion, and the full mobile-gaming context is roughly USD 103 billion of 2025 revenue. Coin Master's own roughly USD 1.2 billion annual revenue proxy since 2020 means Moon Active already matters economically in any of those lenses, but the implied market share changes radically depending on which boundary is chosen. That is why the chapter uses multiple lenses rather than a single inflated TAM headline.[CM001, CM002, CM003, CM004, CM005, CM006]
| Segment / category | Included spend | Excluded spend | Buyer / user / payer | Relevance to Moon Active |
|---|---|---|---|---|
| Core operating lens: casual mobile entertainment with social-casino-adjacent mechanics | In-app purchases tied to spins, events, boosters, cards, and progression inside F2P mobile titles | Real-money gambling handle, console/PC premium sales, unrelated app-subscription revenue | Individual players are users and usually payers; platforms mediate the transaction | Best fit for Coin Master because it matches the actual product and monetization loop |
| Narrow lens: social casino / slots-adjacent mobile spend | Free-to-play slots, bingo, poker, table, and similar virtual-currency casino play | Real-money wagering and regulated gambling revenue | Adult entertainment seekers; payer base is a small minority of users | Useful for judging Coin Master against the most behaviorally similar spend pool |
| Broader lens: casual-game IAP market | Puzzle, lifestyle, simulation, hybrid casual, and related in-app purchase spend | Ad revenue outside game spend and non-gaming subscriptions | Mass-market casual players with low-friction onboarding | Useful because Coin Master competes for casual attention and app-store spend, not only casino spend |
| Wider context: total mobile games market | All mobile game revenue across app stores and related game monetization channels | Non-game app spending, console, and PC game revenue | Global smartphone users and cross-platform gamers | Context only; too broad to use as a core underwriting TAM |
| Explicitly excluded: real-money gambling | None for the core thesis | Cash wagering, sportsbook, and regulated casino net gaming revenue | Gamblers and regulated gambling operators | Coin Master listing says it is not real-money gambling, so this should remain outside the core Moon Active boundary |
The table separates behaviorally similar spend from merely adjacent spend so that later market-share arithmetic is boundary-aware rather than slogan-driven.
[CM001, CM002, CM003, CM005, CM006, CM014]| Lens | Source / year | Value | What it includes | Confidence | Key limitation | Implication for Moon Active |
|---|---|---|---|---|---|---|
| Narrow social casino | Mordor / 2026 | USD 9.06B | Global social casino revenue | medium | Vendor methodology is proprietary and category boundary is not universal | Closest narrow comparable lens for Coin Master's slots-adjacent design |
| Online social casino | TBRC / 2026 | USD 10.11B | Apps, websites, virtual-currency casinos, and related digital entertainment | medium | Broader than pure mobile and includes web products | Useful confirmation that the narrow lens is roughly a USD 10B market, not a USD 100B market |
| Social casino forecast | Grand View / 2024-2030 | USD 8.51B to USD 14.31B | Global social casino with mobile-first growth assumptions | medium | Forecast starts from 2024 rather than a pure 2026 point estimate | Shows that the narrow lens can grow, but not explosively enough to justify boundary slippage |
| Casual-game IAP pool | MAF / State of Mobile 2026 | USD 32.7B | Casual-game in-app purchase revenue | medium | Ad revenue excluded and subgenre mapping depends on vendor taxonomy | A broader but still relevant lens for Coin Master's actual app-store competition |
| Total mobile games revenue | Newzoo summary / 2025 | USD 103.0B | Global mobile games revenue | medium | Too broad for core TAM because many genres are not realistic substitutes for Coin Master | Good upper context, poor core underwriting TAM |
| Total mobile app spending | Sensor Tower / 2026 forecast | USD 233.0B | All app-store spending across games and non-games | low | Not a game-only market number | Useful only to show games compete with non-game apps for the same app-store wallet |
| Coin Master annual revenue proxy | Sensor Tower / 2024 | ~USD 1.2B | Annualized gross player spend since 2020 | medium | Game-level gross revenue proxy, not Moon Active corporate net revenue | Provides an evidence-constrained SOM proxy under multiple boundary choices |
Low/base/high TAM rhetoric is less useful here than lens discipline: the same title can look like a dominant niche asset or a mid-share casual asset depending on which boundary is chosen.
[CM007, CM008, CM009, CM012, CM013, CM023]A narrow social-casino lens, a broader casual-IAP lens, and a still broader mobile-games lens all describe the market differently; Coin Master's own scale sits meaningfully inside each.
The layers are not additive. They are nested boundary choices drawn from different but near-current sources to show how the implied relevance pool shrinks as the definition becomes more behaviorally specific.
[CM007, CM025, CM034, CM049, CM059, CM060]2.2 Users, payers, and app-store-mediated spend
The buyer, user, and payer structure in Moon Active's market is overwhelmingly consumer-led, but it is not homogeneous. Coin Master's audience begins with broad casual mobile users looking for short-session entertainment, yet its retention and monetization loops lean on social competition, collection pressure, and repeated event participation. Public demographic proxies show why that matters. Mobile gaming is close to gender balanced, women are more likely to be mobile-only players, and Asia-Pacific contributes the largest player base and revenue pool. At the same time, monetization is highly concentrated: public mobile benchmarks say half of players pay nothing, while only a small high-spender minority contributes disproportionate spend. For Moon Active, that means the most relevant segmentation is not enterprise budget ownership but the path from free installer to habitual spender. App stores sit in the middle of that path. Apple and Google control listing visibility, payment rails, entitlement handling, and large parts of the attribution stack. Apple's ATT rules constrain cross-app tracking, while Google Play billing defines how digital goods are sold on Android. In practice, Moon Active sells to individual consumers, converts a minority of them into payers, and depends on platform infrastructure to collect and optimize that spend.[CM001, CM003, CM006, CM026, CM030, CM031]
| Segment | Primary user | Primary payer | Spend behavior | Adoption trigger | Budget owner | Why it matters for Moon Active |
|---|---|---|---|---|---|---|
| Non-paying casual user | Short-session mobile player | No one | Consumes free spins, rewards, and social prompts but never converts | Simple onboarding and recognizable art style | n/a | Drives reach and social graph density but not direct revenue |
| Low-spend habitual player | Daily returner who buys occasionally | Individual consumer | Small top-ups and event participation | Runs out of energy or spins during a live event | Individual discretionary spend | Large cohort that benefits from retention and event design |
| High-spend collector / whale | Completionist or prestige-focused player | Individual consumer | Repeated IAPs, event chasing, collection completion | Competitive urgency, scarcity, or accelerated progression | Individual discretionary spend | A small payer minority can drive disproportionate revenue |
| Social competitor | PvP-oriented raider / team participant | Individual consumer | Spends to maintain status, raids, and leaderboard position | Fear of falling behind friends or teams | Individual discretionary spend | Explains why Coin Master behaves more like social casino adjacency than pure puzzle |
| Mobile-only mainstream player | Player who prefers phone over PC or console | Usually none or low spender | Light spend but high accessibility | Convenience, boredom relief, and easy sessions | Individual discretionary spend | Broadens Moon Active beyond classic casino audiences |
| Regionally scaled APAC mobile user | Mobile-first user in high-player-density markets | Mixed; lower spend per user but huge reach | Freemium usage with localized payments and events | Smartphone access and local social play patterns | Individual discretionary spend | Supports the geographic scale case even where ARPPU varies |
This market is consumer-led rather than enterprise-led, so the key analytical split is free users versus payer cohorts rather than named corporate budget owners.
[CM006, CM026, CM030, CM031, CM032, CM033]| Stage | Platform / actor | Evidence | Constraint | Effect on economics |
|---|---|---|---|---|
| Listing and discovery | Google Play / Apple storefronts | Coin Master store listing plus app-store docs | Platform controls presentation, categories, and listing rules | Discovery is never fully owned by the publisher |
| Purchase flow | Apple and Google billing systems | Apple small-business page; Google Play billing docs | In-app purchases run through platform billing rails unless shifted elsewhere | Platform mediation affects net revenue and refund handling |
| Attribution and measurement | Apple ATT regime | Apple privacy guidance and Adjust ATT data | Cross-app tracking requires consent and lower opt-in reduces signal quality | UA efficiency depends more on modeling, creatives, and first-party data |
| Child safety and disclosure | ASA / GOV.UK / Ukie | Mandatory disclosure and parental-control expectations | Loot-box-like mechanics can trigger mandatory disclosures and governance asks | Compliance work rises and poor disclosure can damage conversion or trust |
| Regulatory interpretation | Parliament / regulators / academics | Commons and Royal Society evidence | Legal definitions are still evolving and self-regulation may prove insufficient | Policy uncertainty deserves a valuation discount rather than a zero-risk assumption |
| Off-store mitigation | Publisher D2C and alternative payments | AppMagic D2C trend summary | Mostly available to top publishers with scale and tooling | Can improve margins, but public evidence does not show how much Moon Active has already shifted off-store |
Moon Active sells consumer entertainment, but the economics are routed through platform infrastructure and platform rules before they become company revenue.
[CM022, CM035, CM036, CM037, CM038, CM039]Moon Active acquires broad casual users through app-store and paid channels, then relies on live ops and platform-mediated billing to convert a minority into payers.
This flow is a behavioral map, not a literal conversion funnel with published percentages, because Moon Active does not disclose cohort data publicly.
[CM019, CM032, CM035, CM036, CM038, CM039]2.3 Growth drivers and adoption constraints
The major growth tailwinds are real, but they are no longer simple. Smartphone and internet penetration keep expanding the reachable audience: more than 5.78 billion people now use mobile phones, more than 6 billion are online, and mobile remains the largest gaming platform by both users and revenue. Casual formats still dominate installs, and live operations, mini-games, rewards, and seasonal events are now standard tools for sustaining engagement. Adjust and AppsFlyer both show the same operational shift: growth depends less on brute-force scale and more on retention, creative iteration, and efficient user acquisition. But the constraints are equally important. AppMagic's 2025 summary points to a mature market with near-flat revenue growth, while casino downloads rose even as casino revenue fell, which suggests weaker monetization efficiency. ATT and broader privacy limits reduce targeting signal quality on iOS. App stores still mediate the purchase flow and can change the economics of distribution. Finally, gambling-adjacent mechanics face rising scrutiny: UK authorities now require prominent loot-box disclosures, want under-18 purchases blocked without parental consent, and continue to review stronger measures if self-regulation fails. For Moon Active, the market is large enough; the real question is whether it can keep conversion and retention high while the distribution environment becomes more expensive and more regulated.[CM015, CM016, CM017, CM018, CM019, CM020]
| Driver / constraint | Direction | Evidence anchor | Timing | Implication for Moon Active | Diligence ask |
|---|---|---|---|---|---|
| 5.78B mobile users and 6.04B internet users | Driver | DataReportal 2025 adoption baseline | Current | Huge reachable audience keeps mobile gaming structurally relevant | How concentrated is Moon Active in mature versus emerging geographies? |
| Casual installs still dominate | Driver | Udonis 86.9% install share benchmark | Current | Coin Master can still recruit from a very large casual top of funnel | What share of Moon Active UA targets broad casual versus high-value niche cohorts? |
| Live ops, mini-games, and events improve retention | Driver | Udonis + Adjust | Current | Moon Active's historical strength in events remains economically important | What percentage of monthly bookings now come from event windows? |
| AI-driven creative scale and measurement tools | Driver | AppsFlyer + Adjust | Current | Sophisticated marketers can keep testing even in crowded channels | Does Moon Active own enough first-party creative feedback loops to stay efficient? |
| D2C and alternative payments are growing | Driver | AppMagic summary | Emerging | Top publishers may partially offset store take rates outside native billing | Does Moon Active operate meaningful web-store or off-store payment volume? |
| Mobile market growth is slowing | Constraint | AppMagic summary 0.2% revenue growth | Current | Growth now comes more from execution than from a rising tide | How fast are Moon Active's core titles growing relative to the underlying market? |
| Casino downloads can rise while casino revenue falls | Constraint | AppMagic summary | Current | Install growth alone is no longer a reliable proxy for monetization health | Is Coin Master defending payer quality or just preserving user volume? |
| ATT reduces targeting signal quality | Constraint | Apple ATT + Adjust opt-in data | Current | UA optimization is harder and more model-driven, especially on iOS | What has happened to Moon Active iOS ROAS since ATT became the norm? |
| Apple and Google sit in the billing path | Constraint | Apple / Google billing docs | Structural | Distribution, purchase flow, and entitlements remain platform dependent | What effective take rates apply by store and geography? |
| Loot-box oversight is tightening | Constraint | ASA, GOV.UK, Ukie, Commons, Royal Society | Current / rising | Casino-adjacent mechanics can trigger disclosure, child-safety, and reputational pressure | Has Coin Master materially changed disclosures or purchase gating by jurisdiction? |
The point is not whether the market is “growing” in the abstract; it is whether Moon Active can keep converting attention into spend as distribution gets noisier and policy scrutiny rises.
[CM015, CM019, CM020, CM021, CM022, CM027]2.4 Contradictions and diligence gaps
The biggest analytical trap in Moon Active's market is pretending that one number resolves the market question. It does not. The narrowest retained estimates cluster around roughly USD 9-10 billion for social casino in 2026, but broader casual-game IAP pools and total mobile-gaming contexts are much larger. Those figures are not mutually exclusive; they are different boundary choices. That means any share calculation must explicitly say which lens it uses. Evidence gaps remain material as well. Public data do not reveal Coin Master's current payer conversion, the split between whales and the broader payer base, or the share of gross player spend that Moon Active keeps after store fees, taxes, and any off-store payments. Regulatory evidence is also mixed: governments have favored industry-led protections, but academic scrutiny says compliance is weak and enforcement thin. The right diligence stance is therefore not to reject the market, but to treat Moon Active as a company operating in a large, fuzzy, and policy-sensitive market where operational execution matters more than slogan-sized TAM.[CM007, CM008, CM009, CM012, CM013, CM022]
| Issue | Evidence | Why the contradiction exists | What it means for underwriting | Diligence next step |
|---|---|---|---|---|
| Social casino 2026 market size differs by source | Mordor USD 9.06B vs. TBRC USD 10.11B | One source frames social casino broadly; another frames online social casino across apps and websites | Treat both as narrow-lens guideposts, not precise truth | Request one primary-source taxonomy from a mobile-intelligence vendor |
| Long-term social-casino forecasts look bigger | Grand View projects USD 14.31B by 2030 | Forecast horizon and assumptions differ from point-in-time 2026 estimates | Growth exists, but investors should not collapse 2030 optimism into 2026 TAM | Separate current market from future bull case in valuation work |
| Casual-IAP lens is much larger than social casino | MAF casual IAP revenue USD 32.7B | Casual includes many titles that are not behavioral substitutes for Coin Master | Good for upper-middle boundary, weak for precise peer set | Build peer basket by mechanics, not only store genre |
| Total mobile-gaming and app-spend lenses are far larger again | Newzoo-style USD 103B mobile games; Sensor Tower-style USD 233B total app spending | These numbers include spend pools that Moon Active cannot realistically capture | Useful for context, risky as a core TAM claim | Use only as context in investment memos |
| Company-specific payer mix is unknown | Public payer benchmarks exist, but Moon Active cohort data do not | Category averages do not reveal Coin Master's actual payer concentration | SAM/SOM precision is limited | Request title-level payer conversion and ARPPU data |
| Net revenue after store fees and D2C is unknown | Apple and Google document billing systems, but Moon Active gross-to-net is undisclosed | Public docs describe rules, not Moon Active's actual mix | Gross player spend should not be confused with corporate net revenue | Request a store-by-store gross-to-net bridge |
This table preserves contradictions instead of smoothing them away. That is intentional: fuzzy boundaries are the central analytical reality of Moon Active's market, not a formatting problem.
[CM007, CM008, CM009, CM012, CM013, CM022]2.5 Exhibits
03Competitors
3.1 Direct, adjacent, substitute, and likely-entrant landscape
Moon Active competes in a tighter set than a generic “mobile gaming” label implies. Coin Master’s official listings still define the flagship as a spin, raid, build, collect, and team-based casual title with virtual-item purchases and no real-money payouts. That makes Scopely’s MONOPOLY GO the nearest scaled adjacent rival because it pairs a different front-end—dice and a board-game skin—with the same economic skeleton: build progression, social heists, sticker completion, and relentless event cadence. Independent analysis suggests MONOPOLY GO expanded the coin-looter audience instead of immediately destroying Coin Master, but that is not comfort; it means Moon Active now fights in a larger, better-financed arena. The direct set is therefore Coin Master plus other coin-looter or social-casino-adjacent loops; the incumbent set is King and Playrix; the substitute set is Playtika’s social-casino portfolio; and the likely-entrant or benchmark set includes Supercell, Jam City, and Tripledot, which have enough live-ops, audience, or store sophistication to matter even without cloning Coin Master exactly.[CP001, CP002, CP003, CP004, CP005, CP006]
| company / title | competitor class | scale / funding signal | target segment | differentiation | main limitation |
|---|---|---|---|---|---|
| Moon Active / Coin Master | Direct reference point | $852.16M Jan-Nov 2024 casual-publisher net IAP across Coin Master, Travel Town, Zen Match | Adult casual players who accept spin/raid/card loops | Spin-raids + village build + card sets + teams + expeditions | No retained public evidence of a comparable external store or DTC layer |
| Scopely / MONOPOLY GO | Direct adjacent threat | $1.344B 2024 revenue; 150M+ lifetime downloads; Scopely led 2024 casual-publisher ranking | Mass-market casual and board-game audiences | Hasbro IP + stickers + hourly events + co-op/heist loops | Relies on licensed IP framing and app-store distribution |
| King / Candy Crush Saga | Incumbent wallet competitor | King was #3 in 2024 casual-publisher revenue; Microsoft-backed after ABK deal | Global match-3 mass market | Deep level/event machine and brand familiarity | Lower mechanic overlap with Coin Master than MONOPOLY GO or Playtika |
| Playrix / Gardenscapes + Homescapes | Incumbent adjacent | Playrix was #2 in 2024 casual-publisher revenue | Adult casual puzzle payers | Renovation meta, huge content banks, frequent events | Competes more on retention time than raid/social-casino adjacency |
| Playtika / Slotomania + Dice Dreams cluster | Substitute cluster | Q1 2026 revenue $744.7M; DTC revenue $291.8M | Social-casino and board/coin-looter spenders | Casino depth, cross-game rewards, DTC scale, multiple adjacent titles | Less family-friendly packaging than Coin Master or MONOPOLY GO |
| Jam City / Cookie Jam | Secondary incumbent | Official site says franchises have billions of installs; Cookie Jam has 11,000 levels | Match-3 casual players | Weekly new levels and limited-time events | Smaller balance-sheet and portfolio power than top-tier rivals |
| Tripledot / Woodoku | Adjacent / likely entrant | 25M+ daily active users across portfolio | Broad puzzle audience with ad-plus-IAP monetization | Mass puzzle reach and strong monetization data exhaust | Low current mechanic overlap with Coin Master |
| Supercell / Hay Day | Likely entrant benchmark | World-scale multi-franchise mobile operator with dedicated Hay Day Store | Community-first casual players | Neighborhoods, trade loops, years-long live ops, store execution | Low direct coin-looter overlap today |
Coverage is partial rather than exhaustive: the table focuses on the highest-signal direct, adjacent, substitute, and likely-entrant competitors evidenced in retained sources as of 2026-05-27.
[CP006, CP007, CP010, CP012, CP014, CP015]Ordinal map of genre overlap with Coin Master versus distribution and monetization power across the main direct, incumbent, substitute, and likely-entrant competitors.
Both axes use evidence-backed ordinal scores from 1 to 5. Genre overlap reflects mechanic and payer-behavior similarity, while distribution and monetization power reflect publisher scale, IP, store capability, and channel leverage visible in retained sources.
[CP006, CP014, CP017, CP039, CP040]3.2 Competitor profiles and category-by-category threat shape
King, Playrix, Playtika, Jam City, Tripledot, and Supercell occupy very different threat positions. King and Candy Crush are the clearest incumbents: less mechanically similar than MONOPOLY GO, but still operating one of mobile’s deepest event and level ecosystems under Microsoft ownership. Playrix’s Scapes titles compete on long-session renovation retention rather than raid dynamics, yet they fight for the same adult casual payer and already know how to run very large level libraries with events and social hooks. Playtika matters because it sits on the social-casino boundary that Coin Master repeatedly touches without crossing: Slotomania, Bingo Blitz, WSOP, Board Kings, Pirate Kings, Dice Dreams, and Animals and Coins collectively create a substitute cluster Moon Active cannot ignore. Jam City and Tripledot are smaller threats, but they remain real because Cookie Jam and Woodoku show durable puzzle distribution with huge install or engagement bases, while Supercell is the benchmark for “years-long” franchise management and direct store execution even in lighter casual genres like Hay Day.[CP009, CP010, CP011, CP012, CP013, CP014]
| title | core loop | social / attack layer | collection / meta layer | live-ops evidence | off-store / DTC evidence | competitive implication |
|---|---|---|---|---|---|---|
| Coin Master | Spin -> raid / shield -> build villages | Teams, card trading, social attacks, expeditions | Card sets, thousands of villages, reward calendar | Ever-changing special events in official listings | No retained public external store in reviewed sources | Differentiated direct loop, but public-store gap vs DTC leaders |
| MONOPOLY GO | Dice -> properties -> heists -> board progression | Community Chest, heists, sticker trading groups | 100+ boards, sticker albums, tournaments, mini-games | Official listings say new events run every hour | No retained public external store in reviewed sources | Closest scaled adjacent threat with broader IP packaging |
| Candy Crush Saga | Match-3 puzzle progression | Lives, leaderboards, Facebook sync | Daily rewards, tournaments, themed events, All Stars | Weekly updates and live contest surfaced in app listing | No retained public DTC evidence in this chapter's source set | Incumbent retention machine more than direct mechanic clone |
| Playrix Scapes | Match-3 + restoration progression | Friends, community play, in-game social network | 16,000+ levels in Gardenscapes; renovation story arcs | Expeditions, competitions, new adventures in current updates | No retained public DTC evidence in this chapter's source set | Deep content bank competes for the same payer time budget |
| Slotomania / Playtika | Slot spins + jackpots + album progress | Casino clans, chat, community | Sloto-Album, weekly mini-games, cross-game rewards | Fresh slot releases and quests highlighted in app listing | Playtika reported record DTC revenue in Q1 2026 | Best pure substitute for gambling-adjacent spend |
| Hay Day / Supercell | Farm, produce, trade, fulfill orders | Neighborhoods up to 30 players, derby events | Seasonal events, trade economies, long-life progression | Frequent rewards experiments and weekly social competition | Dedicated Hay Day Store with store bonuses and specials | Benchmark for community and store sophistication |
| Cookie Jam / Jam City | Match-3 progression through bakery islands | Facebook sync and leaderboard competition | 11,000 levels, new weekly content, limited-time events | Weekly level drops and event cadence are explicit | No retained public DTC evidence in this chapter's source set | Scaled but second-tier casual incumbent |
| Woodoku / Tripledot | Block-puzzle / sudoku-board session loop | No meaningful social attack layer in retained sources | Daily puzzles and score chasing more than collection | Regular updates, but not event-heavy in retained listing | No retained public DTC evidence in this chapter's source set | Large adjacent audience but low direct overlap |
Cells describe evidenced capabilities only; where retained sources do not show a web shop or equivalent off-store channel, the row says so rather than inferring absence from the broader market.
[CP001, CP002, CP009, CP011, CP013, CP017]Qualitative capability comparison across six competitive dimensions that matter most for Moon Active in casual mobile gaming and social-casino-adjacent monetization.
Strong, Medium, Weak, and Unknown are ordinal evidence-backed ratings from retained public sources, not hidden product data; where no public DTC signal was retained for a publisher, the relevant cell says Unknown or Weak rather than filling with a guess.
[CP009, CP011, CP013, CP017, CP028, CP029]3.3 Monetization, distribution power, and switching-cost dynamics
At the download stage, these games barely compete on price because nearly all are free with optional virtual-item purchases. Competition instead happens inside the economy: which loop converts more payers, drives more daily return visits, and monetizes event urgency without burning out the audience. Coin Master leans harder into slot-like anticipation, raids, shields, and card-set completion. MONOPOLY GO softens similar pressure with familiar board IP, hourly events, sticker albums, and co-op systems. Candy Crush, Playrix, and Jam City use deeper level banks and themed events to keep players multi-homing across puzzle incumbents. Playtika adds the closest true substitute behavior with casino categories, loot boxes, and cross-game rewards. Distribution power is now two-layered. Apple and Google still mediate discovery, billing rules, and much of the UX, but leading publishers are building around that control through web shops and D2C systems. Playtika’s record DTC revenue and Supercell’s Hay Day Store show what stronger off-store execution looks like; Moon Active’s retained public surfaces do not yet show comparable external-store depth.[CP018, CP019, CP020, CP021, CP022, CP023]
| title | install price | packaging / monetization | randomized or variable-reward mechanic | community / retention hook | external-store evidence | implication |
|---|---|---|---|---|---|---|
| Coin Master | Free | Virtual-item IAP tied to spins and village progress | Wheel outcomes, raid rewards, card-set completion | Teams, expeditions, card trading, reward calendar | Not surfaced in retained public sources | Monetization remains app-store-native and event-led |
| MONOPOLY GO | Free | Virtual-item IAP around dice, builds, stickers, tournaments | Dice outcomes, sticker collections, time-limited events | Community Chest, heists, sticker groups, hourly events | Not surfaced in retained public sources | Uses softer board-game wrapper to drive similar urgency |
| Candy Crush Saga | Free | Optional boosters and moves inside match-3 loop | Booster and event cadence rather than explicit slot feel | Daily rewards, leaderboards, themed challenges, All Stars | Not surfaced in retained public sources | Incumbent relies on content density and habit rather than casino adjacency |
| Playrix Scapes | Free | Booster / power-up IAP plus randomized items | Randomized items explicitly disclosed by Playrix listings | Expeditions, competitions, renovation progress | Not surfaced in retained public sources | Retention-driven monetization competes for the same adult casual payer |
| Slotomania / Playtika | Free | Casino-style virtual-currency IAP plus ads | Slots, jackpots, loot boxes, album rewards | Casino clans, social channels, Playtika Rewards | Yes: Playtika disclosed material DTC revenue | Strongest substitute when Coin Master users skew toward simulated-gambling behavior |
| Hay Day / Supercell | Free | In-game purchases and random items | Some random items explicitly disclosed | Neighborhoods, trade, derby rewards | Yes: Hay Day Store offers points, bonuses, and specials | Shows how community loops can be paired with DTC execution |
| Cookie Jam / Jam City | Free | Match-3 IAP around level clearing and boosters | Daily wheel reward and event prizes | Weekly new levels, events, leaderboard, Facebook sync | Not surfaced in retained public sources | Secondary puzzle incumbent, but still competes on time and wallet share |
This table compares monetization packaging rather than absolute price levels because install pricing is effectively zero across the set; the key differences are event pressure, variable-reward design, and whether a publisher has a visible off-store path.
[CP014, CP018, CP019, CP020, CP021, CP026]3.4 Moat durability, commoditization risk, and likely entrants
Moon Active’s moat is real but narrower than a historical Coin Master success story can make it seem. The company still owns one of very few globally scaled spin-raid loops, and GameRefinery’s 2026 bulletin shows it continues layering new passes, races, and board-adjacent experiments onto that base. Yet adverse evidence is clear. Deconstructor argues the category now rewards copy-adjacent execution and notes revenue per download slipping as more challengers arrive. MONOPOLY GO already proved that a larger IP wrapper can broaden the audience without matching Coin Master’s exact tone. Playtika proves that social-casino infrastructure and DTC muscle can be brought into this neighborhood. Supercell and Tripledot show how community scale and store infrastructure can become optionality for future expansion or acquisitions. The durable view, therefore, is not that Coin Master is defenseless; it is that Moon Active must keep compounding live-ops quality, payer retention, and off-store capability faster than peers converge on similar mechanics.[CP033, CP034, CP035, CP036, CP037, CP038]
| moat or risk factor | direction | severity | evidence now | competitive implication | diligence ask |
|---|---|---|---|---|---|
| Coin Master's spin-raid-build formula | Strength | High | Official listings still show a distinctive slot-feeling PvP loop at global casual scale | Still one of the few truly scaled direct formulas in casual mobile | Request cohort retention and payer-conversion data by event type |
| MONOPOLY GO IP + scale | Risk | High | $1.344B 2024 revenue, 150M+ downloads, and broad board-game positioning | Scopely can keep bidding for the same payer wallet with broader brand appeal | Track Coin Master vs MONOPOLY GO chart positions, payer overlap, and UA share by geography |
| Microsoft-backed Candy Crush | Risk | Medium-High | Candy Crush remains a giant incumbent under Team Xbox | King can absorb slower growth or margin pressure for longer than an independent studio | Request evidence of Microsoft cross-promo or UA support decisions specific to King |
| Playtika social-casino substitute cluster | Risk | High | Slotomania + Dice Dreams + Board Kings + Pirate Kings plus $291.8M quarterly DTC revenue | High-spend users can defect into better-instrumented substitute ecosystems | Benchmark Moon Active VIP, reward, and off-store capabilities versus Playtika |
| Visible DTC / store gap | Risk | Medium-High | Supercell and Playtika show public store or DTC evidence, while retained Moon Active surfaces do not | Moon Active may remain more exposed to app-store take rates and billing UX | Ask for Coin Master web-shop revenue share, roadmap, and repeat-visit metrics |
| Low hard switching costs | Risk | High | Free installs and social sharing coexist with strong multi-homing incentives | Moon Active must win recurring attention rather than rely on lock-in | Request overlap cohorts between Coin Master, MONOPOLY GO, and social-casino substitutes |
| Board Adventure and broader portfolio | Strength | Medium | Board Adventure chart traction plus Travel Town and Zen Match in revenue rankings | Moon Active has some diversification and genre-learning optionality beyond the legacy flagship | Request revenue mix and growth rates for each non-Coin Master title |
| Design commoditization pressure | Risk | High | Revenue per download is slipping as more challengers copy event layers and social systems | A design lead alone is unlikely to stay scarce without continued live-ops innovation | Track feature copycats, RPD trend, and event ROI versus peers every quarter |
| Supercell / Tripledot entrant optionality | Risk | Medium | Both already have audience scale or store sophistication, even if they lack a direct coin-looter flagship | Future threat may come through adjacency, portfolio extension, or acquisition rather than a clean-room clone | Monitor acquisitions, job postings, and new-title soft launches tied to social or board economies |
Severity is an analyst judgment grounded in retained evidence; the register mixes moat supports with pressure points because Moon Active's durable position depends on both the strength of Coin Master and the speed at which peers converge on similar economics.
[CP004, CP010, CP014, CP028, CP029, CP030]Compact indicators of Moon Active's competitive durability versus the current competitor set in casual mobile gaming and social-casino-adjacent monetization.
[CP006, CP014, CP023, CP028, CP029, CP032]3.5 Exhibits
04Financials
4.1 Revenue model, pricing surfaces, and recognition issues
Moon Active's public pricing surface is typical of scaled free-to-play mobile gaming: entry is free, monetization is pushed into repeat in-app purchases, and the commercial pressure sits inside the loop rather than at download. Coin Master's App Store listing says the game is free with in-app purchases, lets users buy virtual items with real money, and is not real-money gambling, while Travel Town is likewise free with in-app purchases and warns of randomized items. Apple's developer page also ties both titles back to Moon Active, which is enough to show the portfolio is monetized through app-store transactions rather than subscriptions or enterprise contracts. What is not public is how Moon Active recognizes that spend once it reaches the ledger. Public peer filings show the accounting nuance that matters: Playtika records virtual-item sales on a gross basis, books platform fees in cost of revenue, recognizes consumables as they are used, recognizes durables over six to twelve months, and nets ad inventory as agent revenue. That is the right caution for Moon Active too. Public topline signals are strong, but realized revenue quality still depends on virtual-item mix, timing of consumption, deferred revenue, taxes, refunds, and any off-store payment flows the company has not disclosed.[CI001, CI002, CI003, CI004, CI005, CI006]
| Stream | Mechanism | Unit | Current public status | Revenue-quality reading | Diligence ask |
|---|---|---|---|---|---|
| Coin Master virtual-item sales | Free-to-play IAP around spins, raids, cards, expeditions, and village progression | Virtual items / currency packs | Official App Store page confirms free download plus in-app purchases with real-money virtual items | Large gross spend is proven, but realized net revenue depends on store fees, taxes, refunds, and recognition timing | Request monthly gross bookings, net recognized revenue, and payer mix for Coin Master. |
| Travel Town virtual-item sales | Free-to-play IAP around merge progression and event play | Virtual items / randomized item offers | Official App Store page confirms free download plus in-app purchases and randomized items | Supports second-franchise monetization, but title-level profitability is undisclosed | Request monthly bookings, payer conversion, and event-offer mix for Travel Town. |
| Acquired casual-title revenue base | M&A adds already-monetized titles rather than only teams | Historical title revenue | GamesBeat said Melsoft was running above $160M annual revenue when acquired; Latham identified Family Island and MyCafe as flagship titles | Useful proof that diversification was bought with real revenue, not just optionality | Reconcile acquired-title revenue at close versus current contribution and margin. |
| Zen Match contribution | Puzzle-title acquisition expands portfolio beyond Coin Master mechanics | Historical asset revenue | PocketGamer estimated the asset at ~$100M revenue and a $100M-$150M deal value | Shows willingness to buy revenue, but estimate quality is lower than for Coin Master | Request current Zen Match revenue, gross margin, and user-acquisition spend. |
| Advertising / offer monetization | Peer benchmark for ad inventory, offer walls, or rewarded placements in F2P games | Impressions / offers | Playtika discloses ad revenue exists and is recognized net, but Moon Active has not publicly broken out ad revenue | Advertising could diversify revenue, but there is no public Moon Active split to underwrite it | Request ad revenue share by title and whether Moon Active acts as principal or agent. |
| DTC / webstore sales | Off-store or webstore collection can mitigate app-store fees | Web purchase volume | Peer Playtika discloses a large DTC business, but Moon Active does not disclose any DTC line publicly | Potential upside exists, but there is no public proof Moon Active captures it at material scale | Request DTC share of gross bookings and gross-to-net take-rate by channel. |
Rows separate directly evidenced Moon Active streams from peer-accounting benchmarks that frame likely but undisclosed revenue paths. Public sources prove large IAP revenue, but not title-level gross margin or DTC mix.
[CI002, CI003, CI005, CI007, CI010, CI013]| Title or channel | Public list price / access signal | List-versus-realized pricing reading | Key unknown | Source |
|---|---|---|---|---|
| Coin Master | Free download; in-app purchases; virtual items purchasable with real money | Confirms free-to-play monetization but not the in-game price ladder or realized ARPPU | Whale pricing, offer depth, refund rate, and virtual-item mix are private | App Store listing |
| Travel Town | Free download; in-app purchases; randomized items disclosed | Confirms IAP and chance-based offer mechanics but not actual pack economics | Price ladder, paid-conversion rate, and ad-versus-IAP mix are private | App Store listing |
| Apple App Store | 15% rate exists only for developers under $1M of proceeds | Relevant as a floor for small developers, not for Moon Active's scale | Moon Active's actual Apple effective take rate and any regional alternative-term usage are private | Apple Developer |
| Google Play | 2026 service-fee model charges all transactions; non-recurring SKUs are 20% on new installs and 25% on existing installs before program discounts and billing-fee specifics | Shows platform take remains economically meaningful even under expanded billing choice | Moon Active's effective Android fee by geography, billing path, and program status is private | Google Play Console Help |
| DTC benchmark | Playtika disclosed $291.8M of Q1 2026 DTC revenue | Peer evidence shows webstore scale can be material in social-casino-style gaming | Moon Active has not disclosed whether it has comparable off-store monetization | Playtika Q1 2026 results |
| Moon Active realized pricing | No public title-level ARPPU or discount ladder disclosed | Official app pages show access model, not net realized pricing | Cohort pricing, promotions, and country-level price elasticity are all private | No retained direct disclosure |
Public price surfaces show access mechanics and platform tolls, not realized net pricing. For Moon Active, the underwriting gap is the spread between gross player spend and retained net revenue after fees, taxes, discounts, and timing effects.
[CI002, CI003, CI005, CI015, CI016, CI017]Moon Active appears to convert free-to-play engagement into virtual-item revenue first, with accounting quality then shaped by recognition timing and platform deductions.
[CI002, CI003, CI005, CI007, CI009, CI010]4.2 Unit economics proxies, store fees, and user-acquisition intensity
Moon Active's public unit economics are a channel-and-retention problem more than a list-price problem. Apple's reduced 15% commission only applies below $1 million of proceeds, which Moon Active obviously exceeds, while Google Play's 2026 rules say service fees apply regardless of billing method and still charge meaningful take rates on both new and existing installs. So even before one asks about staff or content costs, platform economics are already a large haircut on player spend. The next major lever is user acquisition. Public gaming filings and benchmark reports show how punishing that can be: Playtika defines sales and marketing largely as advertising and user acquisition, disclosed $760.8 million of advertising expense in 2025, and said 2024 media expense alone added more than $112 million of spend. FoxData, citing Adjust, says global gaming CPI rose 30% year over year, North America CPM reached $15.98, casino CPI climbed to $1.50, and mature games often recycle 20% to 40% of revenue back into UA. Deconstructor of Fun adds the adverse angle: category RPD is slipping as copycats crowd the coin-looter field. Moon Active may still be efficient, but public evidence supports only the direction of pressure, not its company-specific CAC, payback, or cohort LTV.[CI015, CI016, CI017, CI018, CI019, CI020]
| Metric | Public value / status | Confidence | Why it matters | Diligence ask |
|---|---|---|---|---|
| Coin Master annual player-spend proxy | ~$1.2B annually since 2020 | medium | Sets the flagship revenue floor for any Moon Active underwriting. | Bridge gross player spend to net recognized revenue and free cash flow by year. |
| Coin Master lifetime player spending | >$6B by 2024 | medium | Shows that Moon Active already runs a very large digital-spend machine. | Split lifetime spend by geography, platform, and payer cohort. |
| Portfolio concentration proxy | 73% of Q1 2024 store revenue from Coin Master; ~27% from other titles | medium | Concentration defines revenue quality and hit dependence. | Provide title-level monthly bookings and EBITDA contribution. |
| Download / geography concentration | 356M downloads; US = 39% of revenue and 18% of installs | medium | Shows scale plus concentration in high-value markets that influence UA and margin. | Provide payer concentration by top country and top platform. |
| Global gaming CPI benchmark | $0.56 blended CPI; North America CPM $15.98 | medium | Frames acquisition pressure even for scaled publishers. | Share Moon Active blended CPI and CPM by region for 2025-26. |
| Casino CPI / paid-organic benchmark | CPI rose from $1.17 to $1.50; paid-to-organic ratio 11.05:1 | medium | Shows how expensive coin-looter and casino-adjacent acquisition can become. | Share Coin Master and Travel Town paid-organic mix and D30 payback. |
| UA reinvestment guideline | 20%-40% of monthly revenue for mature games; target LTV/CPI >=1.5x | medium | Tests whether spend compounds margin or simply buys replacement installs. | Provide UA spend as % of revenue and cohort LTV/CPI by title. |
| Peer DTC mix benchmark | ~39.2% of Playtika Q1 2026 revenue came from DTC channels | medium | Illustrates how off-store collection can change gross-to-net economics. | Disclose Moon Active DTC share, payment processing cost, and webstore adoption. |
| Public headcount proxy | ~2,500 employees with selective 2025 layoffs | medium | People cost is likely one of the largest opex lines behind UA. | Provide loaded payroll, contractor spend, and opex by function. |
| Moon Active CAC / payback / LTV | null | low | Without these, public revenue scale cannot be translated into durable unit economics. | Provide CAC, payback, payer conversion, ARPPU, and cohort retention by title. |
The table mixes direct Moon Active public facts with peer and market benchmarks that frame what good or bad economics could look like. Null means the company has not publicly disclosed the metric in retained sources.
[CI022, CI023, CI024, CI027, CI029, CI031]Moon Active's economics likely rise or fall on whether live-ops depth can keep payer quality ahead of worsening UA and platform costs.
The flow uses public peer and market benchmarks because Moon Active does not disclose its own CAC, payback, ARPPU, or DTC share.
[CI015, CI016, CI017, CI018, CI019, CI022]4.3 Public traction, margin path, and hit dependence
The public traction stack is good enough to prove scale but not good enough to prove quality of earnings. Globes says Moon Active ended 2024 with revenue above $2 billion and attributes an estimated $2 billion of annual revenue to Coin Master alone. Four independent 2024 reports also converge that Coin Master has crossed $6 billion of lifetime player spending and averaged roughly $1.2 billion annually since 2020, with 356 million downloads and the United States supplying a disproportionate share of both revenue and installs. That is a formidable revenue engine. At the same time, the diversification story is real but incomplete. Naavik says Moon Active generated $355 million of Q1 2024 store revenue and that 73% still came from Coin Master, implying roughly $97 million from the rest of the portfolio. Travel Town and Family Island have clearly become meaningful cash contributors, and past acquisitions brought real revenue bases rather than only talent. Yet the margin path remains more fragile than the topline suggests. A large employee base, live-ops cadence, content production, and platform tolls all sit underneath the revenue stack, and GameRefinery's March 2026 chart rebound shows Coin Master is still being actively defended as the economic heart of the company.[CI029, CI030, CI031, CI032, CI033, CI034]
Public evidence supports bounded inputs for concentration, headcount, and acquisition economics, but not a full audited margin or runway model.
Low and high bounds are source-backed. Midpoints are simple analytical waypoints, not company-disclosed targets.
[CI022, CI023, CI024, CI034, CI040, CI049]4.4 Capital adequacy, financing dependency, and diligence blockers
Public evidence points to a company that likely does not need a classic venture round to stay alive, but that is not the same thing as having an underwritten balance sheet. The strongest support for self-funding is historical: Insight's 2020 $125 million transaction bought existing shares and injected no new money, while the 2021 $300 million round was also secondary. Later reporting likewise frames Moon Active as having raised very little primary equity despite very large revenues. That combination implies the business probably funds operations from internal generation and has used capital events more for shareholder liquidity and opportunistic expansion than for rescue financing. The same history, however, also shows an appetite to redeploy cash into acquisitions such as Melsoft and Zen Match rather than simply hoard it. Publicly, we still do not know the current cash balance, debt load, burn, runway, deferred revenue, working-capital profile, or title-level margins. The 2025 layoffs and function-wide streamlining matter because they show management is still tuning cost structure despite record revenue. The financial verdict is therefore favorable on scale and likely cash generation, cautious on margin durability, and blocked on balance-sheet opacity.[CI040, CI041, CI042, CI043, CI044, CI045]
| Capital item | Public value / status | Evidence quality | Why it matters | Diligence ask |
|---|---|---|---|---|
| 2020 capital event | $125M Insight transaction at $1.25B valuation; no new money invested | high | Shows early liquidity came via secondary share sale rather than balance-sheet financing. | Confirm who sold, what cash reached the company, and any secondary rights that remain. |
| 2021 capital event | $300M secondary at $5B valuation | medium | Supports liquidity for insiders but says little about operating cash on hand. | Break down primary vs secondary proceeds and current cash remaining from the event. |
| Visible primary capital raised | ~$10M according to later reporting | low | If directionally right, it strengthens the case that Moon Active scaled mostly from operations. | Reconcile full cap table and historical primary cash-in by round. |
| 2024 operating scale | > $2B company revenue and ~$2B Coin Master annual revenue proxy | medium | High revenue suggests the business may fund itself even without new rounds. | Share audited EBITDA, operating cash flow, and free cash flow for 2024-25. |
| 2025 restructuring | 50-100 layoffs despite record revenue | medium | Implies management is still tuning cost structure and may not be spending from a position of total abundance. | Provide 2025 restructuring savings, severance cost, and remaining hiring plan. |
| M&A appetite | Moon Active bought Melsoft and Zen Match-related assets | medium | Acquisitions consume capital and can compete with shareholder distributions or runway. | Provide acquisition spend, earnouts, and post-deal payback targets. |
| Current cash on hand | null | low | No public cash figure means runway cannot be directly underwritten. | Provide cash, short-term investments, and minimum-cash policy. |
| Debt / credit facilities | null | low | Undisclosed leverage could change dilution risk and resilience in a downturn. | Provide debt schedule, covenants, leases, and any contingent acquisition liabilities. |
| Monthly burn / free cash flow | null | low | Without burn or FCF, one cannot tell whether Moon Active is compounding cash or consuming it. | Provide monthly burn, trailing 12-month free cash flow, and downside scenario plan. |
Company Overview owns the full chronology; this table restates only the financing facts needed to judge present capital adequacy. The central problem is not lack of revenue, but lack of balance-sheet visibility.
[CI029, CI030, CI040, CI042, CI043, CI044]| Missing private metric | Impact on underwriting | Public proxy | Exact diligence path |
|---|---|---|---|
| Cash, debt, and runway | Blocks direct capital-adequacy underwriting and downside planning. | Secondary-heavy financing history and >$2B revenue imply strength but do not prove liquidity. | Request current cash, debt, covenant package, and 24-month runway model. |
| Gross-to-net revenue bridge by platform | Prevents converting player spend into retained revenue and gross margin. | Store-fee policies and peer filings show platform deductions and timing effects matter. | Provide gross bookings, platform fees, payment processing, taxes, refunds, and net revenue by title and channel. |
| Recognition policy and deferred revenue | Can materially shift the timing of revenue and liability recognition. | Playtika peer filing shows consumables, durables, and ad inventory can all be recognized differently. | Provide accounting memo for virtual items, deferred revenue rollforward, and policy by title. |
| Payer concentration / whale exposure | Without this, revenue quality could be overstated by a small cohort of heavy spenders. | Coin Master download and geography data prove scale, not payer breadth. | Provide payer conversion, top-spender concentration, and payer cohort retention by title. |
| CAC, payback, and LTV | Without cohort economics, UA spend cannot be judged as productive or destructive. | FoxData and Deconstructor only provide market benchmarks, not Moon Active-specific economics. | Provide CAC, payback, LTV/CPI, and ROAS curves for Coin Master and Travel Town. |
| Title-level profitability | Diversification cannot be valued if acquired titles are large revenue but low margin. | Naavik and acquisition sources show non-Coin Master revenue exists, but not its EBITDA quality. | Provide title-level revenue, gross margin, EBITDA, and UA spend for acquired titles. |
| Working capital and capex | Cloud, live-ops, content, and M&A can all consume cash without appearing in topline metrics. | Public sources show a 2,500-person company and continued live-ops investment, but not cost timing. | Provide monthly opex by function, capitalized development, cloud spend, and acquisition-related cash outflow schedule. |
Each row is a genuine underwriting blocker, not a placeholder. Public evidence is strong enough to prove scale and concentration, but not strong enough to prove cash conversion, balance-sheet resilience, or true portfolio profitability.
[CI014, CI018, CI024, CI028, CI046, CI047]Moon Active likely funds itself from player spend, but capital allocation still passes through platform tolls, UA, payroll, and acquisitions before it becomes proven runway.
The map is qualitative because Moon Active does not publish cash, debt, burn, or free-cash-flow figures.
[CI029, CI042, CI043, CI044, CI045, CI046]4.5 Exhibits
05Product & Technology
5.1 Product portfolio and player workflows
Moon Active sells repeatable mobile entertainment loops, not one generic casual app. Coin Master remains the flagship social-casino-builder experience: players spin, raid, attack, build villages, collect cards, join teams, and cycle through special events. Travel Town serves a different player job, built around merging items, completing villager missions, and rebuilding a town. Zen Match targets a calmer daily-habit loop, using tile matching, room decoration, plant care, and daily puzzles. Public deal reporting expands the picture further: Family Island and MyCafe entered the portfolio through Moon Active's Melsoft acquisition, while Zen Match later joined through the Good Job Games transaction. Newer public launch traces matter too. Coin Master: Board Adventure extends the flagship IP into a dice-and-board format, and Hole Stars shows Moon Active testing or launching another casual puzzle loop. In player-workflow terms, Moon Active is no longer just monetizing a single spin mechanic. It is operating multiple habit loops across social raid, merge, match, and lightweight action-puzzle genres, which is a stronger product-platform signal than a one-title studio would offer.[CE001, CE002, CE003, CE004, CE005, CE036]
| Module / asset | User | Status / maturity | Differentiation | Diligence gap |
|---|---|---|---|---|
| Coin Master | Social raid / builder players | Flagship and actively updated | Spin + raid + village + cards + events loop with visible IP extension | Exact odds, anti-cheat, and cohort economics are not public |
| Travel Town | Merge / town-rebuild players | Active secondary franchise | Merge-driven progression with 500+ objects, 55 villagers, and town rebuilding | Title-level bookings and shared-code depth are not public |
| Zen Match | Calm daily puzzle players | Active secondary franchise | Tile-matching habit loop with daily puzzles, decoration, and plant-care progression | No public data on monetization mix or retention by cohort |
| Family Island + MyCafe | Acquired casual / sim audiences | Portfolio assets via Melsoft acquisition | Adds resource-management and simulation titles beyond Coin Master mechanics | Current integration depth and shared platform reuse are not public |
| Board Adventure | Coin Master fans / board-game players | Soft launch / new IP extension | Reuses raids, villages, cards, and events in a dice-and-board format | Soft-launch geography, KPIs, and rollout criteria are not public |
| Hole Stars | Casual puzzle players | New launch / soft launch | Tests a separate black-hole action-puzzle loop with leaderboard and support surfaces | No public metrics on retention, UA, or graduation to global scale |
| Shared ops / monetization / creative platform | Internal teams | Active / cross-title | Economy design, events, CRM, analytics, technical ops, and UA creatives support multiple games | Moon Active does not publish a formal multi-title architecture map |
Rows mix current title app-store evidence, M&A reporting, and hiring signals to separate visible portfolio breadth from still-private integration depth.
[CE001, CE036, CE037, CE038, CE039, CE043]| User job | Current workflow | Company solution | Measurable benefit | Limitation |
|---|---|---|---|---|
| Social progression player (Coin Master) | Install free, spin, raid, build villages, and chase cards/events | High-frequency chance and retaliation loop with teams and expeditions | Fast sessions with strong re-entry hooks | Outcome transparency and event economics are not public |
| Merge progression player (Travel Town) | Merge objects, fulfill villager missions, and rebuild the town | Accessible merge loop plus town restoration goals | Clear task structure and broad object/content surface | No public LTV, payer conversion, or event-performance data |
| Calm daily puzzle player (Zen Match) | Clear tile boards, return for daily puzzles, decorate rooms, and care for plants | Relaxation-led daily habit loop with long-form progression | Broadens Moon Active beyond high-adrenaline social casino behavior | No public disclosure on how resilient the audience is versus copycats |
| Cross-title spender or player with an issue | Hit a purchase or technical problem, gather evidence, and contact in-game or web support | Title-specific support endpoints plus shared Moon Active legal/privacy backbone | Standardized recovery path across titles | No public SLA, CSAT, or fraud-resolution metrics |
| Returner or new-title explorer | Respond to events, updates, spinoffs, or fresh launches | Monthly promotions plus portfolio experimentation like Board Adventure and Hole Stars | More re-engagement surfaces than a one-title studio | Public sources do not show stage gates or title kill criteria |
The workflow is portfolio-wide: Moon Active now serves multiple player jobs while keeping support, offers, and update cadence inside a live-service operating model.
[CE001, CE005, CE036, CE037, CE040, CE043]Moon Active layers multiple player loops on top of shared live-ops, backend, and support infrastructure.
Layering is synthesized from app-store pages, hiring evidence, support surfaces, and public deal reporting; Moon Active does not publish a formal platform diagram.
[CE036, CE037, CE038, CE040, CE041, CE043]Across titles, Moon Active turns a free install into a repeat loop of progression, events, and support-assisted recovery.
Conceptual portfolio workflow based on public app-store descriptions, support routing, and monetization-role disclosures.
[CE001, CE036, CE037, CE040, CE043, CE045]5.2 Live-ops architecture and operating model
Hiring evidence exposes Moon Active's operating spine in unusual detail. Backend and DevOps roles describe Node.js, Redis, Aurora, Kubernetes, AWS, GCP, Cloudflare, GKE, GitHub Actions, ArgoCD, observability, incident management, and disaster recovery, with Coin Master infrastructure serving roughly 100 thousand requests per second and peaks above 200 thousand. Full-stack roles add the internal layer: applications for operations, monetization, CRM, analysts, BI, and AI-assisted workflows. The newer monetization and creative roles show how the company actually runs live games. Monetization managers plan day-to-day events and promotions, A/B test content, and coordinate with economists, analytics, design, and technical operations to improve retention and lifetime value. Marketing creative producers convert insights into video and static ad creatives, track KPIs such as IPM, CTR, ROAS, and retention, and iterate against competitor signals. Put together, this looks like a portfolio-capable live-ops machine rather than a lightweight mobile studio. The architecture advantage is not just the client loop; it is the shared system for economy tuning, content cadence, creative testing, analytics, and release management that can be applied across multiple games.[CE008, CE009, CE010, CE011, CE012, CE013]
| Layer / component | Role | Dependency | Risk |
|---|---|---|---|
| Mobile clients / app stores | Player-facing game surfaces across Coin Master, Travel Town, Zen Match, and newer titles | Apple App Store and Google Play distribution / policy stack | Store policy, billing, or review changes can affect acquisition and monetization |
| Game-specific loops | Spin/raid, merge/rebuild, tile-match, board-spinoff, and action-puzzle gameplay | Title-specific content and live-ops rules | Fragmented content pipelines can raise portfolio complexity |
| Real-time backend services | Serve game state, progression, events, and feature logic | Node.js, Redis, Aurora, microservices | State or scale failures directly hit gameplay |
| Cloud / CI-CD / edge | Compute, networking, deployments, monitoring, and disaster recovery | AWS, GCP, Cloudflare, GKE, GitHub Actions, ArgoCD | Vendor concentration and release errors can propagate widely |
| Live-ops / monetization control plane | Runs events, promotions, A/B tests, and economy tuning | Monetization managers, economists, technical operations, analytics | Poor instrumentation or tuning weakens LTV and player trust |
| UA creative + internal tools | Supports ad creatives, BI/CRM, internal apps, and AI-assisted workflows | Creative producers, operations teams, Node.js/React tools, cloud data systems | Creative fatigue or tool gaps raise CAC and slow iteration |
Architecture is reconstructed from hiring evidence and public support/app-store surfaces rather than a published engineering diagram.
[CE009, CE010, CE011, CE012, CE013, CE018]Moon Active titles depend on app stores, shared cloud/backend services, live-ops controls, creative iteration, and support operations.
Dependency map reflects only public evidence; actual vendor and tooling breadth may be wider than the visible stack.
[CE010, CE011, CE040, CE041, CE045, CE046]Public evidence is strongest on portfolio breadth and live-ops discipline, and weakest on formal control metrics.
Public evidence proves operational complexity but not measured control effectiveness or title-level profitability.
[CE015, CE024, CE040, CE041, CE045, CE048]5.3 Deployment, support, and portfolio release cadence
Deployment and support evidence also looks multi-title and always on. Coin Master's app-store pages show ongoing fixes and feature refreshes, while Travel Town and Zen Match both show current 2026 update activity rather than dormant acquired assets. Coin Master help-center articles document how Moon Active handles connection errors, failed purchases, missing items, and escalation paths; newer titles expose their own support URLs while reusing Moon Active legal surfaces. The clearest roadmap clues come from public product traces rather than a formal roadmap. Board Adventure takes Coin Master's social raid and collection logic into a board-and-dice format, and Hole Stars shows Moon Active launching or soft-launching a separate action-puzzle title with its own support route. Those signals matter because they imply the company can ship new clients, localize support, and reuse compliance scaffolding across titles. What public sources still do not reveal is integration depth: shared-code percentage, release orchestration quality, title-level SLOs, and title-by-title economics remain private.[CE006, CE007, CE015, CE016, CE017, CE018]
| Control / surface | Status | Scope | Gap |
|---|---|---|---|
| Security disclosure page | Publicly visible | External vulnerability reporting | No public bug-bounty scope, severity taxonomy, or response metrics |
| Privacy and terms backbone | Publicly visible across multiple titles | Cross-title legal and privacy scaffolding | Implementation detail and data-handling metrics remain opaque |
| App-store data disclosures | Visible per title on app-store pages | Tracking and data-use disclosures at title level | No public retention, deletion, or minimization KPIs |
| Platform billing / policy dependency | Externally imposed | Distribution, purchases, randomized-item disclosure, and privacy compliance | Moon Active's actual compliance operations are not public |
| Support documentation and contact flows | Publicly visible and structured | Title-specific troubleshooting and purchase recovery | No public SLA, CSAT, or fraud-resolution metrics |
| Security / fraud / reliability metrics | Not publicly disclosed | Control performance and incident history | No published crash, outage, anti-cheat, or certification dashboard |
Moon Active exposes multiple trust surfaces publicly, but external visibility still stops well short of measured control performance.
[CE015, CE016, CE017, CE018, CE019, CE024]| Date / stage | Feature / milestone | Status | Implication | Source |
|---|---|---|---|---|
| 2026 current flagship | Coin Master continues active iOS/Android updates including reward-calendar and bug-fix releases | Live | Flagship remains actively managed rather than sunset | App Store / AppBrain |
| 2026 current secondary franchise | Travel Town app-store pages show active updates plus dedicated support routes | Live | Non-Coin Master portfolio title is actively maintained | App Store / Google Play |
| 2026 current secondary franchise | Zen Match app-store page shows new features, leaderboard mechanics, and current version notes | Live | Puzzle portfolio still receives feature investment | App Store |
| 2025-2026 product expansion | Coin Master: Board Adventure appears on Google Play and PocketGamer describes it as a soft-launched IP expansion | Soft launch / market test | Moon Active is experimenting with a franchise extension, not just maintaining the core app | Google Play / PocketGamer |
| 2025-2026 new-title test | Hole Stars appears on the App Store and MobileGamer calls it a recent Moon Active soft launch | New title / market test | Shows internal incubation beyond Coin Master-style mechanics | App Store / MobileGamer |
| Current hiring | Roles describe features shipping every few weeks plus monthly events, promotions, and creative iteration | In progress / recurring | Roadmap is visible as continuous experimentation rather than a published milestone list | Backend, monetization, and creative roles |
Roadmap evidence comes from live title pages, trade coverage of new launches, and current hiring rather than a formal public product roadmap.
[CE006, CE007, CE008, CE031, CE039, CE042]5.4 Differentiation, portfolio strategy, and control gaps
Moon Active's differentiation is therefore operational more than patent-led. Coin Master's design still matters, but the harder-to-copy layer is the company's ability to run promotions, economy experiments, ad-creative iteration, support playbooks, and cross-title portfolio bets. The Melsoft and Zen Match deals show M&A as an explicit expansion tool, while Board Adventure and Hole Stars suggest internal incubation is running in parallel. The portfolio is not risk free: PocketGamer says Pet Master, an earlier Coin Master follow-up, is no longer available on mobile, so Moon Active clearly experiments and kills products when they do not scale. Public evidence also remains thin where diligence would normally want hard controls. There is a visible security-report page, public privacy and terms links, and app-store data disclosures, but little on formal security certifications, anti-fraud outcomes, privacy-by-design metrics, or measured reliability performance. Brand, live-ops know-how, and cross-functional operating discipline look real; a public patent or proprietary-engine moat does not. The practical read is favorable on execution quality and mixed on durable defensibility beyond the best-performing titles.[CE022, CE024, CE025, CE026, CE027, CE029]
06Customers
6.1 Segment mix and public adoption
Moon Active does not look like a B2B or channel-led customer story. The public customer surface is consumer mobile players who discover a free app, opt into a habit loop, and then either stay free, spend occasionally, or become repeat payers inside the game. Coin Master remains the flagship customer base: the official iOS page shows 1.3 million ratings, while AppBrain still tracks roughly 340 million lifetime Android downloads and top-grossing visibility across multiple European markets. Travel Town and Zen Match are not cosmetic add-ons. Their official pages and AppBrain profiles show separate, scaled communities with their own review volume, genre promise, and market footprint. Just as important, the segment mix is no longer one-dimensional. Coin Master serves social raid, card-collection, and revenge-oriented players; Travel Town serves merge-and-build players; Zen Match serves lower-intensity daily puzzle players. Moon Active's own site, plus the Apple and Google developer surfaces, now frame the company as a portfolio that serves several adjacent casual cohorts rather than a one-title studio. [CU001, CU002, CU003, CU004, CU005, CU006]
| Segment | Buyer / user / payer | Title / surface | Core job / motivation | Public scale signal | Main gap |
|---|---|---|---|---|---|
| Coin Master social raider / card trader | Consumer self-serve player; buyer, user, and payer usually collapse into one account | Coin Master | Spin, raid, revenge, collect cards, and coordinate with teams or friends | 1.3M iOS ratings; ~340M AppBrain lifetime downloads | No public payer mix, whale share, or repeat-payer rate |
| Travel Town merge / restoration player | Consumer player with optional in-app purchases | Travel Town | Merge items, fulfill villager missions, and rebuild a seaside town | 174K iOS ratings; ~47M AppBrain lifetime downloads | No public split between spenders, non-spenders, or offerwall users |
| Zen Match daily relaxation puzzler | Consumer player with optional in-app purchases and ad exposure | Zen Match | Daily 10-minute tile-matching, room decoration, and plant care | 255K iOS ratings; ~28M AppBrain lifetime downloads | No public session frequency or payer conversion disclosure |
| Board-adjacent Coin Master player | Consumer player likely familiar with Coin Master IP | Coin Master: Board Adventure | Carry raid, cards, and social competition into a board format | 25K iOS ratings on a newly launched adjacent title | No public migration rate from Coin Master into the board variant |
| Merge / farm / puzzle experiment audiences | Consumer player in earlier-adjacent genres | Family Bay and Hole Stars | Try merge-farm or relaxing puzzle loops under the Moon Active label | Official Google Play listings prove live expansion into additional audiences | No public data on scale, monetization, or retention by title |
Rows segment Moon Active's player base by title and motivation. Public evidence proves several distinct consumer cohorts, but not the spend or retention mix inside each cohort.
[CU001, CU002, CU003, CU004, CU005, CU007]| Metric | Value | Date / freshness | Source | Confidence | Implication | Missing denominator |
|---|---|---|---|---|---|---|
| Coin Master iOS rating base | 4.8 / 5 across 1.3M ratings | 2026 current | Apple App Store | high | Flagship player base is still extremely large and current | No active-user or payer denominator |
| Coin Master Android install proxy | ~340M lifetime downloads; | 2026 current | AppBrain | medium | Android scale still dwarfs other Moon Active titles | No monthly active or churn data |
| Travel Town iOS rating base | 4.8 / 5 across 174K ratings | 2026 current | Apple App Store | high | Travel Town is a real scaled second audience, not an abandoned asset | No payer conversion or retention cohort |
| Travel Town Android install proxy | ~47M lifetime downloads; top grossing in India on AppBrain | 2026 current | AppBrain | medium | Geography mix looks broader and more emerging-market exposed than Coin Master's public ranking set | No country revenue split |
| Zen Match iOS rating base | 4.6 / 5 across 255K ratings | 2026 current | Apple App Store | high | Moon Active has a scaled puzzle audience beyond raid / casino behavior | No disclosed repeat payer or ad-share metric |
| Zen Match Android install proxy | ~28M lifetime downloads; top 100 puzzle on AppBrain | 2026 current | AppBrain | medium | Title is smaller than Coin Master and Travel Town but still material | No public DAU, D30, or genre share denominator |
| Portfolio breadth signal | Google Play developer page lists Coin Master, Zen Match, Board Adventure, Hole Stars, Family Bay, and other titles | 2026 current | Google Play developer page | high | Moon Active now serves several adjacent casual subgenres under one publisher identity | No disclosed overlap between title audiences |
This table mixes official store metrics with AppBrain proxies. It proves public adoption and rank visibility, but not true active-user, payer, or cohort-retention denominators.
[CU005, CU007, CU008, CU009, CU010, CU011]Public evidence shows a free-to-install journey that splits into social-raider, merge-builder, and calm-puzzle habits before feeding either support or cross-title exploration.
This is a qualitative customer-journey figure synthesized from store pages, review surfaces, and support docs; Moon Active does not publish funnel-stage conversion rates.
[CU038, CU039, CU041]6.2 Named player proof and repeat usage
The best public customer proof for Moon Active is not a polished enterprise case study; it is named player testimony embedded in store and review surfaces. AppBrain's 2026 comments are especially useful because they expose identifiable handles, dates, and a mix of positive and negative experiences. Coin Master reviewer Nikki Applewhite says she has played for seven years and stayed with the same team for almost a year, which is a stronger durability signal than a raw rating count. Other public reviewers explain what keeps them returning: mini-games layered onto the core Coin Master loop, Travel Town's story and events, or Zen Match's calm puzzle cadence. The same evidence also shows the limits of this proof. These are still self-selected public reviewers, not audited user cohorts or named whale accounts. But they do prove that Moon Active's titles have real repeat users, real community behavior, and real frustration points at the player level, which is exactly the kind of customer texture the financial chapter could not supply. [CU015, CU016, CU017, CU018, CU019, CU020]
| Named player / title | Segment | Observed use case | Production vs tenure stage | Outcome / proof | Limitation |
|---|---|---|---|---|---|
| Nikki Applewhite / Coin Master | Long-tenure socially engaged flagship player | Plays with a team and values community dynamics | Live repeat use; says she has played for 7 years and stayed with the same team for almost a year | Strongest public durability signal for Coin Master's customer community | Self-reported review with no disclosed spend or cohort context |
| Tom P / Coin Master | Frustrated free or low-spend flagship player | Attempts village progression without heavy spending | Live repeat use far enough into the game for progression costs to matter | Concrete evidence that non-payers can feel stalled by spin scarcity and rising village costs | Anonymous public review, not a verified spend ledger |
| Yue Ai / Travel Town | Offerwall-acquired or incentive-driven merge player | Entered through another app mission and engaged with story plus events | Live use in 2026 | Proves Travel Town attracts players from mission or rewards channels, not only organic installs | No evidence of long-term retention beyond the review |
| Kate Headrick / Travel Town | Intermittent free merge player | Plays around orders and energy-limited sessions | Live use past level 20 | Concrete complaint that the energy economy can reduce sessions to 1 to 2 minutes every few hours | One public review does not quantify how common the problem is |
| Madison Pohlen / Zen Match | Satisfied puzzle player | Experienced a glitch, contacted support, and kept playing | Live 2026 use | Positive public proof that support can resolve issues without killing engagement | No tenure or spend level disclosed |
| Amanda Rector / Zen Match | Repeat-use puzzle player | Plays regularly enough to notice a later connection problem | Says she has played for about a year | Gives rare title-level tenure proof outside the flagship app | No public proof of continued play after the issue |
The strongest named customer proof in this chapter comes from public player-review surfaces. That is weaker than audited cohort data, but stronger than anonymous logo-only social proof.
[CU007, CU010, CU012, CU015, CU017, CU018]| Metric | Value or status | Title / segment | Confidence | Diligence ask |
|---|---|---|---|---|
| Coin Master public satisfaction | 4.8 / 5 on iOS across 1.3M ratings | Coin Master flagship players | high | Request payer versus non-payer rating split and monthly review velocity |
| Travel Town public satisfaction | 4.8 / 5 on iOS across 174K ratings | Travel Town merge players | high | Request D30 / D90 retention by payer cohort |
| Zen Match public satisfaction | 4.6 / 5 on iOS across 255K ratings | Zen Match puzzle players | high | Request feature-change retention impact and ad-load segmentation |
| Coin Master Android review histogram | AppBrain shows 8.5M five-star ratings versus 69K one-star ratings | Coin Master Android players | medium | Request review trend by version, region, and support resolution time |
| Travel Town Android review histogram | AppBrain shows 270K five-star ratings versus 27K one-star ratings | Travel Town Android players | medium | Request energy-economy changes versus retention and payer conversion |
| Zen Match Android review histogram | AppBrain shows 390K five-star ratings versus 7.3K one-star ratings | Zen Match Android players | medium | Request retention before and after room-removal or ad changes |
| Formal retention metrics | No public churn, DAU / MAU, repeat payer, NRR, or title-level renewal metric disclosed | All titles | low | Request cohort retention, repeat payer rate, and support-ticket recurrence by title |
Ratings and review histograms are useful public satisfaction proxies, but they do not replace real cohort retention or spend durability metrics.
[CU007, CU010, CU012, CU023, CU024, CU026]Named player proof is strongest on current usage and friction visibility, but still weak on spend durability and formal cohort evidence.
[CU038, CU040]6.3 Support surfaces and trust friction
Public durability evidence is mixed because Moon Active discloses customer-facing surfaces but not title-level retention metrics. Coin Master, Travel Town, and Zen Match each expose their own support route, and Zen Match's help center openly lists Daily Puzzles, Events, In-App Purchases, Advertisements, and Troubleshooting as recurring topics. That proves the company is operating an ongoing service layer, not just shipping dormant apps. At the same time, the strongest adverse customer evidence is not in those help centers but in reviews. Trustpilot's archived Moon Active profile is heavily skewed to one-star complaints about unauthorized charges, missing items, rigged outcomes, blocked progression, and generic support. Store disclosures add another caution: Coin Master carries Apple's 18+ label with simulated gambling, while Travel Town and Zen Match are 16+ with loot-box or randomized-item disclosure. What is missing is just as important. There is no public churn, DAU-to-MAU, repeat payer, or title-level NPS data, so the underwriting case has to rely on ratings, named comments, and support footprints rather than formal retention reporting. [CU023, CU024, CU025, CU026, CU027, CU028]
| Title or surface | Official community touchpoints | Public support route | What it proves | Main limitation |
|---|---|---|---|---|
| Coin Master | Facebook page plus store-page links to Facebook and Instagram | support.coinmastergame.com | Moon Active runs an ongoing flagship community and service surface, not just a static app listing | Public help-center text reveals little about SLA, refund policy, or resolution quality |
| Travel Town | Facebook page plus store-page social links | support.traveltowngame.com | Travel Town has its own standalone customer-facing support and community endpoints | Public materials do not quantify response time or satisfaction |
| Zen Match | Facebook page plus store-page social links | support.zenmatchgame.com | Zen Match's help center explicitly organizes Daily Puzzles, Events, In-App Purchases, Advertisements, and Troubleshooting | No public disclosure of ticket volume or repeat-issue rate |
| Moon Active portfolio pages | Apple and Google developer pages plus Moon Active corporate homepage | No unified public cross-title customer dashboard | The company clearly curates a portfolio rather than a single-title franchise | No public overlap or cross-sell metric between audiences |
| Company-level player reach | Moon Active homepage says its entertainment is enjoyed by millions of players | Title pages expose support endpoints and social links rather than a consolidated player portal | Company-level scale is real enough to support multiple live-service communities | Corporate copy does not split customers by title, geography, or spend band |
Official community and support surfaces exist by title, which is useful operational proof. The gap is service quality transparency, not the existence of service channels.
[CU005, CU006, CU025, CU028, CU029, CU036]Moon Active's public customer flow runs from free discovery into habit loops, then branches into social deepening, monetization friction, support, and possible cross-title migration.
[CU036, CU040, CU042]6.4 Expansion loops and concentration
The customer story is therefore better than a single-app reading but weaker than a fully diversified portfolio story. Naavik says 73% of Moon Active's Q1 2024 store revenue still came from Coin Master, so the company's most valuable customer community remains the flagship social-casino audience. That concentration is visible qualitatively too: Coin Master still has the deepest rating stack, biggest download base, and strongest social-network identity. The counterweight is that secondary communities look real. Naavik describes Travel Town as the top-grossing merge game and Zen Match as the third-highest earning tile-match title, while Moon Active's developer pages and new title listings show active experimentation around board, farm, merge, and puzzle-adjacent audiences. Coin Master: Board Adventure is the clearest example of expansion from an existing payer and social community into a new mechanic. Hole Stars and Family Bay point to broader top-of-funnel bets, but they do not yet prove net-new customer pools at scale. The right read is that Moon Active is broadening customer segments, but the business is still most exposed to the Coin Master cohort. [CU031, CU032, CU033, CU034, CU035, CU039]
| Expansion driver | Concentration risk | Impact | Diligence path |
|---|---|---|---|
| Coin Master flagship scale and network effects | Largest player and payer base still dominates public scale and 73% of Q1 2024 store revenue per Naavik | Customer or regulatory shock to Coin Master would hit Moon Active's economics disproportionately | Request payer share, region mix, and repeat-spend concentration by title |
| Travel Town merge audience | Meaningful standalone base but still materially smaller than Coin Master | Diversifies genre and likely geography but may not offset flagship weakness alone | Request title-level payer conversion, ARPPU, and retention by country |
| Zen Match relaxation puzzle audience | Smaller title with visible feature-change sensitivity in reviews | Diversifies away from casino-adjacent behavior but could be more vulnerable to product-promise changes | Request retention before and after ad or room-feature changes |
| Board Adventure adjacency | Could re-harvest the existing Coin Master audience rather than create a net-new one | Helpful extension if it monetizes existing loyalists; weak diversification if it mainly cannibalizes the flagship | Request migration, attachment, and new-user share versus base Coin Master |
| Hole Stars and Family Bay experiments | New audience tests are visible but unproven at scale | Useful for widening the funnel, but they can also dilute live-ops focus if they fail to reach critical mass | Request CPI, payer mix, and early retention for newer titles |
Expansion is visible in public listings, but concentration still runs through Coin Master. The key diligence question is whether newer titles bring net-new users or mainly recycle the flagship base.
[CU031, CU032, CU033, CU034, CU035, CU041]6.5 Exhibits
07Risks
7.1 Severity-ranked legal and platform risk: chance-based monetization is the clearest public legal overhang
Moon Active's top-ranked risk is not that it lacks scale; it is that its biggest cash engine still sits close to regulated chance mechanics while being distributed entirely through third-party app stores that keep tightening disclosure, privacy, and billing rules. Coin Master's official store surfaces explicitly combine simulated-gambling or slot-style play with real-money purchases, and Travel Town's App Store page separately discloses randomized items. That alone does not make the business illegal, but it keeps Moon Active exposed to a moving compliance perimeter. The UK ASA's 2026 enforcement notice now requires prominent loot-box disclosure on Apple and Google app listings and rejects vague 'offers in-app purchases' labeling. Apple separately requires odds disclosure for randomized virtual items, treats gambling as one of the App Store's most regulated categories, and can remove apps for privacy or tracking violations. Google Play likewise requires odds disclosure for randomized items, mandates Play billing for most in-app purchases, and restricts steering to outside payment methods. The active Williams v. Moon Active lawsuit turns that abstract policy risk into concrete legal risk by alleging Coin Master is illegal gambling aimed at children. My practical ranking is therefore: legal and platform risk first, because it can directly impair distribution, conversion, and brand trust at the same time.[CR001, CR002, CR003, CR004, CR005, CR006]
| Risk / rule / case | Jurisdiction / owner | Current public status | Likelihood | Impact severity | Mitigation maturity | Residual exposure | Investment implication | Diligence path |
|---|---|---|---|---|---|---|---|---|
| Williams v. Moon Active / Coin Master illegal-gambling allegations | N.D. California / U.S. litigation | Active class action summary publicly visible; allegations tie slot-style spending to minors | Medium to high | Critical | Low | High | An adverse ruling or ugly facts in discovery could force product, disclosure, or settlement changes | Pull complaint, motion practice, and arbitration status directly from court records; review all US-facing terms and parental-control disclosures |
| UK ASA 2026 loot-box disclosure enforcement | United Kingdom / ASA-CAP | Active monitoring from 26 May 2026; generic IAP labels explicitly called insufficient | High | High | Low to medium | High | Store-page compliance failures can hurt distribution, conversion, and reputational standing | Audit every Moon Active listing and locale for conspicuous random-item or loot-box disclosure wording |
| Apple App Store randomized-item, gambling, and privacy review rules | Apple / global storefront | Odds disclosure, ATT compliance, and extra scrutiny for gambling-adjacent categories are in force | High | High | Medium | Material | Apple can slow updates, reject binaries, or force metadata changes that disrupt live ops | Request App Review incident history, rejection logs, and current compliance owner by title |
| Google Play billing, steering, and randomized-item rules | Google Play / global storefront | Play billing remains default path; odds disclosure required for randomized virtual items | High | High | Medium | Material | Any billing or disclosure misstep can impair Android revenue and update velocity | Review current billing setup, exception-program participation, and country-by-country policy handling |
| ATT, SDK, and privacy-by-design execution | Apple privacy framework / partner-SDK chain | ATT, SDK accountability, and privacy disclosure duties are explicit; Moon Active public evidence is thin on implementation quality | Medium | High | Low to medium | Material | Measurement degradation or privacy violations can raise CAC and create platform enforcement risk | Request SDK inventory, ATT opt-in data, privacy manifests, and internal review process for ad or analytics tooling |
Public legal and regulatory surface only; this register is severity-ranked and excludes undisclosed private disputes, regulator inquiries, or country-by-country store communications.
[CR003, CR004, CR005, CR006, CR007, CR032]Moon Active's highest residual risks cluster around Coin Master concentration, app-store and privacy rule dependence, and UA efficiency rather than around simple lack of scale.
Qualitative rankings use residual risk after visible mitigations, not raw category danger, and are based only on public evidence available in this run.
[CR003, CR006, CR019, CR023, CR030, CR035]7.2 Operational and dependency risk: always-on live ops run through cloud, stores, support, and ad platforms Moon Active does not fully control
Operationally, Moon Active looks far more sophisticated than a single-game studio, but that sophistication increases dependency risk. Hiring pages show always-on backend requirements, 24/7 traffic at roughly 100 thousand requests per second, and a production chain that runs through AWS, GCP, Cloudflare, GKE, GitHub, ArgoCD, observability, incident management, disaster recovery, and business continuity. That is a real mitigation because it implies mature technical ops. It is also a real dependency because outages, cost shocks, or vendor policy changes can hit live-service quality faster than product teams can react. The same pattern appears on the commercial side. Official Coin Master help pages have standing flows for connection errors and purchase failures, while Moon Active's UA and creative roles explicitly depend on Facebook, Instagram, video networks, attribution know-how, DSPs, and constant ad-creative iteration. Apple ATT and Apple's SDK rules mean that measurement and remarketing remain structurally constrained, while AppsFlyer's 2026 gaming data shows creative output and paid competition are both rising. This is why I rank operational and partner risk just below legal exposure: Moon Active has real scale and tooling, but much of the service chain still depends on external stores, ad ecosystems, and cloud providers that can compress margin or degrade growth without warning.[CR008, CR009, CR010, CR011, CR012, CR013]
| Failure mode | Likelihood | Impact severity | Mitigation maturity | Residual exposure | Evidence / unresolved gap |
|---|---|---|---|---|---|
| Update-driven connection instability or degraded game performance | Medium | High | Medium | Material | Official support flows ask whether issues began after an update, but no public SLO or outage log is available |
| Purchase failures, delayed fulfillment, or platform-billing disputes | High | High | Medium | High | Coin Master support explicitly routes billing failures through Apple or Google Play and acknowledges missing-item edge cases |
| Hidden reliability incidents in a 24/7, high-throughput backend | Medium | Critical | Medium | High | Hiring proves scale and ops depth, but public sources do not show uptime, incident counts, or recovery metrics |
| Security or compliance gap inside third-party SDK and cloud stack | Medium | High | Low to medium | Material | Apple pushes SDK accountability and Moon Active exposes a security-report intake page, but no audit pack or certification set is public |
| Multi-title support and release-quality burden across Coin Master, Travel Town, and Zen Match | Medium | High | Medium | Material | Visible support surfaces prove active maintenance, but public evidence does not show title-level release gating or service quality metrics |
The register separates visible operating mitigations from the missing evidence that would prove reliability quality. Severity is residual after acknowledging support playbooks and infra hiring depth.
[CR008, CR009, CR010, CR011, CR012, CR014]| Dependency | Counterparty / layer | Role | Concentration signal | Failure scenario | Severity | Mitigation maturity | Residual exposure |
|---|---|---|---|---|---|---|---|
| App Store distribution and review | Apple | iOS distribution, metadata, billing, privacy enforcement | Core consumer channel for flagship and portfolio titles | Store-rule or privacy breach slows updates, forces metadata change, or harms monetization | Critical | Medium | High |
| Android distribution and billing | Google Play | Android distribution, billing, loot-box disclosure, steering rules | Flagship and extension titles are visible on Play | Billing or disclosure non-compliance disrupts Android revenue or update cadence | High | Medium | Material |
| Paid user acquisition and creative distribution | Meta/Facebook, Instagram, and video networks | Scale new-player acquisition and reactivation | UA role explicitly references Facebook, Instagram, and video networks | CAC rises or signal loss makes media spend less efficient | High | Low to medium | High |
| Measurement and ad-tech toolchain | Attribution providers, DSPs, ad servers, analytics SDKs | Optimize bids, attribution, and reporting | UA role requires deep mobile attribution and third-party ad systems | Privacy constraints or SDK issues degrade measurement fidelity and ROI control | High | Low to medium | High |
| Cloud and delivery backbone | AWS, GCP, Cloudflare, GKE, GitHub, ArgoCD | Run game backends, deployment, observability, and continuity | DevOps role names all as active components | Vendor outage, cost spike, or misconfiguration degrades live ops across titles | High | Medium | Material |
| Acquired studios and regional product assets | Melsoft / Zen Match teams and related studios | Portfolio diversification and regional talent | Deals added employees, revenue, and post-merger org complexity | Integration slippage or morale loss weakens diversification and increases turnover | High | Low to medium | High |
This table focuses on counterparties or external layers Moon Active does not fully control. Concentration is qualitative because the company does not publicly disclose channel or vendor revenue mix.
[CR006, CR014, CR021, CR022, CR026, CR027]The most damaging path is straightforward: policy or UA signal loss combines with live-ops friction, which then compresses bookings, margin, and private valuation support.
This causal chain is a synthesis of public evidence rather than a company-disclosed operating model.
[CR007, CR009, CR019, CR023, CR030, CR035]Moon Active's live-service engine is built on external stores, ad channels, measurement vendors, cloud infrastructure, and acquired regional teams.
The map emphasizes control boundaries rather than org-chart reporting lines.
[CR006, CR014, CR021, CR022, CR026, CR027]7.3 People, integration, and financial-model risk: Moon Active is larger and broader, but still looks Coin Master-heavy and disclosure-light
The next risk tier is execution plus model quality. Moon Active's January 2026 layoffs matter precisely because they happened while the company still described itself as growing. CTech and Globes both put the cuts at roughly 110 employees, or 5% of staff, and Globes says the reductions hit the Lithuania operation tied to the Melsoft acquisition. That makes post-deal integration, morale, and regional coordination active risks rather than historical footnotes. The geopolitical overlay is also real: public company pages and job posts place major operating exposure in Israel, Kyiv, Warsaw, Bucharest, London, Lithuania, and legacy Belarus-linked Melsoft structures. On the financial side, public evidence still says the same two things at once. First, Moon Active is clearly large, profitable, and not obviously dependent on fresh primary equity: CTech says only about $10 million of true primary capital was ever raised, while later rounds were secondary sales. Second, the economics remain opaque where an investor most needs proof. Naavik still pegs 73% of Q1 2024 store revenue to Coin Master, public sources do not disclose whale concentration or title-level margins, and the visible valuation anchor remains a private 2021 $5 billion secondary round. That combination makes Moon Active look durable on scale and fragile on underwritten quality of earnings.[CR016, CR017, CR018, CR019, CR020, CR021]
| Function / asset | Dependency or gap | Likelihood | Impact severity | Mitigation maturity | Residual exposure | Diligence path |
|---|---|---|---|---|---|---|
| Israel HQ and core leadership | Large staff concentration and main operations remain in Israel | Medium | High | Medium | Material | Request site-level business continuity plans, leadership succession coverage, and remote-operating fallback |
| Kyiv and Warsaw engineering execution | Backend role links core game systems to a Kyiv-based team while infra roles are Warsaw-based | Medium | High | Medium | Material | Review key-team geography, single-threaded dependencies, and war-contingency staffing plans |
| Lithuania / Melsoft integration | Layoffs appear concentrated in the acquired studio footprint | High | High | Low | High | Request retention data, integration scorecards, and product roadmap ownership for Family Island and related assets |
| Creative, UA, and monetization talent | Business model depends on rapid creative iteration, bidding discipline, and event design | High | High | Medium | High | Review team turnover, output-per-head, and channel ownership across creative and UA |
| Cross-title support and operational coordination | Multiple titles share legal and support surfaces but public operating metrics are thin | Medium | Medium to high | Medium | Material | Request org map for support, technical ops, analytics, and incident-response ownership by title |
Execution risk is elevated because Moon Active is simultaneously integrating acquisitions, operating across geopolitical fault lines, and keeping a large live-service portfolio tuned for paid growth.
[CR013, CR016, CR017, CR018, CR019, CR020]| Risk | Public evidence | Likelihood | Impact severity | Mitigation maturity | Residual exposure | Investment implication |
|---|---|---|---|---|---|---|
| Coin Master concentration | Naavik estimated 73% of Q1 2024 store revenue came from Coin Master | High | Critical | Medium | High | Underwrite Moon Active as a concentrated operator until private data proves otherwise |
| Hit-driven diversification | Travel Town, Family Island, and Zen Match broaden the portfolio, but competitive durability is uneven | Medium to high | High | Medium | Material | Apply a discount to diversification until secondary titles prove durable margins and payer bases |
| UA inflation and creative fatigue | UA roles and AppsFlyer both point to heavier paid competition and rising creative throughput | High | High | Low to medium | High | Expect margin pressure if creative refresh cadence or attribution quality slips |
| Whale or payer concentration opacity | Public sources do not disclose payer concentration or top-spender dependence by title | High | High | Low | High | Do not assume a broad-based payer mix without board-level cohort data |
| Opaque title-level margins and cash conversion | Public sources show scale but not per-title margins, payback, or free-cash-flow conversion | High | High | Low | High | Valuation support should stay conservative until internal reporting is shared |
| Private valuation anchoring | The visible mark remains a 2021 $5B secondary round rather than a public-market-tested valuation | Medium | High | Low | Material | Treat price discipline as essential because public data does not justify precision around fair value |
This table isolates economic underwrite risk rather than operating mechanics. Several rows are about missing disclosure, because the absence of hard data is itself part of the risk.
[CR023, CR024, CR030, CR031, CR039, CR040]7.4 Mitigations, monitors, and thesis-breaks: visible controls exist, but several core questions still require private diligence
Moon Active is not operating blindly. Portfolio expansion beyond Coin Master is real; support surfaces exist across multiple titles; the company has a public vulnerability-reporting page; and job postings show explicit investment in monetization, analytics, infrastructure, and campaign optimization. Those are real mitigants and they explain why the residual risk is not simply 'avoid.' But mitigation maturity is still mostly low to medium because the public set does not show the metrics that would prove these controls are working. I do not have public evidence for title-level SLOs, uptime history, fraud outcomes, cohort-level payer concentration, or per-title cash conversion. That means the practical underwriting posture should stay trigger-based. The thesis breaks if the Coin Master legal or disclosure stack worsens, if app-store or ATT policy changes impair monetization or measurement faster than Moon Active can adapt, if post-layoff integration slippage expands across acquired studios, or if Coin Master concentration remains high while secondary titles fail to offset paid-UA pressure. The mitigation table therefore focuses on monitorable events rather than generic best practices, and the main diligence asks are intentionally blunt: prove payer concentration, prove title-level profitability, prove reliability, and prove that the post-Melsoft and post-Zen Match portfolio can keep compounding without another major cost reset.[CR003, CR006, CR008, CR014, CR019, CR023]
| Risk | Monitoring indicator | Threshold / event | Action implication | Priority diligence ask |
|---|---|---|---|---|
| Chance-mechanics / legal scrutiny | Court or store-policy escalation | Williams case survives key motions or Apple/Google/ASA flags disclosure gaps | Freeze underwriting premium and require legal remediation plan before conviction-sized position | Pull active legal memo, outside counsel view, and last 12 months of store-policy correspondence |
| Platform privacy / ATT / SDK risk | Tracking and attribution health | ATT opt-in or measurement quality falls materially, or SDK/privacy audit finds violations | Reduce growth assumptions and increase compliance haircut to CAC and LTV | Review ATT dashboards, SDK inventory, privacy manifests, and partner contracts |
| Live-ops reliability and billing friction | Support-ticket and incident trend | Sustained rise in purchase-failure, missing-item, or outage complaints across titles | Assume payer-trust damage and lower retention or conversion assumptions | Request title-level ticket volumes, incident logs, and post-mortem cadence |
| UA and creative efficiency | Paid-media productivity | ROAS deterioration, rising CPI, or shrinking creative hit rate across core channels | Lower growth and margin assumptions; require proof of channel diversification | Review channel mix, cohort payback curves, and creative testing throughput |
| Integration and regional execution | Attrition and roadmap slippage | Further layoffs, high attrition in acquired studios, or delayed content cadence in secondary titles | Treat diversification story as impaired and raise concentration discount | Request studio-level attrition, roadmap delivery, and post-merger integration scorecards |
| Coin Master concentration and valuation | Portfolio revenue mix | Coin Master share remains above 70% while private pricing still leans on a legacy $5B mark | Do not underwrite premium private valuation; insist on downside protection or delay entry | Get monthly revenue, payer, and EBITDA contribution by title plus board-approved scenario plan |
These are monitorable underwriting triggers rather than observed failures. The thresholds translate the public risk file into decision rules for diligence and investment committee use.
[CR003, CR006, CR019, CR023, CR030, CR032]08Valuation
8.1 A stale mark sits against a much larger business, but concentration still dominates the story
Moon Active is easy to describe as a scaled asset and hard to price as a current private security. The last well-documented corporate marks are old: Insight’s 2020 investment at a $1.25 billion valuation and the 2021 $300 million secondary at a $5 billion valuation. Since then, public reporting has shifted away from financing and toward operating scale. By 2024, retained coverage said Coin Master had crossed $6 billion of lifetime spending and roughly $1.2 billion of annual revenue since 2020, while Globes reported Moon Active ended 2024 with record revenue above $2 billion. That is enough to argue the business is larger than the stale $5 billion mark implies. It is not enough to argue that Moon Active deserves an unconstrained premium. Naavik’s Q1 2024 store-revenue split still gave Coin Master 73% of revenue, and the 2025 layoff reporting shows management is still tuning structure despite scale. The opening valuation conclusion is therefore straightforward: the stale mark is too low to anchor 2026 alone, but title concentration and private disclosure gaps still cap conviction.[CV002, CV003, CV004, CV005, CV006, CV007]
| Argument | Thesis support | Anti-thesis | What would change the view |
|---|---|---|---|
| Scale versus stale mark | The last disclosed mark is old, while retained sources point to >$2B 2024 revenue and a flagship that has crossed $6B lifetime spend | The current 2026 private price is still undisclosed, so scale alone does not tell an investor what they are paying | A fresh financing or secondary-clearing mark would convert scale into a real price signal |
| Franchise durability | Coin Master has remained large for years and rebounded into top-grossing charts again in March 2026 | Coin Master still drove 73% of Q1 2024 store revenue, so durability and concentration are inseparable | A lower concentration ratio with proven title-level margins would strengthen the thesis materially |
| Diversification | Melsoft and Zen Match show Moon Active bought real assets and teams rather than only optionality | Public evidence still does not show title-level contribution margin for the newer portfolio | Monthly revenue and EBITDA by title would show whether diversification is real economic protection |
| Public comp logic | Public gaming comps and strategic deals support a wide but still meaningful valuation corridor | The same comp set is extremely dispersed and easy to misuse if business-model differences are ignored | A banker-grade comp set with current private marks would narrow the corridor |
| Capital adequacy | Secondary-heavy history and record revenue suggest Moon Active is probably not financing basic survival | No public cash, debt, or preference disclosure means a seemingly healthy business could still be a poor equity entry | Current balance-sheet and waterfall disclosure is required before a buy recommendation |
| Current anti-thesis | The business may be excellent while the security remains unpriceable on public evidence alone | That gap is precisely why the chapter stops at track instead of buy | The anti-thesis weakens only when valuation terms become visible |
This table separates company quality from security priceability. The anti-thesis is not that Moon Active is weak; it is that the current entry price and seniority remain hidden.
[CV004, CV005, CV009, CV011, CV017, CV033]8.2 Comparable evidence is useful only as a boundary set, not as a clean one-for-one multiple
The comparable set says more about boundaries than about a single fair multiple. Public pure-play mobile and social-casino operators can trade brutally low after enthusiasm fades. Playtika’s public mark sat at only $1.28 billion in May 2026 despite large quarterly revenue and real DTC scale, while Stillfront’s market cap sat near $0.27 billion against a still meaningful revenue base. MTG, with a broader gaming mix and post-Plarium scale, held a stronger but still modest public valuation relative to revenue. At the other end, strategic-control transactions can still clear far larger values, with Take-Two paying an implied $12.7 billion enterprise value for Zynga and Savvy agreeing to buy Scopely for $4.9 billion. AppLovin proves why business-model discipline matters: its enormous market cap reflects marketing-platform economics, not a direct precedent for a single-company game operator. Combined with 2026 UA benchmarks showing rising CPI and CPM, the comp set points to a low- to mid-single-digit gaming multiple framework for Moon Active, not an AppLovin-like software rerating.[CV018, CV019, CV020, CV021, CV022, CV023]
| Reference | Latest revenue / scale signal | Valuation / market-cap signal | Relevance to Moon Active | Limitation |
|---|---|---|---|---|
| Playtika | 2025 revenue up 8.1%; Q1 2026 revenue $744.7M and DTC $291.8M | May 2026 market cap about $1.28B | Useful mature mobile/social-casino public reference with real DTC and UA intensity | Public equity value is depressed by debt, maturity, and portfolio-specific issues, so it is a downside boundary not a direct mark |
| Stillfront Group | 2025 net revenue 5,710 MSEK; adjusted EBITDAC 1,580 MSEK | May 2026 market cap about $0.27B | Shows how hard the market can punish acquisitive mobile-game roll-ups when growth stalls | Cross-currency and smaller-scale than Moon Active; use as a lower-bound cautionary comp |
| MTG | 2025 total revenue 11,579 MSEK; adjusted EBITDA margin 23% | May 2026 market cap about $1.76B | Useful mid-range gaming-platform reference with broader portfolio depth | Business mix differs and includes assets not directly comparable to Moon Active’s private structure |
| Take-Two / Zynga deal | Large public mobile platform with broad recurring bookings base | 2022 combination implied ~$12.7B EV and 64% premium | Shows what strategic-control value can look like for scaled mobile assets | A 2022 control transaction in a friendlier market, not a current trading multiple |
| Savvy / Scopely deal | Scaled mobile-game publisher with live-ops strength | 2023 announced acquisition value of $4.9B | Shows strategic appetite for scaled mobile assets remained real after the 2021 boom | Private revenue disclosure is thinner and sovereign-buyer motives may raise the premium |
| AppLovin | 2025 revenue $5.481B as a marketing-platform company | May 2026 market cap about $172.75B | Useful only as an upper-bound reminder that software/adtech economics get very different multiples | Not a clean operating comp for Moon Active and should not anchor a fair-value case |
The comparable set intentionally mixes public equities and strategic transactions because no single listed peer maps cleanly to Moon Active. Read these rows as boundary markers, not a one-click multiple selection.
[CV018, CV020, CV021, CV022, CV023, CV024]Revenue and multiple assumptions alone span a very wide enterprise-value corridor for Moon Active.
The figure uses enterprise-value sensitivity, not per-share equity value, because current seniority and net cash are undisclosed.
[CV039, CV042]8.3 The right public-only output is a range with entry discipline, not a point target
Because the data quality is asymmetric, the right public output is an enterprise-value corridor rather than a faux-precise equity price. The bear case assumes concentration remains stubborn, category pressure persists, and investors apply only distressed or mature-gaming multiples to a company whose current cap table remains invisible. The base case assumes Moon Active can roughly defend its current scale, keep Coin Master healthy, and get some credit for Travel Town, Family Island, and Zen Match without winning a software-style premium. The bull case requires investors to treat Moon Active as a scarce strategic mobile-gaming asset whose revenue base is durable enough to command upper-end gaming deal multiples. Those cases support a wide band centered around about $9 billion of enterprise value, with useful entry discipline rather than a false statement of exact worth. At any undisclosed current price, the practical underwriting rule is simple: lower-mid-band prices are fair, sub-$7 billion is attractive, and anything above about $12 billion starts to demand proof the public record does not yet provide.[CV011, CV015, CV016, CV017, CV033, CV039]
| Scenario | Probability signal | Revenue anchor | Multiple / range logic | Implied EV range | What must be true |
|---|---|---|---|---|---|
| Bear | 25% | $1.8B-$2.0B revenue floor | ~3x-4x mature/distressed gaming multiple on concentrated economics | ~$5.5B-$8.0B | Coin Master remains dominant, category pressure persists, and investors refuse a premium without better disclosure |
| Base | 50% | ~$2.0B-$2.2B revenue anchor | ~4x-4.5x scaled gaming multiple with some diversification credit | ~$8.0B-$10.0B | Moon Active roughly defends scale, newer titles remain meaningful, and investors underwrite it as a scarce but opaque gaming asset |
| Bull | 25% | ~$2.2B-$2.4B revenue plus stronger portfolio mix | ~5x-6x strategic-scarcity gaming multiple | ~$10.0B-$14.0B | Travel Town, Family Island, and other titles reduce dependency while buyers pay for scale and cash generation |
These are enterprise-value ranges derived from public revenue proxies and comparable multiple bands. They are not a substitute for a cap-table-aware common-equity model.
[CV011, CV039, CV040, CV045]The bear, base, and bull enterprise-value bands are deliberately wide because the public record is strong on scale and weak on terms.
These bands are public-only enterprise-value estimates based on revenue proxies and comparable valuation corridors, not on a cap-table-aware DCF or comparable-transaction book.
[CV043, CV045]8.4 Track is the right call until private evidence closes the equity-underwriting gaps
Moon Active clears the quality bar for ongoing attention but not for an immediate buy call. The company likely does not need emergency primary capital, and its historical use of secondaries plus acquisitions suggests a business with real internal cash generation and optionality. Even so, a private investment recommendation has to be price-sensitive. Public evidence does not disclose current cash, debt, preference terms, or title-level contribution margins, and those unknowns matter more than another flattering revenue milestone. The recommendation is therefore track with medium confidence and a high risk rating. The likely upside case is real, but the burden of proof remains on economics and capital structure. An upgrade to buy requires a live cap table, audited 2025 or 2026 revenue and EBITDA, title-level profit contribution, DTC share, and UA payback data. The thesis breaks if Coin Master concentration worsens, financing quality turns punitive, or category pressure overwhelms diversification. On exit, the public record supports a secondary or strategic-sale lens more than an immediately underwritten IPO path.[CV004, CV013, CV014, CV041, CV044, CV046]
| Lens | Current verdict | Public support | Decision implication | What would change the view |
|---|---|---|---|---|
| Recommendation | Track | Public evidence proves scale but not a current clean equity price | Keep Moon Active on the list, but do not chase an undisclosed price | Upgrade only after cap table, title margins, and current EBITDA are opened |
| Confidence | Medium | Direction of evidence is clear while precision is weak | Use ranges and thresholds instead of a single fair value | Confidence rises if audited 2025-2026 numbers reconcile to the >$2B revenue story |
| Risk rating | High | Coin Master concentration, rising UA costs, and hidden seniority widen downside dispersion | Size only against a downside-first scenario set | Risk falls if diversification and DTC mix prove more durable than public proxies imply |
| Valuation stance | Unknown at current undisclosed price; fair near the middle band | Public comps justify a range, not a blind premium | Treat $8B-$10B EV as the fair-value neighborhood, attractive below ~$7B, stretched above ~$12B | View improves if a live mark clears below the mid-band with clean terms |
| Likely exit lens | Secondary liquidity or strategic sale before fully underwritten IPO | Public evidence shows prior secondary liquidity and strong M&A precedent, but not public-listing readiness | Underwrite to private-market liquidity rather than a heroic IPO rerating | Revisit if management opens IPO prep, governance, and filing-readiness materials |
This table translates the chapter into decision posture and entry discipline. The EV bands are public-only underwriting guardrails, not management guidance or a synthetic private share price.
[CV041, CV045, CV046, CV047, CV048, CV050]| Trigger | Threshold | Transmission to thesis | Action implication |
|---|---|---|---|
| Concentration worsens again | Coin Master share of revenue rises rather than falls from the Q1 2024 baseline | Converts a scaled portfolio story back into a single-franchise underwriting problem | Move to avoid or demand a much lower entry price |
| Financing quality degrades | A new financing introduces punitive preferences, ratchets, or rescue-capital signals | Common-equity upside can be absorbed by senior claims even if the company keeps growing | Treat as a thesis break until the waterfall is re-underwritten |
| Category pressure intensifies | RPD keeps falling while CPI and CPM stay elevated | Gross growth no longer converts into attractive net economics | Compress the multiple range and reassess the recommendation |
| Current scale proves weaker than reported | Audited 2025 or 2026 revenue misses the >$2B public storyline by a material margin | The whole public-only range has to move down because the revenue anchor breaks | Reset toward the bear case and re-open diligence |
| Exit path narrows | Neither secondary demand nor strategic interest exists at a sensible valuation | Even a good company can become a poor investment without realizable liquidity | Do not upgrade from track regardless of company quality |
These are kill criteria rather than generic risks. Each one changes either the realized seniority of the security or the plausibility of the exit needed to earn target returns.
[CV009, CV016, CV049, CV050]| Topic | Missing evidence | Why it matters | Owner / diligence path |
|---|---|---|---|
| Current cap table and seniority | Current security stack, employee-liquidity terms, preferred rights, and any debt or revolver balances | Without this, enterprise value cannot be translated into equity value or downside protection | CFO package plus counsel review of financing documents |
| Audited operating results | Audited 2025 and year-to-date 2026 revenue, EBITDA, cash flow, and cash balance | Validates whether the >$2B revenue narrative is durable and profitable | Finance diligence with audited or board-grade statements |
| Title-level economics | Monthly revenue, gross margin, contribution margin, and live-ops spend by major title | Tests whether diversification is reducing risk or just masking a still-single-title machine | Operating review with title P&Ls and management bridge |
| Channel and UA efficiency | DTC share, platform-fee burden, blended CPI, cohort payback, and top-country mix | Shows whether Moon Active can preserve margin as platform and media costs move | Growth and finance diligence using UA dashboards and DTC analytics |
| Exit readiness | Board-level view on secondary liquidity, strategic interest, and public-market readiness | Determines whether the hold-period logic has a realistic path to realization | Board materials, banker references, and shareholder-liquidity planning review |
Each diligence ask is designed to convert a public-screening chapter into an investable underwriting file. If management cannot produce these materials, the recommendation should not be upgraded.
[CV047, CV048, CV050]The recommendation chain runs from stale valuation data and real operating scale through comp dispersion and disclosure gaps to a track call.
This is a decision-flow exhibit, not a financial model. It shows why company quality and security priceability diverge in the current public record.
[CV041, CV046]Moon Active scores highest on proof of scale and lower on disclosure, concentration, and priceability.
The KPI exhibit summarizes the chapter’s weighting logic rather than a mathematically optimized score.
[CV041, CV044]8.5 Exhibits
Disclaimer
This diligence report is produced by an AI research agent using publicly available sources as of 2026-05-27. It is not investment advice. Moon Active is a private company, and important financial, governance, and capital-structure details remain undisclosed; any investment decision should be validated against management and investor materials.
Evidence index
| ID | Statement | Confidence | Sources |
|---|---|---|---|
| CO001 | Moon Active is a private Israeli mobile-gaming company headquartered in Tel Aviv. | High | SO001, SO005, SO007 |
| CO002 | Most retained profiles date Moon Active's founding to 2011. | Medium | SO005, SO010, SO020 |
| CO003 | Samuel Albin is publicly identified as Moon Active's founder and CEO. | Medium | SO006, SO010, SO020 |
| CO004 | Moon Active's official site says the company produces entertainment enjoyed by millions of players. | Medium | SO001 |
| CO005 | Moon Active monetizes primarily through free-to-play mobile games with in-app purchases and progression upgrades. | Medium | SO005, SO009 |
| CO006 | Coin Master is Moon Active's flagship title. | High | SO001, SO005, SO009 |
| CO007 | Retained company-history sources place Coin Master's commercial smartphone launch in January 2016. | Medium | SO005, SO013 |
| CO008 | Wikipedia says Moon Active developed four unsuccessful games before Coin Master. | Low | SO005 |
| CO009 | Wikipedia attributes about $100 million of Coin Master gross revenue to 2018. | Low | SO005 |
| CO010 | Wikipedia attributes about $550 million of Coin Master gross revenue to 2019. | Low | SO005 |
| CO011 | Retained coverage ties Coin Master to roughly $1.25 billion of 2020 revenue or player spending. | Medium | SO005, SO011, SO012 |
| CO012 | Insight Partners bought Moon Active shares for $125 million at an implied valuation of about $1.25 billion in January 2020. | Medium | SO009, SO011, SO012 |
| CO013 | Globes reported that Moon Active said 2019 revenue was $500 million and the company was profitable. | Low | SO009 |
| CO014 | Moon Active completed a $300 million secondary transaction at a $5 billion valuation in November 2021. | Medium | SO010, SO011, SO012, SO005 |
| CO015 | Andalusian Private Capital participated alongside Insight Partners in the 2021 secondary transaction. | Medium | SO010, SO012 |
| CO016 | 2021 funding coverage said Moon Active had about 1,300 employees and roughly 800 of them were in Tel Aviv headquarters. | Medium | SO010, SO011, SO012 |
| CO017 | Sensor Tower-based 2024 coverage says Coin Master surpassed $6 billion in lifetime player spending by August 2024. | Medium | SO013, SO014, SO015, SO016, SO017 |
| CO018 | Sensor Tower-based 2024 coverage says Coin Master has generated roughly $1.2 billion in annual player spending since 2020. | Medium | SO013, SO014, SO015, SO016, SO017, SO018, SO019 |
| CO019 | Coin Master generated about $98 million in July 2024 and ranked as the tenth highest-grossing mobile game worldwide that month. | Medium | SO013, SO015, SO016, SO017 |
| CO020 | Coin Master ranked sixth globally by gross revenue in the first half of 2024. | Medium | SO013, SO014, SO015, SO016, SO017 |
| CO021 | Sensor Tower-based coverage says the United States accounted for about 39% of Coin Master lifetime revenue, or roughly $2.4 billion. | Medium | SO014, SO015, SO016, SO017 |
| CO022 | Sensor Tower-based coverage says Coin Master reached about 356 million downloads by late August 2024. | Medium | SO014, SO015, SO016, SO017 |
| CO023 | Moon Active acquired Melsoft in December 2020. | Medium | SO021, SO022, SO023, SO024 |
| CO024 | Family Island and MyCafe entered Moon Active's portfolio through the Melsoft acquisition. | Medium | SO023, SO024 |
| CO025 | Melsoft had about 240 employees and roughly $160 million in annual revenue run rate when Moon Active bought it. | Medium | SO021, SO022 |
| CO026 | Globes reported that Moon Active initially planned to keep Melsoft as an independent unit. | Medium | SO022 |
| CO027 | Moon Active acquired Zen Match and the associated Istanbul-based team from Good Job Games in December 2022 for an estimated $100 million to $150 million. | Medium | SO025, SO026 |
| CO028 | PocketGamer reported in December 2022 that Moon Active had grown to more than 2,000 employees across Israel, Ukraine, Lithuania, Poland, Romania, and the UK. | Medium | SO025 |
| CO029 | Moon Active's current careers pages show hiring activity in Tel Aviv, Kyiv, Warsaw, and remote roles. | High | SO002, SO003 |
| CO030 | A current Warsaw DevOps listing says Moon Active processes billions of daily events and uses GCP, AWS, Cloudflare, Kubernetes, GitHub Actions, and ArgoCD. | Medium | SO004 |
| CO031 | Moon Active's official careers materials list teams across marketing, R&D, art and design, product, customer relations, security and IT, finance and legal, monetization, HR, and operations. | High | SO002, SO003 |
| CO032 | Directory data names Hadas Gazit as CFO and Eran Koren as CTO while Craft confirms Samuel Albin plus other executives are publicly listed. | Medium | SO006, SO007 |
| CO033 | Tracxn still labels Moon Active as a Series D company and shows its latest valuation as $5 billion as of November 2021. | Medium | SO020 |
| CO034 | Tracxn says Moon Active raised $126 million over two disclosed primary rounds, illustrating how little visible primary capital the company appears to have used relative to scale. | Medium | SO020 |
| CO035 | Public-access sources disagree on Moon Active's current headcount, ranging from 501-1,000 employees to 1,947 and to more than 2,000 in later trade coverage. | Medium | SO007, SO020, SO025 |
| CO036 | Accessible public sources expose executives and hiring activity but do not provide a reliable current board roster, ownership map, or cap table. | Medium | SO006, SO007, SO020 |
| CO037 | ZoomInfo's stated $136.5 million company revenue conflicts with stronger Coin Master-based revenue evidence and is not reliable enough to anchor underwriting. | Medium | SO007, SO011, SO012 |
| CO038 | Naavik estimated Moon Active generated about $355 million of Q1 2024 store revenue and 73% of that came from Coin Master. | Medium | SO027 |
| CO039 | Naavik said Travel Town had become the top-grossing merge game by Q1 2024. | Medium | SO027 |
| CO040 | Naavik said Family Island was the second highest-earning farming simulation game by Q1 2024. | Medium | SO027 |
| CO041 | Deconstructor of Fun argued Zen Match looked like it was operating on auto-pilot after the Moon Active acquisition, with user acquisition at its lowest point. | Medium | SO026 |
| CO042 | Moon Active's official pages emphasize top-quality casual games and global reach but do not disclose audited financial statements or governance detail. | Medium | SO001, SO002, SO003 |
| CO043 | Globes' January 2020 profile described Moonactive as founded in 2012, conflicting with the 2011 founding date used by most other retained sources. | Low | SO009 |
| CO044 | Several 2024 articles frame the $6 billion milestone as Coin Master lifetime spending rather than a fresh corporate financing, so later valuation analysis should not treat it as a priced round by itself. | Medium | SO013, SO015, SO016, SO017 |
| CM001 | The Google Play listing presents Coin Master as a free mobile game with in-app purchases. | Medium | SM009 |
| CM002 | The Google Play listing says Coin Master is intended for amusement only and does not offer real-money gambling or an opportunity to win real-money prizes. | Medium | SM009 |
| CM003 | Udonis reports that Google Play categorizes Coin Master as a casual game. | Medium | SM004 |
| CM004 | Udonis reports that Apple App Store classifies Coin Master under adventure rather than casino. | Medium | SM004 |
| CM005 | Udonis argues that Coin Master can still be described as a social-casino slots title because its core loop is a slot mechanic. | Medium | SM004 |
| CM006 | Udonis describes Coin Master as combining slots, village building, attacks, PvP social mechanics, and a casual art style. | Medium | SM004 |
| CM007 | Mordor Intelligence estimates the social casino market at USD 9.06 billion in 2026. | Medium | SM015 |
| CM008 | The Business Research Company estimates the online social casino market at USD 10.11 billion in 2026. | Medium | SM016 |
| CM009 | Grand View Research estimates the social casino market at USD 8.51 billion in 2024 and projects USD 14.31 billion by 2030 at an 8.9% CAGR. | Medium | SM017 |
| CM010 | Mordor says slots held 55.62% of social-casino revenue in 2025. | Medium | SM015 |
| CM011 | Mordor says mobile apps accounted for 71.85% of social-casino revenue in 2025. | Medium | SM015 |
| CM012 | Social-casino market estimates are not directly comparable because vendors scope social casino, online social casino, and adjacent casual entertainment differently. | Medium | SM015, SM016, SM017, SM022 |
| CM013 | Research and Markets explicitly markets an online-social-casino TAM analysis, underscoring that boundary setting is itself a diligence task for this category. | Medium | SM022 |
| CM014 | Liftoff’s casual benchmark, as summarized by Udonis, defines casual games as puzzle, lifestyle, and simulation. | Medium | SM003 |
| CM015 | Udonis says casual games drive 86.9% of installs in the benchmark set it cites. | Medium | SM003 |
| CM016 | Udonis says casual-game CPI averaged about USD 1, with Android at USD 0.63 and iOS at USD 2.23 in the cited period. | Medium | SM003 |
| CM017 | Udonis says casual-game D7 ROAS was 7.6% overall and 7.8% on iOS. | Medium | SM003 |
| CM018 | Udonis says simulation and lifestyle posted the strongest casual D7 ROAS at 8.5% and 8.3%, ahead of puzzle at 6.9%. | Medium | SM003 |
| CM019 | Udonis says competitive events and mini-games have become mainstream retention levers in casual games. | Medium | SM003 |
| CM020 | GamesMarket’s AppMagic summary says mobile-game revenue growth slowed to 0.2% year over year in 2025 and download growth slowed to 4.6%. | Medium | SM002 |
| CM021 | GamesMarket’s AppMagic summary says casino-game downloads rose 15.8% while casino revenue fell 7.6% in 2025. | Medium | SM002 |
| CM022 | GamesMarket says direct-to-consumer and alternative-payment revenue across US games grew 26% year over year, with the top 100 titles up 38%. | Medium | SM002 |
| CM023 | GamesBeat cites Sensor Tower forecasting roughly USD 233 billion of total mobile app spending by 2026. | Medium | SM005 |
| CM024 | GamesBeat says games would represent USD 70 billion of App Store revenue in 2026 versus USD 91 billion for non-game apps. | Medium | SM005 |
| CM025 | Gamigion’s Newzoo summary says mobile games should generate USD 103.0 billion in 2025, equal to 55% of the global games market. | Medium | SM023 |
| CM026 | Gamigion’s Newzoo summary says mobile has about 3.0 billion players, or 83% of all gamers. | Medium | SM023 |
| CM027 | DataReportal says there were 5.78 billion unique mobile users in October 2025, equal to 70.1% of the global population. | Medium | SM001 |
| CM028 | DataReportal says 6.04 billion people were online in October 2025, equal to 73.2% internet penetration. | Medium | SM001 |
| CM029 | DataReportal says smartphones represented 86.9% of handsets in use and 83.7% of mobile connections. | Medium | SM001 |
| CM030 | MAF says the mobile-gaming gender split is near parity and women are more likely to be mobile-only players. | Medium | SM020 |
| CM031 | MAF says 44% of women players versus 27% of men play exclusively on mobile. | Medium | SM020 |
| CM032 | MAF says 50% of mobile gamers pay nothing, 23% are low spenders, 20% are medium spenders, and 7% are high spenders. | Medium | SM020 |
| CM033 | MAF says Asia-Pacific accounts for 53% of players and about USD 87.6 billion of mobile-gaming revenue. | Medium | SM020 |
| CM034 | MAF says casual games generated USD 32.7 billion of IAP revenue, 14.3 billion downloads, and 124.8 billion hours in the cited period. | Medium | SM021 |
| CM035 | Apple says developers in the Small Business Program pay a 15% commission on paid apps and in-app purchases until they exceed USD 1 million in proceeds, after which the standard commission applies. | Medium | SM006 |
| CM036 | Apple says ATT permission is required to track users or access the advertising identifier for targeted advertising or measurement on iOS 14.5 and later. | Medium | SM007, SM008 |
| CM037 | Apple says that without ATT permission the advertising identifier is all zeros and alternative identifiers may not be used to track the user across other companies’ apps and websites. | Medium | SM007 |
| CM038 | Google says Google Play billing is the system used to sell digital products and handle purchase flows inside Android apps. | Medium | SM010 |
| CM039 | Google says developers should integrate Play Billing with both the app and the server backend to manage purchases and entitlements securely. | Medium | SM010 |
| CM040 | AppsFlyer says its 2026 gaming marketing report analyzed 25 billion installs across more than 9,600 games. | Medium | SM018 |
| CM041 | AppsFlyer says top gaming advertisers were producing 2,400 to 2,600 creative variations per quarter, up 25% to 30% year over year. | Medium | SM025 |
| CM042 | Marketing in Asia’s summary of the AppsFlyer study says paid install share rose 10% year over year and ad impressions rose 20% in 2025. | Medium | SM025 |
| CM043 | Adjust says mobile accounted for 55% of gaming revenue in 2025 and that casual, mid-core, and hyper-casual IAP revenue reached USD 81.8 billion. | Medium | SM019 |
| CM044 | Adjust says players spent 444.6 billion hours in mobile games in 2025. | Medium | SM019 |
| CM045 | Adjust says ATT opt-in on iOS gaming prompts reached 39% in Q1 2026, up from 38% a year earlier. | Medium | SM019 |
| CM046 | Adjust says global gaming sessions rose 1% year over year in 2025 and the paid-to-organic ratio jumped 61%. | Medium | SM019 |
| CM047 | Adjust says 2025 install growth was highest in slots at 46%, followed by casino at 22% and casual at 19%. | Medium | SM019 |
| CM048 | Sensor Tower says Coin Master surpassed USD 6 billion in gross revenue by August 2024. | Medium | SM026, SM027 |
| CM049 | Sensor Tower says Coin Master has generated nearly USD 1.2 billion of annual revenue since 2020. | Medium | SM026, SM027 |
| CM050 | PocketGamer says Coin Master had 356 million downloads and ranked sixth among mobile games by gross revenue in the first half of 2024. | Medium | SM027 |
| CM051 | The ASA requires prominent app-store disclosure when mobile games contain paid loot boxes, and says generic in-app-purchase labels are insufficient. | Medium | SM011 |
| CM052 | The ASA said it would begin actively monitoring app-store loot-box disclosures from 26 May 2026. | Medium | SM011 |
| CM053 | The UK government says loot-box purchases should be unavailable to children unless enabled by a parent or guardian. | High | SM012, SM013, SM014 |
| CM054 | The UK government says players should have spending controls and transparent information, including probability disclosures, for loot boxes. | High | SM012, SM013 |
| CM055 | The House of Commons Library says the Gambling Act 2005 does not currently cover loot boxes. | High | SM014, SM012 |
| CM056 | Ukie says its 11 industry principles include under-18 restrictions, pre-download disclosure, clear probability disclosure, and lenient refunds. | High | SM013, SM012 |
| CM057 | Royal Society researchers say none of the 100 highest-grossing iPhone games they reviewed sought explicit parental consent before enabling under-18 loot-box purchasing. | Medium | SM024 |
| CM058 | Royal Society researchers say only 23.5% of those games disclosed loot boxes in marketing and only 8.6% consistently disclosed reward probabilities. | Medium | SM024 |
| CM059 | Moon Active’s addressable opportunity is large even under a narrow social-casino lens, but the chosen market frame materially changes implied share and valuation logic. | Medium | SM015, SM016, SM017, SM019, SM021, SM026 |
| CM060 | Comparing Coin Master’s roughly USD 1.2 billion annual revenue proxy with Mordor’s USD 9.06 billion 2026 social-casino estimate implies a low-teens share of that narrow lens. | Medium | SM015, SM026, SM027 |
| CM061 | Comparing the same roughly USD 1.2 billion revenue proxy with the USD 32.7 billion casual-IAP lens implies a mid-single-digit share of the broader casual pool. | Medium | SM021, SM026, SM027 |
| CM062 | App-store mediation and privacy rules make distribution, billing, attribution, and monetization dependent on Apple and Google rather than only on game design. | Medium | SM006, SM007, SM010, SM011, SM019 |
| CM063 | The most defensible market boundary for Moon Active is free-to-play mobile entertainment centered on casual play with social-casino-adjacent mechanics, not real-money gambling. | Medium | SM004, SM009, SM015, SM016 |
| CM064 | Precise Moon Active SAM and SOM remain only partially knowable because public sources do not disclose company-specific payer mix, D2C share, or regional net revenue after platform fees. | Medium | SM002, SM006, SM010, SM020 |
| CP001 | Coin Master's official app-store listings describe a free-to-play spin, attack, raid, village-building, card-collection game with teams, expeditions, and virtual-item IAP rather than real-money gambling. | High | SP001, SP002 |
| CP002 | MONOPOLY GO's official listings describe a free-to-play dice, property-building, sticker-trading, tournament-heavy board game with co-op chest and heist loops plus hourly events. | High | SP004, SP005, SP006 |
| CP003 | Coin Master and MONOPOLY GO therefore share a build-progress, social-heist, collectible-set, and recurring-event skeleton even though MONOPOLY GO wraps it in Hasbro board-game IP. | Medium | SP001, SP002, SP004, SP005, SP006 |
| CP004 | Deconstructor of Fun argues that Coin Master's revenue stayed stable after MONOPOLY GO launched, indicating category expansion rather than immediate cannibalization. | Medium | SP024 |
| CP005 | The same analysis says MONOPOLY GO overindexes with board-game players while Coin Master still dominates the casino segment, implying adjacent but not identical demand pools. | Medium | SP024 |
| CP006 | An AppMagic-based 2024 casual-publisher ranking put Scopely first at $1.63 billion, Playrix second at $1.53 billion, King third at $1.28 billion, Dream Games fourth at $1.25 billion, Moon Active fifth at $852.16 million, and Playtika tenth at $383.7 million in January-November net IAP revenue. | Medium | SP027 |
| CP007 | That same ranking attributes Moon Active's casual revenue to Coin Master, Travel Town, and Zen Match, showing some diversification beyond a single title. | Medium | SP027 |
| CP008 | GameRefinery reported in March 2026 that Coin Master – Board Adventure climbed from outside the top 200 grossing apps into the top 50, showing active iteration around Moon Active's core competitive category. | Medium | SP025 |
| CP009 | Candy Crush Saga still runs as a scaled incumbent match-3 platform with weekly updates, daily rewards, time-limited events, tournaments, leaderboards, and a million-dollar All Stars 2026 live contest. | Medium | SP007, SP008 |
| CP010 | Microsoft's Activision Blizzard deal formally brought King's Candy Crush and Farm Heroes franchises into Team Xbox, giving Candy Crush parent-level distribution and capital backing that Moon Active lacks. | High | SP008, SP009 |
| CP011 | Gardenscapes combines 16,000+ match-3 levels, expeditions, competitions, social play, and randomized-item IAP around garden restoration, while Homescapes applies the same pattern to mansion renovation and in-game social-network storytelling. | Medium | SP010, SP011 |
| CP012 | Playrix competes with Coin Master less as a mechanic clone than as a deep-content casual incumbent fighting for the same payer wallet with renovation meta loops and evergreen live ops. | Medium | SP010, SP011, SP012 |
| CP013 | Playtika's current games portfolio spans direct social-casino substitutes such as Slotomania, Bingo Blitz, House of Fun, Caesars Slots, and WSOP Poker as well as coin-looter and board-adjacent titles such as Dice Dreams, Board Kings, Pirate Kings, and Animals and Coins. | Medium | SP021, SP022 |
| CP014 | Playtika reported Q1 2026 revenue of $744.7 million and record direct-to-consumer revenue of $291.8 million, proving it combines scaled casino monetization with a material off-store channel. | High | SP021, SP023 |
| CP015 | Jam City remains relevant in casual competition because its official site says its franchises have amassed billions of installs, Cookie Jam has 11,000 levels with weekly additions and limited-time events, and PocketGamer reported a 2026 CEO transition plus 160 million Hogwarts Mystery downloads. | Medium | SP016, SP017, SP018 |
| CP016 | Tripledot's official site says the company reaches over 25 million daily active users, and Woodoku shows a broad puzzle audience monetized through advertising plus IAP rather than social raid loops. | Medium | SP019, SP020 |
| CP017 | Supercell is a likely-entrant benchmark because it already runs long-life mobile franchises, Hay Day's neighborhood-and-trade loop, and a dedicated Hay Day Store with loyalty mechanics. | High | SP013, SP014, SP015 |
| CP018 | Install-time pricing is not a real differentiator in this peer set because Coin Master, MONOPOLY GO, Candy Crush, Gardenscapes, Homescapes, Hay Day, Cookie Jam, Woodoku, and Slotomania are all free to download with optional in-app purchases. | Medium | SP001, SP004, SP007, SP010, SP011, SP013, SP017, SP020, SP022 |
| CP019 | Coin Master's monetization loop is more explicitly gambling-adjacent than MONOPOLY GO's because it centers on spinning a wheel for raids, shields, sacks, and card-set progression while still disclaiming real-money gambling. | High | SP001, SP002 |
| CP020 | MONOPOLY GO uses dice rolls, boards, stickers, tournaments, mini-games, and hourly events to create the same one-more-turn pressure without presenting itself as a casino-style title. | High | SP004, SP005 |
| CP021 | Slotomania is the clearest substitute cluster for Coin Master's high-spend users because it is a casino-category app with simulated gambling, loot boxes, advertising, casino clans, and cross-game Playtika Rewards. | Medium | SP021, SP022 |
| CP022 | Casual-publisher competition is already multi-title and scaled because Scopely, Playrix, King, Dream Games, Moon Active, Peak, SciPlay, Product Madness, Zynga, and Playtika all appear in the 2024 casual-publisher ranking, and GamingOnPhone says King, Scopely, Supercell, Playrix, and Dream Games remained revenue leaders in April 2026. | Medium | SP026, SP027 |
| CP023 | Sensor Tower says gaming growth has shifted from new-user volume to lifetime-value expansion, with success depending more on retention, reactivation, and payback-disciplined acquisition than brute scale. | Medium | SP032 |
| CP024 | Tenjin's Q1 2026 benchmark shows ad-platform power is concentrated differently by OS, with AppLovin at 39% of iOS ad revenue share and Google AdMob at 24% of Android share. | Medium | SP030 |
| CP025 | Tenjin also shows Android carried 57% of ad revenue share versus iOS at 43% in Q1 2026, which benefits ad-heavy casual publishers differently than IAP-heavy operators such as Moon Active or Scopely. | Medium | SP020, SP030 |
| CP026 | Mobidictum says Apple and Google still control the policy and fee design for external payments even as regulation makes web shops and D2C more viable, so platform leverage remains a core competitive variable. | Medium | SP029 |
| CP027 | Mobidictum and Mordor both describe hybrid monetization and third-party storefront adoption as rising, meaning the strategic question is now which publishers can operationalize off-store commerce well rather than whether the option exists. | Medium | SP029, SP031 |
| CP028 | Playtika and Supercell already operationalize off-store commerce, with Playtika disclosing record DTC revenue and Hay Day Store offering points, bonuses, and store-only specials per purchase. | Medium | SP015, SP023 |
| CP029 | In the retained Moon Active official and app-store surfaces reviewed for this chapter, Coin Master promotes app-store play, social channels, and in-game support rather than any external web shop. | Low | SP001, SP002, SP003 |
| CP030 | Coin Master's teams, expeditions, card trading, raids, and shields create habit and community value, but hard switching costs remain low because the game is free to install, free to quit, and built around wide social sharing. | Medium | SP001, SP002 |
| CP031 | GameRefinery's March 2026 bulletin shows Moon Active, Match Villains, Royal Match, and Clash Royale all adding extra progression layers, pass systems, albums, or event-within-event mechanics, which is strong evidence that live-ops innovation diffuses quickly. | Medium | SP025 |
| CP032 | Deconstructor reports coin-looter revenue per download slipping from $29 in 2024 to $27 in the first half of 2025 as challengers multiplied, which is direct adverse evidence that category economics can commoditize even while scale remains large. | Medium | SP024 |
| CP033 | Coin Master's moat is strongest where competitors struggle to copy everything at once: a slot-feeling spin loop, PvP raids, card-set completion, village-building meta, teams, expeditions, and constant event churn. | Medium | SP001, SP002, SP024 |
| CP034 | That moat is not exclusive because MONOPOLY GO recreated the build-heist-collection formula with faster event cadence, mass-market Hasbro IP, and broader board-game framing. | Medium | SP004, SP005, SP024, SP028 |
| CP035 | Playtika remains the most credible substitute cluster for Coin Master's gambling-adjacent monetization because its portfolio spans top social slots, poker, bingo, and multiple board or coin-looter experiments while already operating large DTC infrastructure. | Medium | SP021, SP022, SP023 |
| CP036 | King, Playrix, and Jam City compete more on long-term casual retention than on direct mechanic overlap, but their weekly content, level banks, brand familiarity, and events still create meaningful multi-homing pressure on the same adult casual payer cohort. | Medium | SP007, SP010, SP011, SP017 |
| CP037 | Supercell is a likely entrant benchmark because Hay Day already combines neighborhood cooperation, trade, weekly derby rewards, and store-led loyalty loops that could transfer into deeper casual economies. | Medium | SP013, SP015 |
| CP038 | Tripledot is a lower-overlap but relevant adjacent threat because a studio with 25 million DAUs and a strong ad-plus-IAP puzzle base could use M&A or product extension to move closer to higher-LTV social loops. | Low | SP019, SP020 |
| CP039 | Business of Apps says MONOPOLY GO generated $1.344 billion of 2024 revenue and passed 150 million lifetime downloads, confirming Scopely has enough scale to keep pressuring Coin Master instead of fading as a launch spike. | Medium | SP028 |
| CP040 | GameWorldObserver and Business of Apps together show that Scopely's casual scale now exceeds Moon Active's while Moon Active still remains in the same top-tier revenue conversation. | Medium | SP027, SP028 |
| CP041 | Mordor says casual titles represented 37.55% of the social-gaming market in 2025 and mobile devices 71.55% of sector revenue, so casual mobile remains attractive but structurally crowded. | Medium | SP031 |
| CP042 | Mordor also says in-app purchases held 47.95% of 2025 social-gaming revenue while subscriptions are rising, supporting the view that passes, recurring reward tracks, and transparent stores are converging across genres. | Medium | SP031 |
| CP043 | Sensor Tower says global game IAP revenue only grew 1.3% in 2025 while the broader mobile app economy hit record monetization, which suggests competition inside mobile gaming is increasingly zero-sum. | Medium | SP032 |
| CP044 | Playtika's Q1 2026 release says SuperPlay is tracking ahead of plan and ties a contingent earnout to that acquisition, which is evidence that Playtika is still paying to strengthen board and coin-looter adjacency rather than just defend legacy slots. | Medium | SP023, SP024 |
| CP045 | Jam City's 2026 CEO transition and 2025 Ludia divestiture make it a second-tier threat relative to Scopely, King, Playrix, or Playtika, but not an irrelevant one. | Low | SP018 |
| CP046 | Public evidence still centers Moon Active's competitive identity on Coin Master and adjacent board or casual titles even though rankings also mention Travel Town and Zen Match, so diversification is real but incomplete. | Medium | SP025, SP027 |
| CI001 | Moon Active describes itself as one of the world's fastest-growing mobile game companies and says its entertainment is enjoyed by millions of players. | Medium | SI001 |
| CI002 | Coin Master's App Store listing presents the game as free to download with in-app purchases. | Medium | SI002 |
| CI003 | Coin Master's App Store listing says the game does not offer real-money gambling but does allow players to purchase virtual items with real money inside the game. | Medium | SI002 |
| CI004 | Coin Master's official listing emphasizes a monetization loop built around spins, raids, village building, expeditions, cards, and teams. | Medium | SI002 |
| CI005 | Travel Town's App Store listing presents the game as free with in-app purchases and explicitly warns that it contains randomized items. | Medium | SI003 |
| CI006 | Apple's Moon Active developer page lists both Coin Master and Travel Town as Moon Active titles on the App Store. | Medium | SI004 |
| CI007 | The retained public product surfaces support an IAP-led free-to-play business model for Moon Active rather than an upfront-paid or subscription-led model. | Medium | SI001, SI002, SI003 |
| CI008 | Playtika's 2025 10-K says its operating platform includes payment-page optimization tools for direct-to-consumer and Playtika Webstore transactions. | Medium | SI022 |
| CI009 | Playtika's 2025 10-K says platform providers collect proceeds from players and remit them after deducting platform fees. | Medium | SI022 |
| CI010 | Playtika's 2025 10-K says it records virtual-item revenue on a gross basis and books payment-processing fees paid to platform providers in cost of revenue. | Medium | SI022 |
| CI011 | Playtika's 2025 10-K says the substantial majority of its games sell consumable virtual items and recognizes that revenue as items are consumed, usually over up to one month. | Medium | SI022 |
| CI012 | Playtika's 2025 10-K says durable virtual items are recognized ratably over the estimated average life of the paying player, generally six to twelve months. | Medium | SI022 |
| CI013 | Playtika's 2025 10-K says ad revenues from impressions, clickthroughs, banners, and offers are recognized at a point in time and on a net basis because the company acts as an agent. | Medium | SI022 |
| CI014 | No retained public Moon Active source discloses whether Moon Active follows the same consumable-versus-durable recognition timing, deferred-revenue treatment, or ad-netting policy described by public peers. | Medium | SI001, SI002, SI003, SI022 |
| CI015 | Apple's published 15% small-business commission only applies to developers with up to $1 million of proceeds, a threshold Moon Active is far above based on retained revenue disclosures. | Medium | SI006, SI020 |
| CI016 | Google Play's 2026 billing page says a service fee applies regardless of billing method. | Medium | SI021 |
| CI017 | Google Play's 2026 fee page says non-recurring transactions on new installs are charged at 20% plus any billing fee, while existing installs are charged at 25% for purchases through Google Play billing or alternative billing. | Medium | SI021 |
| CI018 | For Moon Active, platform billing rules remain a first-order gross-margin input even if the company experiments with alternative billing or off-store flows. | Medium | SI015, SI016, SI017, SI021 |
| CI019 | Playtika's 2025 10-K defines sales and marketing as advertising, user acquisition, related compensation, and associated overhead, and says the ratio can fluctuate with marketing efficiency. | Medium | SI022 |
| CI020 | Playtika's 2025 10-K reports advertising expense of $760.8 million in 2025, up from $563.8 million in 2024 and $451.8 million in 2023. | Medium | SI022 |
| CI021 | Playtika's 2025 10-K says its 2024 sales and marketing expense increased by $119.3 million, driven mainly by about $112.1 million of incremental media expense tied to acquisitions and core-game spend. | Medium | SI022 |
| CI022 | FoxData, citing Adjust, says global gaming CPI climbed 30% year over year to $0.56 and North America CPM reached $15.98. | Medium | SI025 |
| CI023 | FoxData says casino CPI rose from $1.17 to $1.50 from 2024 to 2025 and the genre's paid-to-organic install ratio is 11.05 to 1. | Medium | SI025 |
| CI024 | FoxData says mature mobile games commonly reinvest 20% to 40% of monthly revenue into user acquisition and should target LTV to CPI of at least 1.5x. | Medium | SI025 |
| CI025 | Deconstructor of Fun says the coin-looter category's revenue per download slipped from $29 in 2024 to $27 in the first half of 2025 as new challengers entered. | Medium | SI018 |
| CI026 | Deconstructor of Fun says Monopoly Go paired cheaper board-game CPIs with casino-style monetization and achieved 50% higher LTV than Coin Master. | Medium | SI018 |
| CI027 | Playtika's Q1 2026 results show $291.8 million of direct-to-consumer revenue on $744.7 million of total revenue, which implies roughly 39.2% of quarterly revenue came from DTC channels. | Medium | SI023 |
| CI028 | No retained public Moon Active source discloses a comparable DTC or webstore revenue line, so any margin upside from off-store payments remains unverified. | Medium | SI001, SI002, SI003, SI023 |
| CI029 | Globes says Moon Active ended 2024 with record revenue of more than $2 billion. | Medium | SI006 |
| CI030 | Globes says Coin Master is responsible for an estimated $2 billion of annual revenue. | Medium | SI006 |
| CI031 | Sensor Tower, CTech, PocketGamer, and Game World Observer all reported that Coin Master surpassed $6 billion of lifetime player spending in 2024. | Medium | SI010, SI011, SI012, SI013 |
| CI032 | Those same 2024 reports say Coin Master has averaged roughly $1.2 billion in annual player spending or revenue since 2020. | Medium | SI010, SI011, SI012, SI013 |
| CI033 | PocketGamer and Game World Observer say Coin Master has reached 356 million downloads, with the US contributing 39% of player spending and 18% of installs. | Medium | SI012, SI013 |
| CI034 | Naavik says Moon Active generated $355 million of Q1 2024 store revenue and 73% of that total, or $258 million, came from Coin Master. | Medium | SI014 |
| CI035 | Using Naavik's Q1 2024 mix, Moon Active's non-Coin Master portfolio contributed about $97 million of quarterly store revenue. | Medium | SI014 |
| CI036 | Naavik says Travel Town became the top-grossing merge game and Family Island became the second-highest-earning farming sim by Q1 2024. | Medium | SI014 |
| CI037 | GamesBeat said Melsoft was running at more than $160 million of annual revenue when Moon Active acquired it in 2020. | Medium | SI015 |
| CI038 | PocketGamer said Moon Active's Zen Match acquisition was estimated at $100 million to $150 million and the asset was generating around $100 million of revenue. | Low | SI017 |
| CI039 | GameRefinery said Coin Master - Board Adventure climbed from outside the top 200 to within the top 50 grossing charts in March 2026. | Medium | SI019 |
| CI040 | Globes says Moon Active had about 2,500 employees worldwide when it implemented a 2025 round of layoffs affecting 50 to 100 people. | Medium | SI006 |
| CI041 | Globes says Moon Active's layoffs touched marketing, screenwriters, animators, artists, and freelancers, implying management was tuning a broad cost base rather than only trimming one function. | Medium | SI006 |
| CI042 | Globes reported that Insight's $125 million 2020 transaction bought existing shares at a $1.25 billion valuation and injected no new money into Moon Active. | Medium | SI008 |
| CI043 | PocketGamer reported that Moon Active's 2021 $300 million financing was a secondary round at a $5 billion valuation. | Medium | SI009 |
| CI044 | Gamigion reported that Moon Active has raised only about $10 million of primary equity funding and later rounds focused on secondary liquidity. | Medium | SI007 |
| CI045 | Moon Active's visible financing history therefore suggests limited reliance on new primary capital relative to the scale of its revenue base. | Medium | SI007, SI008, SI009, SI006 |
| CI046 | Retained public sources do not disclose Moon Active's current cash balance, debt, burn, runway, working capital, capex, or deferred-revenue schedule. | Medium | SI001, SI006, SI007, SI008, SI009, SI022 |
| CI047 | Because Moon Active monetizes digital goods, its gross margin before user acquisition should be structurally attractive, but realized margin after store fees, marketing, and live-ops staffing cannot be verified from public evidence. | Medium | SI002, SI003, SI020, SI021, SI022 |
| CI048 | Moon Active looks financially stronger than a venture-dependent studio because revenue is very large and financings were mostly secondary, but it remains hard to underwrite because cash conversion and balance-sheet resilience are undisclosed. | Medium | SI006, SI007, SI008, SI009 |
| CI049 | Moon Active's revenue quality remains materially concentrated on Coin Master even after meaningful diversification through Travel Town, Family Island, and Zen Match-related bets. | Medium | SI006, SI014, SI015, SI017 |
| CI050 | Sensor Tower's State of Mobile 2026 says global in-app-purchase revenue reached $167 billion in 2025, up 10.6% year over year. | Medium | SI026 |
| CI051 | AppLovin's 2025 10-K says sales and marketing expenses center on marketing programs, advertising, personnel, and user-related intangible amortization, and notes that 2025 expense fell $49.2 million after headcount reduction while 2024 expense rose $24.8 million partly on marketing costs. | Medium | SI024 |
| CE001 | Coin Master combines spins, village building, raids, attacks, card collection, team play, and expeditions in one product loop. | High | SE003, SE004 |
| CE002 | The App Store description says players can build village after village, join teams, and find new adventures through a changing lineup of special events. | Medium | SE003 |
| CE003 | Google Play and AppBrain both position Coin Master as a casual mobile game with social gameplay and village-building progression. | Medium | SE004, SE005 |
| CE004 | Coin Master is free on all devices and allows players to purchase virtual items with real money inside the game. | High | SE003, SE004 |
| CE005 | The App Store page highlights Facebook friends, teams, expeditions, and card trading as current user-facing engagement surfaces. | Medium | SE003 |
| CE006 | AppBrain tracks Coin Master on Android as actively available with a current version and a May 2026 last-update marker. | Medium | SE005 |
| CE007 | Current iOS release notes mention bug fixes, performance improvements, and a new reward-calendar feature. | Medium | SE003 |
| CE008 | Moon Active’s backend role says new game features ship every few weeks. | Medium | SE018 |
| CE009 | The backend role describes complex, high-scale, real-time systems built with Node.js, Redis, Aurora, Kubernetes, and microservices. | Medium | SE018 |
| CE010 | That same backend role says Coin Master infrastructure serves roughly 100 thousand requests per second with peaks above 200 thousand and around 200 million operations per minute. | Medium | SE018 |
| CE011 | Moon Active’s DevOps role adds GCP, AWS, Cloudflare, GKE, GitHub, ArgoCD, observability, incident management, and disaster recovery to the public stack picture. | Medium | SE006 |
| CE012 | Full-stack roles show Moon Active building internal business applications for operations, monetization, CRM, analysts, and BI. | Medium | SE008, SE019 |
| CE013 | Current full-stack roles also cite Node.js, React, SQL or NoSQL databases, cloud platforms, and AI-powered workflows or RAG concepts. | Medium | SE007, SE019 |
| CE014 | The backend role describes a Kyiv-based cross-functional team that includes Unity developers and QAs. | Medium | SE018 |
| CE015 | Moon Active publishes a dedicated security-report page inviting the security community to identify vulnerabilities. | High | SE010, SE011 |
| CE016 | Coin Master maintains a public Help Center and in-game contact route for player support. | Medium | SE014, SE024 |
| CE017 | Support documentation asks users to provide screenshots, videos, receipts, timestamps, and transaction IDs when troubleshooting issues. | Medium | SE015, SE016, SE017 |
| CE018 | The connection-error article shows Moon Active troubleshoots failures during loading, raids, attacks, and other in-game actions. | Medium | SE015 |
| CE019 | Purchase troubleshooting tells users that Apple or Google handle payment processing and may need to be contacted directly for charge details. | Medium | SE016, SE017 |
| CE020 | The help center exposes structured sections for account/device and purchase issues, indicating specialized operational playbooks. | Medium | SE014, SE016, SE017 |
| CE021 | Taken together, release notes, support flows, and current hiring imply a continuously operated live-service product rather than a static casual title. | Medium | SE003, SE005, SE018 |
| CE022 | Coin Master’s product differentiation is the blend of slot-like rewards with village progression, raids, cards, teams, and events rather than pure casino simulation alone. | Medium | SE003, SE004, SE005 |
| CE023 | Public sources show how Moon Active handles support and releases but do not publish uptime, crash-rate, or anti-cheat metrics. | Low | |
| CE024 | Moon Active publishes trust-related surfaces, but public sources do not reveal formal security certifications or measured control performance. | Medium | SE010, SE011, SE013 |
| CE025 | Public privacy surfaces exist, but the extracted public pages do not expose detailed data-retention or minimization practices. | Medium | SE011, SE013, SE020 |
| CE026 | Apple and Google platform rules are a material product dependency because they govern privacy, billing, and app distribution. | Medium | SE020, SE021, SE025 |
| CE027 | Moon Active’s public architecture signals point to a cloud-native, microservices-heavy operating model. | Medium | SE006, SE018 |
| CE028 | Internal tooling appears designed to serve multiple business functions and likely multiple games, not just the Coin Master client itself. | Medium | SE008, SE019, SE023 |
| CE029 | Moon Active’s public team structure includes Security & IT and R&D, signaling specialized operational governance around the product. | Medium | SE002, SE009 |
| CE030 | AppBrain says Coin Master uses a broad but typical free-to-play permission and library footprint including network state, push notifications, and ad identifiers. | Medium | SE005 |
| CE031 | Visible roadmap clues focus on incremental feature refresh, reward calendars, and bug fixes rather than a publicly disclosed strategic product reset. | Medium | SE003, SE005, SE018 |
| CE032 | Support quality controls rely heavily on user-submitted evidence and help-center routing before escalation. | Medium | SE014, SE015, SE017 |
| CE033 | Public sources reviewed do not reveal a patent portfolio, source-code ownership structure, or formal IP moat for the product stack. | Low | |
| CE034 | Public sources reviewed do not reveal quantified fraud, outage, crash, or anti-cheat effectiveness metrics. | Low | |
| CE035 | Product-tech verdict: Moon Active appears to run a mature, deeply operationalized live-service stack, but external visibility into controls and measured quality remains limited. | Medium | SE006, SE010, SE014, SE018 |
| CE036 | Travel Town is a current Moon Active title built around merging objects, helping townsfolk, and rebuilding a town through 500+ objects and 55 villagers. | Medium | SE026, SE027 |
| CE037 | Zen Match is a current Moon Active title centered on tile matching, daily puzzles, room decoration, and plant-care progression. | Medium | SE028 |
| CE038 | GamesBeat reported that Moon Active acquired Melsoft, adding Family Island and MyCafe plus a resource-management business running above $160 million in annual revenue run rate. | Medium | SE031 |
| CE039 | PocketGamer reported that Moon Active acquired Zen Match and the associated Istanbul-based team from Good Job Games, with management framing the deal as part of expanding the portfolio through acquisitions and new titles. | Medium | SE032 |
| CE040 | Moon Active's Product Monetization Manager role says the company runs day-to-day events and promotions, A/B tests content, and works with economists, technical operations, analytics, and design to drive retention and lifetime value. | Medium | SE029 |
| CE041 | Moon Active's Marketing Creative Producer role says the company iterates video and static creatives against KPIs such as IPM, CTR, ROAS, and retention while conducting ongoing competitor research. | Medium | SE030 |
| CE042 | Travel Town and Zen Match app-store pages both show current 2026 update activity, indicating Moon Active is actively maintaining non-Coin Master titles. | Medium | SE026, SE028 |
| CE043 | Coin Master: Board Adventure is a current Moon Active board-and-dice spinoff that keeps villages, raids, cards, and constant events while PocketGamer describes it as a soft-launched extension of the Coin Master IP. | Medium | SE033, SE035 |
| CE044 | Hole Stars is a current Moon Active puzzle title and MobileGamer describes it as a recent Moon Active soft launch, showing experimentation outside Coin Master's mechanic family. | Medium | SE034, SE036 |
| CE045 | Travel Town and Zen Match app pages route players to title-specific support endpoints while still pointing to Moon Active legal surfaces, suggesting support and compliance scaffolding extends across the portfolio. | Medium | SE026, SE027, SE028 |
| CE046 | Board Adventure and Hole Stars both reuse Moon Active terms and privacy links, implying new-title launches sit on a common legal and compliance backbone. | Medium | SE033, SE034 |
| CE047 | PocketGamer says Moon Active's earlier Coin Master follow-up Pet Master is no longer available on mobile, showing portfolio experimentation can also be killed. | Medium | SE035 |
| CE048 | Moon Active's visible differentiation includes data-driven live ops and creative iteration, not just core game mechanics, because monetization and creative teams are explicitly tasked with optimizing events, offers, and UA assets against performance metrics. | Medium | SE029, SE030 |
| CE049 | Taken together, acquisitions, active secondary franchises, and soft-launched new titles indicate Moon Active is pursuing portfolio growth through both M&A and internal incubation rather than only maintaining Coin Master. | Medium | SE026, SE028, SE031, SE032, SE033, SE034 |
| CE050 | Moon Active now supports distinct player jobs across social raid, merge progression, tile-match relaxation, board-spinoff collection, and action-puzzle play, broadening the product surface beyond a single flagship loop. | Medium | SE026, SE028, SE033, SE034 |
| CU001 | Moon Active's direct customers are consumer mobile players, not enterprise accounts, and the buyer, user, and payer usually collapse into a single player identity inside each title. | Medium | SU001, SU004, SU007 |
| CU002 | Coin Master's public promise is a socially driven raid-and-collect loop built around spins, attacks, cards, teams, and Facebook-linked community play. | Medium | SU001, SU002, SU021 |
| CU003 | Travel Town targets a different player job from Coin Master by centering merge objects, villager missions, and seaside-town restoration instead of raids and revenge. | High | SU004, SU005 |
| CU004 | Zen Match broadens the portfolio toward lower-intensity daily puzzle play by promising 10-minute sessions, room decoration, and plant care instead of a social-casino loop. | High | SU007, SU008 |
| CU005 | Moon Active's public developer surfaces now show a multi-title casual portfolio that includes Coin Master, Zen Match, Board Adventure, Hole Stars, Family Bay, and other adjacent games. | High | SU011, SU012 |
| CU006 | Moon Active's corporate homepage says its entertainment is enjoyed by millions of players, which is directionally consistent with the large store and app-intelligence footprints of its main titles. | Medium | SU010, SU001, SU004 |
| CU007 | Coin Master has a current 4.8 out of 5 score across 1.3 million ratings on the Apple App Store. | High | SU001, SU003 |
| CU008 | AppBrain tracks Coin Master at roughly 340 million lifetime Android downloads and more than 10 million ratings. | Medium | SU003 |
| CU009 | AppBrain shows Coin Master ranked | Medium | SU003 |
| CU010 | Travel Town has a current 4.8 out of 5 score across 174 thousand ratings on iOS and AppBrain estimates about 47 million lifetime Android downloads. | High | SU004, SU006 |
| CU011 | Travel Town's AppBrain rankings show it topping grossing charts in India while also reaching top-free visibility in the United States and several European markets. | Medium | SU006 |
| CU012 | Zen Match has a current 4.6 out of 5 score across 255 thousand iOS ratings and AppBrain estimates about 28 million lifetime Android downloads. | High | SU007, SU009 |
| CU013 | Zen Match sits inside top-grossing puzzle charts across the United States and several European countries on AppBrain, indicating a smaller but still monetizable niche audience. | Medium | SU009 |
| CU014 | Moon Active's title pages consistently use a free-to-play acquisition pattern in which download is free and monetization happens later through in-app purchases, rewards, and social prompts. | Medium | SU001, SU002, SU022, SU023 |
| CU015 | AppBrain surfaces a May 2026 Coin Master review from Nikki Applewhite saying she has played for seven years and stayed with the same team for almost a year. | Medium | SU003 |
| CU016 | A May 2026 AppBrain review from Jeff Wehr says Coin Master keeps him engaged by mixing mini-games into the main loop. | Low | SU003 |
| CU017 | A May 2026 AppBrain review from Tom P says Coin Master progression slows dramatically without spending, providing direct player evidence of monetization pressure. | Medium | SU003, SU016 |
| CU018 | A May 2026 Travel Town AppBrain review from Yue Ai says the player arrived through another app mission and stayed for the story and events. | Medium | SU006 |
| CU019 | A May 2026 Travel Town AppBrain review from Kate Headrick says the game falls to 1 to 2 minute sessions every few hours because 100 energy cannot complete even one order past level 20. | Medium | SU006 |
| CU020 | A February 2026 Zen Match AppBrain review from Madison Pohlen praises the game and says support sent free lives plus a solution after a glitch. | Medium | SU009 |
| CU021 | A February 2026 Zen Match AppBrain review from Amanda Rector says she had been playing for about a year before connection problems emerged. | Medium | SU009 |
| CU022 | January 2026 Zen Match AppBrain reviews from Stephanie Bakhmoutski and Victor Lor say room-decoration features were removed and ad or monetization pressure increased. | Medium | SU009 |
| CU023 | Coin Master carries Apple's 18+ label with simulated gambling, loot boxes, advertising, and messaging or chat disclosures. | Medium | SU001 |
| CU024 | Travel Town and Zen Match both carry Apple's 16+ label with loot-box or randomized-item disclosure, a lighter but still cautionary profile versus Coin Master. | High | SU004, SU007 |
| CU025 | Coin Master, Travel Town, and Zen Match each expose their own public support route, and Zen Match's help center explicitly lists Daily Puzzles, Events, In-App Purchases, Advertisements, and Troubleshooting. | High | SU013, SU014, SU015 |
| CU026 | Trustpilot's archived Moon Active page is heavily negative at 1.6 out of 5 with 88 percent one-star reviews. | Medium | SU016 |
| CU027 | The dominant Trustpilot complaint themes are unauthorized charges, missing items, rigged or pay-to-win outcomes, and slow or generic support responses across more than one Moon Active title. | Medium | SU016 |
| CU028 | Coin Master's public support footprint proves a service layer exists, but it offers little pre-purchase visibility into response speed, refund standards, or issue-resolution quality. | Low | SU001, SU013 |
| CU029 | Travel Town likewise exposes a public support endpoint without disclosing service-level outcomes, so public durability still has to be inferred from ratings and comments. | Low | SU004, SU014 |
| CU030 | No retained public source discloses title-level churn, DAU to MAU, repeat payer rate, NRR, or formal customer-satisfaction metrics for Moon Active's games. | Medium | SU001, SU004, SU007, SU020 |
| CU031 | Naavik says Coin Master still represented 73 percent of Moon Active's Q1 2024 store revenue, leaving the business heavily concentrated in the flagship community. | Medium | SU020 |
| CU032 | The same Naavik article says Travel Town became the top-grossing merge game and Zen Match remained the third-highest earning tile-match title. | Medium | SU020 |
| CU033 | Coin Master Board Adventure extends the flagship audience into a board-and-dice loop while preserving raids, cards, friends, and event-driven competition. | High | SU024, SU025 |
| CU034 | Hole Stars and Family Bay show Moon Active testing more casual puzzle and merge-farm audiences beyond the flagship social-casino base. | Medium | SU012, SU026, SU027 |
| CU035 | Coin Master still dwarfs Travel Town and Zen Match on publicly visible ratings and download counts, so the portfolio is broader but not yet balanced. | High | SU001, SU003, SU004, SU006, SU007, SU009, SU020 |
| CU036 | Coin Master, Travel Town, and Zen Match each advertise a dedicated Facebook community from their store descriptions and maintain title-specific public social pages. | Medium | SU001, SU004, SU007, SU017, SU018, SU019 |
| CU037 | Apple, Google, and Moon Active's own corporate surfaces all present the company as a multi-title casual publisher rather than a single-game operator. | High | SU010, SU011, SU012 |
| CU038 | Moon Active's public customer journey starts with free app-store discovery and then branches into either repeat-use habit formation or support and complaint escalation when monetization friction appears. | Medium | SU001, SU002, SU013, SU016, SU022, SU023 |
| CU039 | Coin Master's strongest retention driver is a social revenge and status loop, while Travel Town and Zen Match depend more on task completion and mood-management routines. | Medium | SU004, SU007, SU021 |
| CU040 | Public named-player evidence is strongest on current usage and frustration themes but weak on verified spend durability or cohort economics. | Medium | SU003, SU006, SU009, SU016 |
| CU041 | Moon Active's visible expansion strategy is adjacency, using flagship brand familiarity and portfolio pages to push into board, merge, farm, and puzzle niches. | Medium | SU012, SU024, SU026, SU027 |
| CU042 | Despite portfolio expansion, Moon Active's largest, oldest, and most socially networked customer community still appears to be Coin Master. | Medium | SU003, SU020, SU012 |
| CR001 | Coin Master's official Apple and Google store pages both disclose in-app purchases and real-money spending on virtual items, confirming gambling-adjacent monetization without real-money payout. | High | SR009, SR010 |
| CR002 | Travel Town's App Store page says the game contains in-game purchases, including randomized items. | Medium | SR011 |
| CR003 | The ASA's 2026 enforcement notice requires prominent loot-box or random-item disclosure on Apple App Store and Google Play listings and says generic in-app-purchase labels are insufficient. | Medium | SR020 |
| CR004 | Apple's App Review Guidelines require apps offering loot boxes or other randomized virtual items for purchase to disclose the odds before purchase. | Medium | SR016 |
| CR005 | Google Play policy requires apps and games that sell randomized virtual items, including loot boxes, to disclose odds in close proximity to purchase. | Medium | SR018 |
| CR006 | Google Play policy also requires Play billing for in-app purchases and restricts steering users to other payment methods except under limited program exceptions. | High | SR018, SR019 |
| CR007 | Top Class Actions reports that Williams v. Moon Active Ltd., filed in the Northern District of California in February 2025, alleges Coin Master operates illegal gambling and targets children. | Medium | SR030 |
| CR008 | Coin Master maintains an official help article for connection errors that asks players whether problems started after an update or during raid or attack actions. | Medium | SR013 |
| CR009 | Coin Master's official purchase-failure article says transactions can fail because of network issues, payment details, or external platform handling by Apple or Google Play. | Medium | SR014 |
| CR010 | Zen Match's support center still exposes active categories for Events, In-App Purchases, Advertisements, and Troubleshooting. | Medium | SR012 |
| CR011 | Travel Town's help center routes users to Moon Active privacy and terms surfaces, indicating support and compliance scaffolding spans multiple titles. | Medium | SR015 |
| CR012 | Moon Active's BackEnd Developer role describes Coin Master systems as running 24/7 at roughly 100 thousand requests per second and more than 200 thousand requests per second at peaks. | Medium | SR005 |
| CR013 | That backend role ties the work to a Kyiv-based cross-functional team while the position itself is based in Warsaw. | Medium | SR005 |
| CR014 | Moon Active's DevOps role names GCP, AWS, Cloudflare, GKE, GitHub, and ArgoCD plus incident management, disaster recovery, and business continuity as part of the operating stack. | Medium | SR006 |
| CR015 | Moon Active's Full Stack Developer role adds internal AI-powered tools and AWS/GCP-based workflow infrastructure to the visible technical surface. | Medium | SR007 |
| CR016 | Moon Active's careers page currently lists Kyiv, Tel Aviv, and Warsaw as active locations. | Medium | SR001 |
| CR017 | Built In's Moon Active profile adds Bucharest and London to the visible office footprint and says employees work from physical offices. | Medium | SR023 |
| CR018 | CTech reports Moon Active has about 2,200 employees, around 1,400 in Israel, plus a large Kyiv development center and offices in Romania and Lithuania. | Medium | SR021 |
| CR019 | CTech and Globes both reported that Moon Active cut about 110 employees, roughly 5% of staff, in January 2026. | High | SR021, SR022 |
| CR020 | Globes says many of the layoffs were in the Lithuanian studio built on the Melsoft acquisition. | Medium | SR022 |
| CR021 | GamesBeat reported that Melsoft brought more than 240 employees, mostly in Belarus, and more than $160 million of annual revenue run rate when Moon Active acquired it. | Medium | SR025 |
| CR022 | PocketGamer reported that Moon Active acquired Zen Match and the Istanbul-based team from Good Job Games for an estimated $100 million to $150 million deal around a roughly $100 million revenue asset. | Medium | SR024 |
| CR023 | Naavik estimated Moon Active generated $355 million of Q1 2024 store revenue and 73% came from Coin Master. | Medium | SR026 |
| CR024 | Naavik says Moon Active acquired Travel Town, Family Island, and Zen Match to reduce dependence on a single tentpole title. | Medium | SR026 |
| CR025 | PocketGamer says Moon Active soft-launched Coin Master - Board Adventure to take on Monopoly Go, making the title look partly like a defensive franchise extension. | Medium | SR027 |
| CR026 | Moon Active's Mobile User Acquisition Manager role says the company buys users across Facebook, Twitter, Instagram, and various video networks. | Medium | SR002 |
| CR027 | That same UA role requires deep understanding of mobile attribution and willingness to use third-party ad systems, ad servers, DSPs, and analytics tools. | Medium | SR002 |
| CR028 | Moon Active's Marketing Creative Producer role centers on high-volume video and static creatives, competitor research, and optimization against IPM, CTR, ROAS, and retention. | Medium | SR003 |
| CR029 | Moon Active's Product Monetization Manager role says the team plans day-to-day events and promotions, A/B tests content, and coordinates with economy, analytics, design, and technical operations to drive lifetime value. | Medium | SR004 |
| CR030 | AppsFlyer says global gaming user-acquisition spend reached $25 billion in 2025 while ad impressions rose 20% and paid install share rose 10% year over year. | Medium | SR028 |
| CR031 | AppsFlyer's 2026 gaming marketing report says creative volume is surging, competition for attention is intensifying, and growth is harder to find. | Medium | SR029 |
| CR032 | Apple's privacy guidance says apps need AppTrackingTransparency permission to track users across apps or websites or access the device advertising identifier, and without permission the IDFA returns all zeros. | Medium | SR017 |
| CR033 | Apple's privacy guidance says developers remain responsible for third-party SDK data collection and tracking behavior inside their apps. | Medium | SR017 |
| CR034 | Apple says AdAttributionKit is now its privacy-preserving way to attribute in-app ad campaigns while ATT still constrains app-level tracking. | Medium | SR017 |
| CR053 | Apple separately documents AdAttributionKit as the privacy-preserving attribution system for in-app ad campaigns, reinforcing that iOS measurement is now mediated by Apple-controlled tooling rather than unrestricted user-level tracking. | High | SR017, SR032 |
| CR035 | Apple's App Review Guidelines say apps must disclose where personal data is shared, need explicit ATT permission for tracking, and may be removed for privacy violations. | High | SR016, SR017 |
| CR036 | Apple's guidelines also describe gaming and gambling as one of the App Store's most regulated areas and require licenses and georestriction for real-money gaming. | Medium | SR016 |
| CR037 | Coin Master's App Store page labels the game 18+ and flags simulated gambling while linking to Moon Active privacy and support pages. | Medium | SR009 |
| CR038 | Google Play's Coin Master page says the game is not real-money gambling but still allows purchase of virtual items with real money. | Medium | SR010 |
| CR039 | CTech says Moon Active raised only $10 million of primary equity and later major transactions were secondary share sales. | Medium | SR021 |
| CR040 | CTech says Moon Active's 2021 secondary round totaled $300 million at a $5 billion valuation. | Medium | SR021 |
| CR041 | Trustpilot's archived Moon Active page rates the company 1.6 out of 5 with 88% one-star reviews. | Medium | SR031 |
| CR042 | Trustpilot review text repeatedly complains about missing purchased items, pay-to-win or rigged outcomes, glitches, and poor support. | Medium | SR031 |
| CR043 | Moon Active's public Security Report page advertises vulnerability reporting, but the visible page does not publish certifications, uptime history, or incident statistics. | Medium | SR008 |
| CR044 | Public sources in the reviewed set do not disclose payer concentration, whale share, title-level margins, or user-acquisition payback by game. | Medium | SR009, SR021, SR026 |
| CR045 | Naavik says Zen Match remains the third-highest-earning title in tile match but is battling decline from newer competitors, showing that acquired title durability is not uniform. | Medium | SR026 |
| CR046 | Moon Active's roles and external marketing data together imply sustained dependence on creative throughput and paid user acquisition efficiency to hold scale. | Medium | SR002, SR003, SR004, SR028, SR029 |
| CR047 | Careers, news, and company-profile sources together show Moon Active's visible footprint remains concentrated in Israel and eastern Europe, making geopolitical and labor-market disruption non-trivial. | Medium | SR001, SR021, SR022, SR023 |
| CR048 | Globes says LinkedIn-reported employee counts had already shrunk 13% year over year before the latest layoff round, suggesting retention or growth pressure beyond the headline cuts. | Medium | SR022 |
| CR049 | Travel Town's randomized-item disclosure combined with ASA, Apple, and Google rules means Moon Active's chance-based monetization surfaces face ongoing disclosure and compliance risk. | High | SR011, SR016, SR018, SR020 |
| CR050 | Coin Master and non-Coin Master support and store surfaces prove active multi-title maintenance, but public sources still do not show title-level SLOs, incident rates, or release-quality metrics. | Medium | SR009, SR011, SR012, SR013, SR015 |
| CR051 | Moon Active's strongest visible mitigations are portfolio diversification, standing support playbooks, vulnerability-reporting intake, and live-ops tooling, but none of those fully eliminate litigation, platform, or concentration risk. | Medium | SR008, SR012, SR013, SR024, SR025, SR026 |
| CR052 | CTech and Globes both portray Moon Active as a large profitable private company still streamlining functions, which means scale is proven but margin durability remains only partially underwritten in public. | Medium | SR021, SR022 |
| CV001 | Moon Active describes itself as one of the world’s fastest-growing mobile game companies and says its entertainment reaches millions of players. | Medium | SV001 |
| CV002 | Globes reported that Insight Partners bought a stake in Moon Active for $125 million at a $1.25 billion company valuation in 2020. | Medium | SV002 |
| CV003 | PocketGamer.biz reported that Moon Active completed a $300 million transaction at a $5 billion valuation in 2021. | Medium | SV003 |
| CV004 | The 2021 Moon Active transaction was described as a secondary round rather than fresh primary operating capital. | Medium | SV003 |
| CV005 | By August 2024, retained coverage said Coin Master had surpassed $6 billion in lifetime player spending. | Medium | SV004, SV005, SV006 |
| CV006 | Retained 2024 coverage said Coin Master had generated roughly $1.2 billion per year since 2020. | Medium | SV004, SV006 |
| CV007 | Game World Observer, citing Sensor Tower, said the United States accounted for 39% of Coin Master revenue and 18% of its 356 million installs. | Medium | SV006 |
| CV008 | Naavik said Moon Active generated $355 million of Q1 2024 store revenue. | Medium | SV007 |
| CV009 | Naavik said 73% of Moon Active’s Q1 2024 store revenue, or about $258 million, still came from Coin Master. | Medium | SV007 |
| CV010 | Naavik’s Q1 2024 store-revenue split implies roughly 27% of revenue came from the rest of Moon Active’s portfolio. | Medium | SV007 |
| CV011 | Globes reported that Moon Active ended 2024 with record revenue of over $2 billion. | Medium | SV008 |
| CV012 | Globes described Moon Active as having about 2,500 employees worldwide at the time of its 2025 layoff report. | Medium | SV008 |
| CV013 | Globes reported that Moon Active was laying off between 50 and 100 employees after an organizational change in the first quarter of 2025. | Medium | SV008 |
| CV014 | Globes called Moon Active one of Israel’s most secretive and profitable companies. | Medium | SV008 |
| CV015 | Deconstructor of Fun argued that Coin Master’s revenue remained flat and healthy after Monopoly Go launched. | Medium | SV010 |
| CV016 | Deconstructor of Fun said revenue per download in the coin-looter category slipped from $29 in 2024 to $27 in the first half of 2025 as new entrants crowded the field. | Medium | SV010 |
| CV017 | GameRefinery reported that Coin Master - Board Adventure climbed from outside the top 200 grossing apps to the top 50 in mid-March 2026. | Medium | SV011 |
| CV018 | Playtika’s 2025 Form 10-K said total revenues increased 8.1% in 2025 while social casino-themed game revenues declined 23.2%. | Medium | SV012 |
| CV019 | Playtika’s 2025 Form 10-K said sales and marketing expense rose by $244.8 million in 2025, including about $197.0 million of higher media expense. | Medium | SV012 |
| CV020 | Playtika reported Q1 2026 revenue of $744.7 million and direct-to-consumer revenue of $291.8 million. | Medium | SV013 |
| CV021 | CompaniesMarketCap listed Playtika at a $1.28 billion market capitalization in May 2026. | Medium | SV014 |
| CV022 | Stillfront’s 2025 annual report said net revenue was 5,710 MSEK, adjusted EBITDAC was 1,580 MSEK, and free cash flow was 922 MSEK. | Medium | SV015 |
| CV023 | CompaniesMarketCap listed Stillfront Group at a $0.27 billion market capitalization in May 2026. | Medium | SV026 |
| CV024 | MTG’s 2025 annual report said total revenue was 11,579 MSEK and adjusted EBITDA margin was 23%. | Medium | SV016 |
| CV025 | CompaniesMarketCap listed MTG at a $1.76 billion market capitalization in May 2026. | Medium | SV027 |
| CV026 | AppLovin reported $5.481 billion of revenue for full year 2025. | Medium | SV018 |
| CV027 | CompaniesMarketCap listed AppLovin at a $172.75 billion market capitalization in May 2026. | Medium | SV020 |
| CV028 | AppLovin described itself as a marketing platform, which makes it a software-and-adtech upper bound rather than a clean operating comp for Moon Active. | Medium | SV018, SV019 |
| CV029 | Take-Two’s combination presentation said the Zynga acquisition implied approximately $12.7 billion of enterprise value and a 64% premium. | Medium | SV030 |
| CV030 | TechCrunch reported that Savvy Games Group agreed to acquire Scopely for $4.9 billion in 2023. | Medium | SV017 |
| CV031 | GamesBeat reported that Melsoft had an annual revenue run rate above $160 million when Moon Active acquired it. | Medium | SV023 |
| CV032 | PocketGamer.biz reported that Moon Active acquired Zen Match and the associated Istanbul-based team from Good Job Games. | Medium | SV025 |
| CV033 | Moon Active’s public acquisition history shows that diversification has included buying real game assets and teams rather than relying only on internal incubation. | Medium | SV023, SV024, SV025 |
| CV034 | FoxData said global gaming CPI reached $0.56 in 2026 benchmarks and North America CPM reached $15.98. | Medium | SV021 |
| CV035 | FoxData said casino CPI rose from $1.17 to $1.50 between 2024 and 2025 and the paid-to-organic install ratio for casino reached 11.05 to 1. | Medium | SV021 |
| CV036 | Sensor Tower’s State of Mobile 2026 said gaming in-app purchase revenue approached $82 billion in 2025 while total mobile IAP reached $167 billion. | Medium | SV022 |
| CV037 | Across the retained Moon Active valuation evidence, the last disclosed corporate valuation mark is still the $5 billion secondary reported for 2021. | Low | SV003, SV004, SV008 |
| CV038 | The comparable set spans distressed public mobile-gaming equities, mid-range public gaming platforms, and premium strategic-control transactions. | Medium | SV021, SV023, SV025, SV027, SV029, SV030 |
| CV039 | Moon Active’s reported revenue above $2 billion makes an enterprise value meaningfully above the stale 2021 $5 billion mark plausible. | Medium | SV008, SV021, SV023, SV025, SV029 |
| CV040 | Moon Active’s title concentration, rising UA costs, and missing cap-table detail prevent a precise point estimate. | Medium | SV007, SV010, SV021 |
| CV041 | At an undisclosed current private price, the public-only recommendation is track rather than buy. | Medium | SV008, SV021, SV023, SV025, SV029 |
| CV042 | Sensitivity across $1.8 billion to $2.2 billion of revenue and 3x to 6x revenue multiples spans roughly $5.4 billion to $13.2 billion of enterprise value. | Medium | SV008, SV021, SV023, SV025, SV029 |
| CV043 | A public-only scenario range centered on about $9 billion of enterprise value best matches the current evidence, with bear outcomes around $5.5 billion to $8 billion and bull outcomes around $10 billion to $14 billion. | Medium | SV007, SV008, SV021, SV023, SV025, SV030 |
| CV044 | An IC-style scorecard for Moon Active is strongest on proof of scale and weaker on concentration, evidence quality, and valuation clarity. | Medium | SV007, SV008, SV010, SV021, SV029 |
| CV045 | Entry discipline looks fair only around the middle of the scenario band, attractive below roughly $7 billion of enterprise value, and stretched above roughly $12 billion. | Medium | SV008, SV021, SV023, SV025, SV029 |
| CV046 | Moon Active likely does not need fresh primary capital to keep operating, but that does not make the equity fully underwritten. | Medium | SV002, SV003, SV008 |
| CV047 | Public peers such as Stillfront publish open investor-report archives, while Moon Active still does not disclose current cash, debt, or cap-table terms in public sources. | Low | SV001, SV029 |
| CV048 | A move from track to buy requires current cap-table detail, audited 2025 or 2026 revenue and EBITDA, title-level contribution margins, and user-acquisition payback data. | Medium | SV008, SV012, SV013, SV029 |
| CV049 | The thesis breaks if Coin Master concentration rises again, private financing reveals punitive preferences, or category pressure erodes monetization faster than the portfolio diversifies. | Medium | SV007, SV010, SV021 |
| CV050 | From public evidence alone, private secondary liquidity or a strategic sale is more supportable than an immediately underwritten IPO path. | Low | SV003, SV017, SV030 |
| ID | Publisher | Title | Quote |
|---|---|---|---|
| SO001 | Moon Active | Moon Active | |
| SO002 | Moon Active | Moon Active - Careers | |
| SO003 | Moon Active | Hot Positions - Moon Active | |
| SO004 | Moon Active | Moonactive Position - Moon Active | |
| SO005 | Wikipedia | Moon Active | |
| SO006 | Craft | Moon Active CEO and Key Executive Team | Craft.co | |
| SO007 | ZoomInfo | Moon Active - Overview, News & Similar companies | ZoomInfo.com | |
| SO008 | LeadIQ | Moon Active Company Overview, Contact Details & Competitors | LeadIQ | |
| SO009 | Globes | Insight buys stake in Israeli co Moon Active for $125m | |
| SO010 | Silicon Valley Investclub | Moon Active Raises $300 Million at a $5 Billion Valuation for Mobile Game Industry | |
| SO011 | PocketGamer.biz | Coin Master creator Moon Active raises $300 million on $5 billion valuation | |
| SO012 | Mobile Marketing Reads | Coin Master maker Moon Active raises $300M at $5B valuation – Mobile Marketing Reads | |
| SO013 | CTech | Gaming unicorn Moon Active hits $6 billion milestone with Coin Master | |
| SO014 | PocketGamer.biz | Coin Master hits the jackpot with $6 billion in revenue | |
| SO015 | Sensor Tower | Coin Master surpasses $6 billion in revenue | |
| SO016 | Game World Observer | Coin Master tops $6 billion in player spending, generating around $1.2 billion per year since 2020 | |
| SO017 | Mobile Marketing Reads | Coin Master achieves remarkable $6 billion milestone in global revenue | |
| SO018 | App2Top | Coin Master revenue has surpassed $6 billion | |
| SO019 | WN Hub | Coin Master tops $6 billion in player spending, generating around $1.2 billion per year since 2020 | |
| SO020 | Tracxn | Moon Active | |
| SO021 | GamesBeat | Moon Active acquires Family Island mobile game maker Melsoft | |
| SO022 | Globes | Israel's Moonactive buys Belarus gaming co Melsoft | |
| SO023 | Latham & Watkins | Latham & Watkins Advises on Sale of Melsoft Games to Moon Active | |
| SO024 | PocketGamer.biz | Moon Active snaps up mobile games dev Melsoft | |
| SO025 | PocketGamer.biz | Moon Active to acquire Zen Match from Good Job Games | |
| SO026 | Deconstructor of Fun | The Zen Match Case: How a First Mover Fell Behind | |
| SO027 | Naavik | Moon Active Is Quietly Dominating Casual Mobile F2P | |
| SM001 | DataReportal | Digital 2026: Global Overview Report | |
| SM002 | GamesMarket.Global | AppMagic: Growth of the Mobile Games Market Continued to Slow in 2025 | |
| SM003 | Udonis | Casual Games Market in 2026: Trends, CPIs, ROAS, and More! | |
| SM004 | Udonis | Coin Master Advertising Analysis: Acquiring 200M Users | |
| SM005 | GamesBeat | Sensor Tower: Apps will outpace games in mobile spending by 2026 | |
| SM006 | Apple Developer | App Store Small Business Program | |
| SM007 | Apple Developer | User Privacy and Data Use | |
| SM008 | Apple Developer | App Tracking Transparency | |
| SM009 | Google Play | Coin Master - Apps on Google Play | |
| SM010 | Android Developers | Google Play's billing system | |
| SM011 | Advertising Standards Authority | Enforcement Notice: Disclosure of loot boxes in app stores | |
| SM012 | GOV.UK / DCMS | Loot boxes in video games: update on improvements to industry-led protections | |
| SM013 | Ukie | New loot box principles agreed by industry | |
| SM014 | House of Commons Library | Loot boxes in video games | |
| SM015 | Mordor Intelligence | Social Casino Market Size, Growth Analysis & Industry Report, 2031 | |
| SM016 | The Business Research Company | Global Online Social Casino Market Report 2026 | |
| SM017 | Grand View Research | Social Casino Market Size & Share | Industry Report, 2030 | |
| SM018 | AppsFlyer | State of gaming marketing in 2026: Trends, AI & growth challenges | |
| SM019 | Adjust | The gaming app insights report: 2026 edition | |
| SM020 | Mobile Action / MAF | Mobile Gamers Demographics: Data by Gender, Age and GEO | |
| SM021 | Mobile Action / MAF | 70+ Key Mobile Gaming Statistics for 2026 & Beyond | |
| SM022 | Research and Markets | Online Social Casino Market Report 2026 | |
| SM023 | Gamigion | Global Games Market Report 2025 | |
| SM024 | Royal Society | UK video game industry FAILS to self-regulate gambling-like loot boxes | |
| SM025 | Marketing in Asia | AppsFlyer State of Gaming Report: AI Is Flooding Mobile Gaming Marketing Channels and Raising the Cost of Standing Out | |
| SM026 | Sensor Tower | Coin Master surpasses $6 billion in revenue | |
| SM027 | PocketGamer.biz | Coin Master hits the jackpot with $6 billion in revenue | |
| SP001 | Moon Active | Coin Master App Store listing | Spin the wheel to discover your fortune- or attack friends' villages and steal their coins to help build your own! |
| SP002 | Moon Active | Coin Master Google Play listing | Coin Master is free on all devices with in-app purchases. |
| SP003 | Moon Active | Moon Active homepage | THE FUN SIDE OF THE MOON |
| SP004 | Scopely | MONOPOLY GO App Store listing | Play Tournaments, the Prize Drop plinko mini-game, the Cash Grab mini-game and follow our Events for big rewards. New Events run every hour. |
| SP005 | Scopely | MONOPOLY GO Google Play listing | Collect and trade story-filled Stickers with friends and family around the world and in our MONOPOLY GO game! |
| SP006 | Scopely | Scopely Monopoly GO game page | Play MONOPOLY with friends and family ... start rolling, buying, collecting, heisting and wrecking your way to Tycoon mastery! |
| SP007 | King | Candy Crush Saga App Store listing | Daily Rewards: Log in every day to claim free boosters and extra lives. Time-Limited Events: Compete in themed challenges and win exclusive prizes. |
| SP008 | King | King.com games page | In the Kingdom you’ll find the best games to play in your browser, as well as our game apps. |
| SP009 | Microsoft | Welcoming Activision Blizzard King to Team Xbox | Today, Microsoft officially completed the acquisition of Activision Blizzard ... Candy Crush Saga to Farm Heroes Super Saga. |
| SP010 | Playrix | Gardenscapes App Store listing | Over 16,000 captivating levels ... Exciting events! Embark on fascinating Expeditions, compete against other players in different challenges, and win awesome prizes! |
| SP011 | Playrix | Homescapes App Store listing | Fantastic characters: watch them live their lives and interact with each other in the in-game social network. |
| SP012 | Playrix | Playrix company page | Playrix |
| SP013 | Supercell | Hay Day App Store listing | Join a neighborhood, or create your own with up to 30 players. |
| SP014 | Supercell | Supercell homepage | Our dream is to create games that as many people as possible play for years and that are remembered forever. |
| SP015 | Supercell | Hay Day Store | Every purchase you make in the Hay Day Store gets you closer to your next free Store Bonus Reward and a unique ID Reward! |
| SP016 | Jam City | Jam City homepage | Since 2010, Jam City’s global franchises have amassed billions of installs, and we’re just getting started. |
| SP017 | Jam City | Cookie Jam App Store listing | Progress through 11,000 unique and challenging levels, with new ones added weekly. |
| SP018 | PocketGamer.biz | Jam City company profile | Jam City co-founder Joshua Yguado steps down as CEO after 16 years. |
| SP019 | Tripledot Studios | Tripledot Studios company page | Our expanded portfolio is set to include some of the biggest titles in mobile gaming ... engaging over 25 million daily active users. |
| SP020 | Tripledot Studios | Woodoku App Store listing | Contains Advertising. In-App Purchases Yes. |
| SP021 | Playtika | Playtika games lobby | The #1 Social Slots Game in the world ... Dice Dreams ... Board Kings ... Pirate Kings ... Animals and Coins. |
| SP022 | Playtika | Slotomania App Store listing | When you play Slotomania, you also earn Playtika Rewards to enjoy in other casino games like Bingo Blitz, House of Fun, and Caesars Slots. |
| SP023 | Playtika | Playtika Q1 2026 financial results | Revenue of $744.7 million and Direct-to-Consumer ("DTC") Revenue of $291.8 million. |
| SP024 | Deconstructor of Fun | What Happened to Coin Master After Monopoly Go! and What Happens Next | Despite almost identical core loops, Coin Master’s revenue has remained remarkably stable since MONOPOLY GO! launched. |
| SP025 | GameRefinery | Analyst Bulletin: Mobile game market review March 2026 | Moon Active’s Coin Master – Board Adventure appears to be a strong new challenger to the juggernaut that is Scopely’s Monopoly Go! |
| SP026 | GamingOnPhone | Top 15 Mobile Game Publishers for April 2026 | King and Scopely continue to be leading sources of income ... with Supercell ... showing stable earnings as well. |
| SP027 | Game World Observer | Scopely becomes top casual games publisher of 2024 | Moon Active (Israel) — $852.16 million (Coin Master, Travel Town, Zen Match). |
| SP028 | Business of Apps | Monopoly Go Revenue and Usage Statistics (2026) | Monopoly Go made $1.344 billion in 2024 and has been downloaded more than 150 million times since launch. |
| SP029 | Mobidictum | Platform regulation, web shops, and the rise of D2C monetization in 2026 | Apple and Google still control the policies that determine how these changes are implemented in practice. |
| SP030 | Tenjin | Ad Monetization Benchmark Report 2026 | In Q1 2026, AppLovin commands 39% of iOS ad revenue share ... Google AdMob leads Android at 24%. |
| SP031 | Mordor Intelligence | Social Gaming Market Size, Trends, Share & Global Report 2026-2031 | Casual titles represented 37.55% of the social gaming market in 2025 ... Mobile devices accounted for 71.55% of revenue. |
| SP032 | Sensor Tower | 2026 State of Mobile | With installs down, growth depends less on adding users and more on expanding lifetime value from the existing base. |
| SI001 | Moon Active | Moon Active | |
| SI002 | Apple | Coin Master App - App Store | Coin Master is free on all devices with in-app purchases and allows players to purchase virtual items with real money inside the game. |
| SI003 | Apple | Travel Town - Merge Adventure App - App Store | The game contains in-game purchases (including randomized items). |
| SI004 | Apple | Moon Active for iPhone - App Store | |
| SI005 | Moon Active | Terms and Conditions - Moon Active | |
| SI006 | Globes | Israeli gaming co Moon Active laying off up to 100 | Moon Active ... ended 2024 with record revenue of over $2 billion. |
| SI007 | Gamigion | Moon Active laid off staff despite $2B revenue in 2024 | Unlike most startups, Moon Active has raised just $10 million in equity funding, with subsequent rounds focused on secondary share sales. |
| SI008 | Globes | Insight buys stake in Israeli co Moon Active for $125m | The stake has been acquired from existing shareholders and no new money has been invested in the company. |
| SI009 | PocketGamer.biz | Coin Master creator Moon Active raises $300 million on $5 billion valuation | Coin Master developer Moon Active has completed a $300 million secondary funding round, at a valuation of $5 billion. |
| SI010 | CTech | Gaming unicorn Moon Active hits $6 billion milestone with Coin Master | Coin Master was released in 2016 and the title has raked in around $1.2 billion annually since 2020. |
| SI011 | Sensor Tower | Coin Master surpasses $6 billion in revenue | Moon Active's Coin Master has reached a remarkable milestone, surpassing $6 billion in gross revenue according to Sensor Tower's Store Intelligence estimates. |
| SI012 | PocketGamer.biz | Coin Master hits the jackpot with $6 billion in revenue | Coin Master has garnered a hefty 356 million downloads to date, with the US accounting for 18%. |
| SI013 | Game World Observer | Coin Master tops $6 billion in player spending, generating around $1.2 billion per year since 2020 | Coin Master has generated over $6 billion in lifetime player spending globally. |
| SI014 | Naavik | Moon Active Is Quietly Dominating Casual Mobile F2P | Of the $355M in Q1 store revenue, 73% ($258M) was from its flagship game, Coin Master. |
| SI015 | GamesBeat | Moon Active acquires Family Island mobile game maker Melsoft | Melsoft's annual revenue run rate ... is more than $160 million. |
| SI016 | Latham & Watkins | Latham & Watkins Advises on Sale of Melsoft Games to Moon Active | Melsoft ... has developed multiple mobile games ... with Family Island and MyCafe being their most popular titles. |
| SI017 | PocketGamer.biz | Moon Active to acquire Zen Match from Good Job Games | The amount was not disclosed but the deal is worth an estimated $100 - $150 million with the revenue amount around $100 million. |
| SI018 | Deconstructor of Fun | What Happened to Coin Master After Monopoly Go! and What Happens Next | Revenue per download (RPD) is slipping slightly: from $29 in 2024 to $27 in 1H 2025. |
| SI019 | GameRefinery | Analyst Bulletin: Mobile game market review March 2026 | Moon Active’s Coin Master – Board Adventure appears to be a strong new challenger ... now being within the top 50. |
| SI020 | Apple Developer | App Store Small Business Program | It features a reduced commission rate of 15% on paid apps and In-App Purchases. |
| SI021 | Google Play Console Help | Understanding Google Play's lower service fees | We have a service fee that is charged on all transactions regardless of whether the transaction uses Google Play Billing, Alternative Billing or external web links. |
| SI022 | Securities and Exchange Commission / Playtika | Playtika Holding Corp. 2025 Form 10-K | We are the principal and, accordingly revenues are recorded on a gross basis. Payment processing fees paid to platform providers are recorded within cost of revenue. |
| SI023 | Playtika | Playtika Holding Corp. Reports Q1 2026 Financial Results | Revenue of $744.7 million and Direct-to-Consumer (DTC) Revenue of $291.8 million. |
| SI024 | Securities and Exchange Commission / AppLovin | AppLovin Corporation 2025 Form 10-K | Sales and marketing expenses consist primarily of marketing programs and other advertising expenses ... and amortization of acquired user-related intangible assets. |
| SI025 | FoxData | 2026 Mobile Game UA Cost Benchmarks: CPI by Genre and Region | Global gaming CPI climbed 30% year-over-year, reaching a global blended average of $0.56. |
| SI026 | Sensor Tower | 2026 State of Mobile | Global IAP revenue ... surged 10.6% year over year to reach $167 billion. |
| SE001 | Moon Active | Moon Active | |
| SE002 | Moon Active | Moon Active - Careers | |
| SE003 | Apple App Store | Coin Master App - App Store | |
| SE004 | Google Play | Coin Master - Google Play | |
| SE005 | AppBrain | Coin Master - Free APK Download for Android | |
| SE006 | Moon Active / Job posting | DevOps Engineer position | |
| SE007 | Moon Active / Job posting | Full Stack Developer position | |
| SE008 | Built In | Full Stack Developer - Moon Active | |
| SE009 | Moon Active | #LIFEATMOONACTIVE | |
| SE010 | Moon Active | Security Report | |
| SE011 | Moon Active | Privacy Policy | |
| SE012 | Moon Active static | Terms of Service | |
| SE013 | Moon Active static | Privacy Notice | |
| SE014 | Coin Master Help Center | Coin Master Help Center home | |
| SE015 | Coin Master Help Center | What can I do if I am getting a connection error? | |
| SE016 | Coin Master Help Center | Why did my purchase fail? | |
| SE017 | Coin Master Help Center | Where are my purchased items? | |
| SE018 | Moon Active / Job posting | BackEnd Developer position | |
| SE019 | Insight Partners Job Board | Full Stack Developer @ Moon Active | |
| SE020 | Apple Developer | User Privacy and Data Use | |
| SE021 | Android Developers | Google Play Billing | |
| SE022 | Sensor Tower | Coin Master - Google Play Store - US overview | |
| SE023 | Apple App Store | Moon Active developer page | |
| SE024 | Coin Master Help Center | How to Contact Us | |
| SE025 | Google Play Help | Payments policy | |
| SE026 | Apple App Store | Travel Town - Merge Adventure App - App Store | |
| SE027 | Google Play | Travel Town - Merge Adventure - Apps on Google Play | |
| SE028 | Apple App Store | Zen Match - Relaxing Puzzle App - App Store | |
| SE029 | Built In | Product Monetization Manager - Moon Active | |
| SE030 | Insight Partners Job Board | Marketing Creative Producer @ Moon Active | |
| SE031 | GamesBeat | Moon Active acquires Family Island mobile game maker Melsoft | |
| SE032 | PocketGamer.biz | Moon Active to acquire Zen Match from Good Job Games | |
| SE033 | Google Play | Coin Master - Board Adventure - Apps on Google Play | |
| SE034 | Apple App Store | Hole Stars: Puzzle Game App - App Store | |
| SE035 | PocketGamer.biz | Moon Active takes on Scopely with Monopoly Go-like Coin Master - Board Adventure | |
| SE036 | MobileGamer.biz | New game digest: Moon Active’s hole game, Kingdom Rush, Hitman, Digimon and more | |
| SU001 | Apple App Store | Coin Master App - App Store | 1.3M Ratings |
| SU002 | Google Play | Coin Master - Apps on Google Play | |
| SU003 | AppBrain | Coin Master - Free APK Download for Android | Coin Master has been downloaded 340 million times. In the last 30 days, the app was downloaded 0 times. It is ranked |
| SU004 | Apple App Store | Travel Town - Merge Adventure App - App Store | 174K Ratings |
| SU005 | Google Play | Travel Town - Merge Adventure - Apps on Google Play | |
| SU006 | AppBrain | Travel Town - Merge Adventure APK - Free Android App: Reviews, Stats & Info | Travel Town - Merge Adventure has been downloaded 47 million times. In the last 30 days, the app was downloaded 0 times. It is ranked |
| SU007 | Apple App Store | Zen Match - Relaxing Puzzle App - App Store | 255K Ratings |
| SU008 | Google Play | Zen Match - Apps on Google Play | Zen Match is a modern mahjong tile match puzzle game that has a user base of over 35+ million people! |
| SU009 | AppBrain | Zen Match - Free APK Download for Android | Zen Match has been downloaded 28 million times. In the last 30 days, the app was downloaded 0 times. It is ranked in the top 100 puzzle apps. |
| SU010 | Moon Active | Moon Active | As one of the world’s fastest-growing mobile game companies, we produce engaging entertainment that is enjoyed by millions of players across the universe. |
| SU011 | Apple App Store | Moon Active for iPhone - App Store | |
| SU012 | Google Play | Android Apps by Moon Active on Google Play | Moon Active ... Coin Master ... Zen Match ... Hole Stars: Puzzle Game ... Family Bay: Merge & Farm |
| SU013 | Coin Master Help Center | Coin Master | |
| SU014 | Travel Town Help Center | Travel Town Game Help Center & Support | |
| SU015 | Zen Match Help Center | Zen Match | Gameplay Guide ... Daily Puzzles ... Events ... In-App Purchases ... Advertisements ... Troubleshooting |
| SU016 | Trustpilot | Moon Active is rated "Bad" with 1.6 / 5 on Trustpilot | 1-star 88% |
| SU017 | Coin Master | ||
| SU018 | Travel Town - Merge Adventure | ||
| SU019 | Zen Match | ||
| SU020 | Naavik | Moon Active Is Quietly Dominating Casual Mobile F2P | Of the $355M in Q1 store revenue (as estimated by data.ai), 73% ($258M) was from its flagship game, Coin Master. |
| SU021 | Deconstructor of Fun | How Coin Master Disrupted Social Casino and Pocketed $100M — Deconstructor of Fun | Coin Master ... has pretty much flipped the traditional Slots games design model on its head. |
| SU022 | Udonis | Coin Master $3B Monetization Strategy Revealed! | Udonis | The players get 5 free spins every hour. |
| SU023 | App Guardians | Why CoinMaster is a top-10 grossing app in the casual gaming category | Everything revolves around sharing with friends. |
| SU024 | Apple App Store | Coin Master - Board Adventure App - App Store | 25K Ratings |
| SU025 | Google Play | Coin Master - Board Adventure - Apps on Google Play | |
| SU026 | Google Play | Hole Stars: Puzzle Game - Apps on Google Play | |
| SU027 | Google Play | Family Bay: Merge & Farm - Apps on Google Play | |
| SR001 | Moon Active | Moon Active Careers | All Cities ... Kyiv, Ukraine ... Tel Aviv, Israel ... Warsaw, Poland |
| SR002 | Moon Active / Job posting | Mobile User Acquisition Manager position | Manage campaigns by optimizing and maximizing ROI across large-scale media platforms such as Facebook, Twitter, Instagram, and various Video Networks. |
| SR003 | Insight Partners Job Board | Marketing Creative Producer @ Moon Active | Create variations of winning concepts to maximize longevity and scale. |
| SR004 | Built In | Product Monetization Manager - Moon Active | Plan, create & implement day-to-day events and promotions strategies to drive growth in business KPIs. |
| SR005 | Moon Active / Job posting | BackEnd Developer position | We work with Node.js/Redis/Aurora/K8s/Microservices, 24/7 serving 100k req/sec, 200k+ req/sec at peaks. |
| SR006 | Moon Active / Job posting | DevOps Engineer position | Build and maintain Cloud infrastructure, tools and services (GCP, AWS, Cloudflare) ... Incident management ... Disaster recovery and business continuity. |
| SR007 | Moon Active / Job posting | Full Stack Developer position | Integrate AI-powered tools for code generation, automated testing, analysis, and internal workflows. |
| SR008 | Moon Active | Security Report - Moon Active | We highly value the security of our systems and the safety of our customers. |
| SR009 | Apple | Coin Master - App Store | Age Rating 18+ ... Simulated Gambling ... Coin Master is free on all devices with in-app purchases. |
| SR010 | Google Play | Coin Master - Google Play | Coin Master is intended for amusement purposes only and does not offer 'real money' gambling ... but it also allows you to purchase virtual items with real money inside the game. |
| SR011 | Apple | Travel Town - Merge Adventure - App Store | The game contains in-game purchases (including randomized items). |
| SR012 | Zen Match Support | Zen Match Help Center | Gameplay Guide ... Daily Puzzles ... Events ... In-App Purchases ... Advertisements ... Troubleshooting |
| SR013 | Coin Master Support | What can I do if I'm getting a connection error? | When did this issue first start happening - after an update? |
| SR014 | Coin Master Support | Why did my purchase fail? | External platforms like Apple or Google Play handle your purchases and securely store your payment details. |
| SR015 | Travel Town Support | Travel Town Game Help Center & Support | ©2025 Moon Active Ltd.. Privacy Policy | Terms & Conditions |
| SR016 | Apple Developer | App Review Guidelines | Apps offering 'loot boxes' or other mechanisms that provide randomized virtual items for purchase must disclose the odds of receiving each type of item to customers prior to purchase. |
| SR017 | Apple Developer | User Privacy and Data Use | Unless you receive permission from the user to enable tracking, the device’s advertising identifier value will be all zeros. |
| SR032 | Apple Developer | AdAttributionKit | Apple Developer Documentation | AdAttributionKit | Apple Developer Documentation |
| SR018 | Google Play Console Help | Monetization and Ads policy | Apps and games offering mechanisms to receive randomized virtual items from a purchase including ... 'loot boxes' must clearly disclose the odds of receiving those items. |
| SR019 | Android Developers | Google Play's billing system | Google Play's billing system is a service that enables you to sell digital products and subscriptions. |
| SR020 | ASA / CAP | Enforcement Notice: Disclosure of loot boxes in app stores | We will begin actively monitoring from 26 May 2026, followed by targeted enforcement action where needed. |
| SR021 | CTech by Calcalist | Gaming unicorn Moon Active cuts 5% of workforce as it reshapes operations | Moon Active is laying off 110 employees, representing about 5% of its global workforce of 2,200. |
| SR022 | Globes | Moon Active to lay off 110 employees | Many of those being laid off are in the company’s studio in Lithuania ... based on the acquisition of Family Island ... Melsoft. |
| SR023 | Built In | Moon Active Careers, Perks + Culture | Moon Active Offices ... HQ Tel Aviv-Yafo ... Bucharest ... London ... Warsaw. |
| SR024 | PocketGamer.biz | Moon Active to acquire Zen Match from Good Job Games | Moon Active has grown to a team more than 2,000 strong across offices in Israel, Ukraine, Lithuania, Poland, Romania and the UK. |
| SR025 | GamesBeat | Moon Active acquires Family Island mobile game maker Melsoft | Melsoft has more than 240 employees, most of them in Belarus. Melsoft’s annual revenue run rate ... is more than $160 million. |
| SR026 | Naavik | Moon Active Is Quietly Dominating Casual Mobile F2P | Of the $355M in Q1 store revenue ... 73% ($258M) was from its flagship game, Coin Master. |
| SR027 | PocketGamer.biz | Moon Active takes on Scopely with Monopoly Go-like Coin Master - Board Adventure | Moon Active has soft-launched Monopoly Go-like title Coin Master - Board Adventure as it looks to take Scopely’s monster hit head-on. |
| SR028 | AppsFlyer | AI floods mobile gaming marketing, raising costs for marketers | Global gaming app UA spend reached $25B in 2025. ... ad impressions increased 20%. |
| SR029 | AppsFlyer | State of gaming marketing in 2026: Trends, AI & growth challenges | AI has changed the rules of gaming marketing. Creative volume is surging, competition for attention is intensifying, and growth is harder to find. |
| SR030 | Top Class Actions | Class action says kid-friendly Coin Master game involves illegal gambling | The Coin Master class action lawsuit is Williams v. Moon Active Ltd., Case No. 4:25-cv-01626-YGR. |
| SR031 | Trustpilot | Moon Active is rated "Bad" with 1.6 / 5 on Trustpilot | 1-star 88% |
| SV001 | Moon Active | Moon Active | As one of the world’s fastest-growing mobile game companies, we produce engaging entertainment that is enjoyed by millions of players across the universe. |
| SV002 | Globes | Insight buys stake in Israeli co Moon Active for $125m | US venture capital and private equity fund Insight Partners has bought a stake in Israeli mobile games company Moonactive for $125 million, at a company valuation of $1.25 billion. |
| SV003 | PocketGamer.biz | Coin Master creator Moon Active raises $300 million on $5 billion valuation | Coin Master developer Moon Active has completed a $300 million secondary funding round, at a valuation of $5 billion. |
| SV004 | CTech | Gaming unicorn Moon Active hits $6 billion milestone with Coin Master | Moon Active has recently surpassed the $6 billion mark in income from its wildly popular mobile game Coin Master. |
| SV005 | Sensor Tower | Coin Master surpasses $6 billion in revenue | |
| SV006 | Game World Observer | Coin Master tops $6 billion in player spending, generating around $1.2 billion per year since 2020 | The US also leads in downloads, accounting for 18% of the total 356 million installs. |
| SV007 | Naavik | Moon Active Is Quietly Dominating Casual Mobile F2P | Of the $355M in Q1 store revenue (as estimated by data.ai), 73% ($258M) was from its flagship game, Coin Master. |
| SV008 | Globes | Israeli gaming co Moon Active laying off up to 100 | The company said... ended 2024 with record revenue of over $2 billion. |
| SV009 | Gamigion | Moon Active laid off staff despite $2B revenue in 2024 | |
| SV010 | Deconstructor of Fun | What Happened to Coin Master After Monopoly Go! and What Happens Next | As RPDs decline and CPI pressure grows, studios will need to find new ways to differentiate. |
| SV011 | GameRefinery | Analyst Bulletin: Mobile game market review March 2026 | |
| SV012 | Securities and Exchange Commission / Playtika | Playtika Holding Corp. 2025 Form 10-K | |
| SV013 | Playtika | Playtika Holding Corp. Reports Q1 2026 Financial Results | |
| SV014 | CompaniesMarketCap | Playtika (PLTK) - Market capitalization | |
| SV015 | Stillfront Group | Stillfront Annual report 2025 | |
| SV016 | MTG | Annual and Sustainability report 2025 | |
| SV017 | TechCrunch | Saudi's Savvy Games Group to acquire mobile games company Scopely for $4.9 billion | |
| SV018 | AppLovin | AppLovin Announces Fourth Quarter and Full Year 2025 Financial Results | |
| SV019 | Securities and Exchange Commission / AppLovin | AppLovin Corporation 2025 Form 10-K | |
| SV020 | CompaniesMarketCap | AppLovin (APP) - Market capitalization | |
| SV021 | FoxData | 2026 Mobile Game UA Cost Benchmarks: CPI by Genre and Region | |
| SV022 | Sensor Tower | 2026 State of Mobile | |
| SV023 | GamesBeat | Moon Active acquires Family Island mobile game maker Melsoft | |
| SV024 | Latham & Watkins | Latham & Watkins Advises on Sale of Melsoft Games to Moon Active | |
| SV025 | PocketGamer.biz | Moon Active to acquire Zen Match from Good Job Games | |
| SV026 | CompaniesMarketCap | Stillfront Group (SF.ST) - Market capitalization | |
| SV027 | CompaniesMarketCap | Modern Times Group (MTG) (MTG-B.ST) - Market capitalization | |
| SV028 | Public Investment Fund | Savvy Games Group publishes its first annual report | |
| SV029 | Stillfront Group | Reports and documents - Stillfront Group | |
| SV030 | Take-Two Interactive | Take-Two and Zynga Combine to Enhance Positioning as a Global Leader in Interactive Entertainment | Implied total enterprise value of approximately $12.7 billion. |
| SV031 | CompaniesMarketCap | Modern Times Group (MTG) (MTG-B.ST) - Market capitalization |