Moon Active
Private mobile gaming studio with strong Coin Master scale and persistent opacity
Moon Active combines exceptional Coin Master scale and cash generation with high title concentration, recent restructuring, and persistent private-market opacity.
Coverage and disclosure
Public and secondary-market evidence supports scale, monetization, and valuation history, but audited private financials and cap-table details remain undisclosed.
Cover facts
Company profile
Moon Active is a private Tel Aviv-based mobile game studio best known for Coin Master, with secondary-market scale, selective casual-title expansion, and ongoing opacity around current private economics.
- Website
- moonactive.com
- Founders
- Samuel Albin
- Founding location
- Tel Aviv, Israel
- Headquarters
- Tel Aviv, Israel
- Product
- Free-to-play mobile games led by Coin Master and a broader casual/social portfolio.
- Customers
- Global casual mobile players
- Business model
- In-app purchases within free-to-play mobile games
- Stage
- growth
- Funding status
- Approximately $425M disclosed across secondary rounds, with a widely reported $5B valuation in 2021.
Executive summary
Top strengths
- Coin Master remains an unusually large and durable cash engine for a private mobile publisher.
- The company has broadened its portfolio through acquisitions and minority investments without heavy primary dilution.
- Publicly visible scale, revenue, and valuation signals support a credible market position.
Top risks
- Revenue remains heavily concentrated in Coin Master, making the thesis vulnerable to live-ops fatigue.
- Public litigation and regulatory scrutiny around gambling-like mechanics could pressure the core monetization model.
- Audited financials, cap-table details, and current private clearing prices remain undisclosed.
Open gaps
- Current cap table, liquidation preferences, and recent secondary-clearing levels remain unavailable from public sources.
- Audited 2024-2026 revenue, EBITDA, cash, debt, and deferred-revenue figures are still missing.
- Title-level contribution margins, UA payback, and direct-to-consumer web-store share are not publicly disclosed.
- Exact current board composition and fully reconciled headcount remain inconsistent across retained public sources.
Contents
01Company Overview
1.1 Corporate Identity and Operational Foundations
Moon Active was founded in April 2011 by Samuel Albin and has established its corporate headquarters at 42A Maze Street in Tel Aviv-Yafo, Israel. Operating as a private consumer mobile entertainment studio, Moon Active focuses on developing, scaling, and operating mobile casual games across iOS, Android, and Facebook platforms. The company's business model relies on free-to-play mechanics driven by in-app purchases of virtual currency, spins, and progression items. Across its operating history, Moon Active has expanded its physical presence beyond Israel, establishing technical development hubs, creative studios, and live-operations offices across Warsaw, London, Bucharest, Kyiv, Bangkok, and Istanbul. While the studio's portfolio includes multiple titles, Coin Master represents its primary operational cornerstone, generating over $2 billion in lifetime player spending and driving the scale that funds broader corporate initiatives.[CO001, CO002, CO003]
| Metric | Value / Status | Date / Vintage | Confidence | Diligence Gap / Constraint |
|---|---|---|---|---|
| Latest Valuation | $5.0B (Secondary) | Nov 2021 | High | Private secondary pricing not verified for 2025-2026 |
| Total Disclosed Funding | $425M (3 rounds) | Nov 2021 | Medium | Full historical primary capital vs secondary cash-out breakdown unconfirmed |
| Global Headcount | ~1,993 employees | Aug 2026 | Medium | Restructuring cuts of 110 staff in Jan 2026; private payroll unconfirmed |
| Flagship Run-Rate | >$2.0B cumulative | 2024 | High | Audited GAAP annual net revenue and DTC payment cut undisclosed |
| HQ Facilities | 22,000 sqm (Beyond Towers) | Jun 2026 | Medium | NIS 33M/yr 10-year lease commitments begin upon occupancy |
Values reflect public secondary transaction filings, commercial lease disclosures, and market intelligence estimates; audited private company financials remain undisclosed.
[CO001, CO004, CO005, CO006, CO012, CO013, CO014]1.2 Executive Leadership and Key-Person Structure
Moon Active operates under the centralized executive direction of founder and Chief Executive Officer Samuel Albin, who has steered corporate development, title scaling, and mergers and acquisitions since 2011. The executive management team includes Chief Technology Officer Eran Koren, who directs live-operations game architecture, distributed server infrastructure, and emerging artificial intelligence initiatives, alongside Chief Financial Officer Hadas Gazit, who oversees capitalization, financial risk, and treasury management. Marketing and performance user acquisition efforts are led by Chief Marketing Officer Rony Teitelbaum. Because Albin has maintained executive and operational leadership throughout the company's evolution from an early startup to a multi-billion-dollar enterprise, key-person dependency on his strategic vision remains substantial. Furthermore, as a private Israeli entity, Moon Active maintains high opacity regarding its board of directors composition and voting agreements.[CO001, CO007]
| Person | Role | Background & Functional Coverage | Founder-Market Fit | Key-Person Dependency |
|---|---|---|---|---|
| Samuel Albin | Founder & CEO | Founded Moon Active in 2011; oversees corporate strategy, major studio acquisitions, and executive management | High: Built Coin Master from inception into a global multi-billion dollar casual gaming franchise | Critical: Central strategic driver behind major M&A and corporate growth since founding |
| Eran Koren | Chief Technology Officer | Leads global technical architecture, live-ops game server infrastructure, and AI engineering | High: Long-tenured gaming infrastructure and engineering leadership across massive-scale titles | High: Architecture oversight for real-time multiplayer systems and data pipelines across distributed studios |
| Hadas Gazit | Chief Financial Officer | Directs corporate finance, financial planning, treasury, M&A due diligence, and capital allocation | High: Experienced executive steering multi-hundred-million-dollar transactions and commercial lease structuring | High: Primary manager of banking relationships, financial risk, and secondary capital programs |
| Rony Teitelbaum | Chief Marketing Officer | Directs user acquisition, brand partnerships, app store optimization, and marketing analytics | High: Deep domain expertise in performance marketing in aggressive casual gaming categories | Medium: Supported by large growth marketing and monetization design teams |
Executive profiles assembled from corporate disclosures and leadership directories; board of directors composition and voting control rights remain private.
[CO001, CO007]1.3 Capitalization, Financing History, and Secondary Liquidity
Moon Active's disclosed financing trajectory differs from traditional venture-backed software companies by relying predominantly on late-stage secondary share transactions rather than repetitive primary capital injections. Following an early seed investment led by Fastforward Innovations in July 2016, Moon Active did not disclose priced venture rounds until January 2020, when growth equity firm Insight Partners led a $125 million secondary investment at a $1.25 billion post-money valuation. In November 2021, Insight Partners led an additional $300 million secondary transaction with participation from Andalusian Private Capital, pricing Moon Active at a $5.0 billion valuation. Cumulative funding on record totals approximately $425 million, though these late-stage transactions provided liquidity to early shareholders and employees rather than balance sheet cash. Disclosed minority shareholders include angel investors Gigi Levy-Weiss, Guy Gamzu, and David Alliance, while detailed cap table rights remain confidential.[CO004, CO005, CO006, CO008]
| Stakeholder | Role / Type | Disclosed Capital / Transactions | Control or Economic Importance | Diligence Ask |
|---|---|---|---|---|
| Insight Partners | Lead Institutional Investor | Led $125M round (Jan 2020) and $300M round (Nov 2021) | Major economic shareholder; primary private equity sponsor influencing liquidity and governance | Confirm board seat representation and veto rights over subsequent M&A or IPO timing |
| Fastforward Innovations | Seed Stage Lead | Led Seed investment round (Jul 2016) | Early institutional equity stakeholder with historic minority position | Verify current ownership percentage and whether early stake was partially liquidated in secondaries |
| Andalusian Private Capital | Institutional Co-Investor | Participated in $300M secondary round (Nov 2021) | Growth-stage equity participant providing secondary liquidity | Review information rights and participation agreements in subsequent liquidity events |
| Samuel Albin & Management | Founder & Executive Shareholders | Founding equity and operational incentive options | Substantial operational control and significant equity alignment with company performance | Inspect current cap table breakdown, executive option pools, and voting control agreements |
| Angel Consortium (Gigi Levy-Weiss, Guy Gamzu, David Alliance) | Early Angel Investors | Disclosed angel investments across early formation and growth stages | Early minority shareholders with prominent tech ecosystem advisory influence | Examine secondary share exit volumes and remaining common or preferred shares held |
Investor registry compiled from press statements and investment club records; individual share class rights, liquidation preferences, and current cap table percentages are undisclosed.
[CO004, CO005, CO008]1.4 Strategic Growth Milestones, Portfolio Expansion, and Restructuring
Moon Active's evolution from a single-hit social casino developer into a diversified casual studio has progressed through major strategic transactions and operational realignments between 2011 and 2026. After establishing global market dominance with Coin Master, the company acquired Belarusian casual developer Melsoft in December 2020 for over $100 million, adding Family Island and My Cafe to its roster. In December 2022, Moon Active acquired tile puzzle game Zen Match and its Istanbul team from Good Job Games for an estimated $100 million to $150 million. In May 2024, Moon Active broadened its casual footprint by investing $50 million for a 15.9% stake in Turkish developer Spyke Games. Despite these expansionary milestones, the company initiated organizational restructurings in January 2025 and January 2026, cutting 110 employees in the second wave to optimize costs. Concurrently, Moon Active committed to long-term physical consolidation in June 2026 by signing a 10-year lease for 22,000 square meters in Givatayim's Beyond Towers.[CO009, CO010, CO011, CO012, CO013, CO014, CO015]
Chronology of Moon Active's corporate development, key funding transactions, major studio acquisitions, and operational milestones from 2011 to 2026.
[CO001, CO003, CO004, CO005, CO009, CO010, CO011, CO012, CO013]1.5 Exhibits
02Market Analysis
2.1 Market boundary and economic buyer
The investable boundary is narrower than digital entertainment as a whole. Moon Active describes itself as a mobile-game company serving millions of players, and Statista places its measured activity in worldwide mobile in-app-purchase revenue, net of platform fees and inclusive taxes. Coin Master is specifically identified as a free-to-play casual casino slot title. Together, those facts support a core category of consumer-funded, free-to-play mobile games, with a narrower casual/social-casino-like exposure. Console and PC software, real-money gambling, advertising-only monetization, and non-game entertainment are excluded because the retained sources do not show that spend flowing to Moon Active. The user is the player; the economic buyer and budget owner is the subset of players making discretionary in-app purchases.[CM001, CM003, CM004, CM015]
| Segment or category | Included spend or activity | Explicit exclusions | Buyer or payer | Relevance to Moon Active |
|---|---|---|---|---|
| Global free-to-play mobile games | Optional mobile in-app purchases for game content, progression, or events | Console and PC software; non-game digital entertainment | Individual mobile-game players who choose to purchase | Core evidenced category |
| Casual and social-casino-like mobile games | In-app purchases associated with casual casino-slot-style play | Real-money wagering and cash-out gambling | Consumer player and in-app purchaser | Narrower evidenced exposure through Coin Master |
| Broader mobile-game monetization | Consumer attention and possible mixed monetization models | Advertising-only revenue and subscriptions not evidenced for Moon Active | Player; payer varies by monetization model | Adjacency, not included in the constrained core |
| Status-quo substitutes | Free entertainment time and competing mobile games | No assumption that substitute attention converts to addressable spend | Consumer controls both time and discretionary budget | Raises switching and acquisition pressure |
Boundary is inferred from the official company description, Statista's worldwide mobile-IAP convention, and Coin Master's free-to-play casual-casino classification; it is not a publisher-supplied market taxonomy.
[CM001, CM003, CM004, CM015]| Segment | User | Economic buyer or payer | Budget owner | Adoption path and trigger | Principal constraint |
|---|---|---|---|---|---|
| Free player | Mobile-game participant | None until an optional purchase | Individual consumer | App discovery, free entry, and continued engagement | Abundant substitutes and near-zero switching cost |
| In-app purchaser | Engaged player | Same individual consumer | Individual discretionary-entertainment wallet | Progression, events, convenience, or virtual-goods offer | Trust in fulfillment, fairness, and support |
| Retained live-game participant | Returning player | May remain non-paying or convert later | Individual consumer | Repeated content and event cadence | Content fatigue and competing games |
| Mobile platform intermediary | Distribution and payment platform, not the end user | Collects fees rather than buying the game | Platform operator | Store distribution and in-app payment processing | Fees, policy control, and tax treatment separate spend from publisher revenue |
This is a mechanism map inferred from the free-to-play and in-app-purchase evidence, not a measured segmentation study; payer conversion, cohort size, geography, and budget allocation are unavailable.
[CM001, CM003, CM004, CM008, CM009, CM015]2.2 Sizing evidence and its limits
Public quantitative evidence is strong enough to show commercial scale but too heterogeneous to size the market. GetLatka reports $1.1 billion of December 2024 annual revenue while explicitly showing no recorded source. Prospeo displays $1.5 billion of annual revenue without a stated period, and GamesIndustry.biz reported $1.25 billion for the prior year plus a $1.5 billion publication-year expectation in a 2021 article. Separately, Coin Master had reportedly exceeded $2 billion of lifetime user spending by that article's publication. These are company revenue, an expectation, and cumulative title spending with different periods and denominators; none is TAM. Statista confirms the relevant metric convention but paywalls the exact 2025 figure. The result is an evidence-constrained sizing ladder, not a numerical TAM/SAM/SOM.[CM003, CM005, CM006, CM011, CM012, CM016]
| Publisher and evidence date | Geography | Metric and value | Period and denominator | Method or source status | Confidence and limitation |
|---|---|---|---|---|---|
| Statista / AppMagic; released July 2025 | Worldwide | Moon Active annual mobile IAP revenue; exact value paywalled | 2015 to 2025 YTD; net of platform fees and inclusive taxes | AppMagic cooperation; exact series inaccessible in retained page | Medium on metric definition; unusable for numerical sizing |
| GetLatka; updated November 2025 | Not stated | $1.1B annual revenue | December 2024 company revenue | Page explicitly shows source not recorded | Low; company revenue is not market size |
| Prospeo; access date October 2026 | Not stated | $1.5B annual revenue | Period not stated; company-level denominator | Publisher-displayed estimate with no underlying revenue source shown | Low; period and methodology are missing |
| GamesIndustry.biz citing Calcalist; 2021 article | Not stated | $1.25B prior-year revenue and $1.5B publication-year expectation | Company revenue; historical actual plus expectation | Secondary reporting of Calcalist figures | Medium for historical scale; not current and not TAM |
| GamesIndustry.biz citing Sensor Tower; 2021 article | Worldwide not established in retained text | Coin Master passed $2B in lifetime user spending | Cumulative title spend through the report date | Secondary reporting of Sensor Tower | Medium; title-level cumulative spend is not annual market revenue |
Values preserve each source's metric, period, and denominator. They are not summed or converted into TAM/SAM/SOM because they mix company revenue, an expectation, cumulative user spending, and a paywalled series.
[CM003, CM005, CM006, CM011, CM012, CM016]The evidence narrows from broad attention markets to Moon Active and Coin Master, but only the two narrowest layers have quantitative company- or title-scale proxies.
Layer widths indicate hierarchy, not quantitative proportions.
The $1.1B-$1.5B display is a range across non-comparable third-party company-revenue reports, not a calculated estimate. All broader layers remain deliberately unquantified because no eligible retained source supplied defensible values.
[CM001, CM007, CM010, CM012, CM013, CM016]2.3 Demand drivers and market structure
Demand rests on globally distributed consumer attention, free entry, recurring live-game engagement, and optional in-app purchases. The official site says its games reach millions of players, while the recruiting surface shows continued investment in people who create and deliver game experiences. At the same time, Tracxn's classification of 8,395 active competitors, including 368 funded companies, signals an exceptionally broad field for player attention and acquisition spend. The reported $2 billion of Coin Master lifetime user spending demonstrates that a breakout title can monetize at scale, but it does not reveal payer conversion, geographic mix, retention, user-acquisition payback, or the size of the addressable player population. Those missing operating denominators govern how durable the opportunity is.[CM001, CM002, CM007, CM012]
2.4 Adoption constraints and valuation implications
The main constraints are trust, regulatory interpretation, platform economics, switching ease, and hit concentration. The captured Trustpilot page was heavily skewed to one-star reviews and included recurring allegations about purchase fulfillment, support responsiveness, and pay-to-progress mechanics; these are self-selected user reports rather than a representative satisfaction survey, but they identify specific diligence tests. GamesIndustry.biz also reported prior German regulatory scrutiny over gambling-like gameplay aimed at minors, while noting that the review board did not ban the game. Statista's convention further shows that platform fees and taxes sit between gross player spend and measured publisher revenue. Valuation should therefore be tied to verified cohort economics and title-level concentration, not to an unsupported top-down market multiple.[CM003, CM008, CM009, CM013, CM016]
2.5 Exhibits
03Competitors
3.1 Competitive Landscape Architecture and Peer Taxonomy
Moon Active competes across the global mobile casual gaming and social casino ecosystem against an expansive competitive field. Venture intelligence from Tracxn tracks 8,395 active competitors in the mobile gaming domain, of which 368 are venture-funded and 299 have executed liquidity exits. Within this crowded market, startuphub.ai identifies Playtika, Supercell, and Sneaky Panda as Moon Active's closest alternatives based on direct category and feature overlap. Tracxn's competitive ranking highlights top-tier incumbents including Tripledot ($202 million in funding), Nazara ($128 million in funding), King, Zynga ($526 million in funding), and Playtika ($1.5 million in early funding). Competitor capitalization continues to evolve, as seen when Nazara secured a $60 million funding round in January 2025. These peers span diverse strategic archetypes, from diversified public conglomerates to agile venture-backed casual publishers, intensifying competition for player engagement and organic store visibility.[CP001, CP002, CP003, CP004]
| Competitor | Category / Segment | Scale / Funding | Target Segment | Differentiation / Focus | Limitation / Risk |
|---|---|---|---|---|---|
| Playtika | Casual & Social Casino | $1.5M funding, Public (Tel Aviv) | Broad casual mobile players | Multi-title portfolio (Slotomania, Bingo Blitz) with live-ops | Franchise aging and live-ops fatigue in legacy casino titles |
| Supercell | Casual & Mid-Core Strategy | Acquired (Tencent majority) | Competitive and casual mobile gamers | Iconic global IP franchises (Clash of Clans, Hay Day) | High internal title kill rate slows portfolio expansion |
| Tripledot | Casual & Puzzle Studios | $202M Series B (London) | Casual card, logic, and puzzle players | Data-driven Apollo user acquisition engine and live-ops | Heavy monetization exposure to digital ad mediation rates |
| Nazara | Gaming & Esports Media | $128M raised, Public (Mumbai) | Emerging market interactive gamers | Diversified gaming ecosystem and regional esports distribution | Lower ARPU realization across emerging demographic markets |
| Zynga | Social & Mobile Casual | $526M raised, Acquired (Take-Two) | Mass-market mobile and web gamers | Large cross-promotional publishing network and evergreen IP | Corporate overhead integration within console-first parent |
| Moon Active (Subject) | Casual Social Casino | $126M-$425M secondary, Private | Casual social and slot-progression players | Coin Master slot raid loops and AI-assisted asset production | High revenue concentration in a single flagship game |
Scale, funding, and corporate status compiled from Tracxn, startuphub.ai, and public financial reporting; funding reflects reported institutional capital.
[CP001, CP002, CP003, CP004, CP009, CP013]3.2 Core Mechanics, Gameplay Differentiation, and Live-Ops Execution
Moon Active's primary competitive differentiation centers on Coin Master, a hybrid casual social title that blends slot machine spin mechanics with village-building and aggressive player-versus-player raids. According to Sensor Tower store intelligence reported by Calcalist CTech, Coin Master surpassed $6 billion in lifetime player spending in 2024 and has generated approximately $1.2 billion annually since 2020. The company positions its competitive edge on combining human creative talent with proprietary next-generation artificial intelligence to produce engaging entertainment. Operationally, Moon Active deploys specialized monetization teams, recruiting monetization artists responsible for designing high-conversion offer screens, shop flows, and promotional event banners iterated against granular A/B test data and player performance metrics. This systematic live-ops execution allows Moon Active to extract high average revenue per paying user compared to conventional casual puzzle alternatives.[CP005, CP006, CP007, CP008]
| Buying / Engagement Criteria | Moon Active (Coin Master) | Playtika (Slotomania / Casual) | Supercell (Clash / Hay Day) | Tripledot (Solitaire / Woodoku) | Evaluation & Tradeoff |
|---|---|---|---|---|---|
| Core Progression Mechanic | Slot spins combined with village construction | Reel spinning with themed room progression | Base upgrading, unit training, tactical battles | Logic grid completion and card matching | Moon Active blends chance mechanics with social base progression |
| Social Loop & Competition | Asymmetric raiding, attacks, and card trading | Club gifting, social tournaments, leaderboards | Clan wars, cooperative raids, live multiplayer | Personal best leaderboards and daily challenges | Coin Master emphasizes viral viral invite loops and vengeance raiding |
| Monetization Architecture | In-app spin bundles, shields, event progress | Coin packages, VIP loyalty tiers, season boosters | Season battle passes, cosmetics, gem bundles | Hybrid interstitial video ads and ad-removal IAP | Moon Active optimizes event scarcity and loss-aversion triggers |
| Live-Ops & Content Cadence | High-frequency tournament raids and A/B offers | Continuous themed events and dynamic mini-games | Monthly season resets and balance updates | Algorithmic ad optimization and daily levels | Moon Active relies heavily on rapid live offer optimization |
Capabilities compiled from app store product listings, developer job postings, and industry teardowns; live-ops patterns reflect free-to-play mobile standards.
[CP006, CP007, CP008, CP012]3.3 Strategic Positioning, Scale Disparities, and Moat Durability
Despite Coin Master's massive financial scale, Moon Active's competitive moat displays notable asymmetries when benchmarked against diversified incumbents. Moon Active has raised minimal primary venture capital, relying on secondary transactions including a $300 million secondary sale at a $5 billion to $6 billion valuation in November 2021. To maintain operational efficiency, Moon Active trimmed 110 employees (approximately 5% of its 2,200 workforce) in January 2026 across two units, following similar streamlining in 2025. In Tracxn's global benchmarking, Moon Active ranks 53rd among competitors with a score of 60 out of 100, trailing market leaders like Tripledot, Nazara, and King who hold scores above 80. While peers like Playtika and Supercell maintain diversified multi-title portfolios that cushion against genre rotation, Moon Active remains highly dependent on Coin Master's cash engine to fund broader studio operations.[CP009, CP010, CP012, CP013, CP016]
Ordinal positioning of Moon Active and key competitors across core gameplay mechanics (chance vs skill) and portfolio diversification (single-title vs multi-franchise).
| Item | X (2–8.5) | Y (2–9) | Context |
|---|---|---|---|
| 1. Moon Active | 8.5 | 2.5 | |
| 2. Playtika | 7.5 | 8 | |
| 3. Supercell | 2 | 8.5 | |
| 4. Zynga | 6 | 9 | |
| 5. King | 4.5 | 8 | |
| 6. Tripledot | 5 | 4 | |
| 7. Sneaky Panda | 6.5 | 2 |
Positioning reflects ordinal qualitative scoring derived from industry taxonomies: X-axis captures chance-driven slot mechanics (high) versus skill-based puzzle and strategy gameplay (low); Y-axis reflects portfolio diversification from single-title dependency (low) to multi-franchise studio scale (high).
[CP001, CP002, CP007, CP012, CP013, CP016]3.4 Switching Costs, Distribution Bottlenecks, and Adverse Sentiment
A fundamental vulnerability in Moon Active's competitive structure is the absence of economic switching barriers. Casual mobile gamers incur zero monetary cost when switching titles and routinely multi-home across competing puzzle, match-three, and social slot games on iOS and Android. Moon Active maintains significant operational scale, committing in June 2026 to a 10-year lease for 22,000 square meters in Givatayim's Beyond Towers valued at $110 million. However, adverse consumer sentiment highlights retention friction: on Trustpilot, Moon Active holds a 1.6 out of 5 rating, with user reviews complaining of aggressive pay-to-win mechanics and algorithmic spin throttling. Furthermore, private-company opacity leaves critical diligence parameters unanswered, as title-level contribution margins, user acquisition payback periods, and direct-to-consumer web store sales shares remain undisclosed relative to publicly reporting peers.[CP011, CP012, CP014, CP015]
| Competitor / Model | Core Price Points | Included Capabilities | Discount / Packaging Structure | Diligence Unknowns & Implications |
|---|---|---|---|---|
| Moon Active (Free-to-Play IAP) | $1.99 to $99.99 spin packs | Virtual slot spins, village shields, raid chests | Time-limited promotional popups and event milestone bundles | Title-level payer conversion rates and web-store discount margins remain undisclosed |
| Playtika (Casino & Casual IAP) | $0.99 to $99.99 coin packs | Virtual chips, loyalty points, multi-game rewards | Tiered VIP loyalty programs and direct web store incentives | Margin uplift from proprietary direct-to-consumer store payments |
| Supercell (Battle Pass & IAP) | $4.99 to $9.99 monthly passes | Season progression, cosmetic skins, resource multipliers | Supercell Store bonus currency (up to 10% extra bonus gems) | Player migration rate toward off-app web store payment rails |
| Tripledot (Hybrid IAP / Ads) | Free with $2.99 to $19.99 IAP | Ad removal, unlimited hints, virtual puzzle tokens | Rewarded video ad progression and coin booster bundles | Ad mediation fill rate sensitivity to platform privacy changes |
Price points and packaging based on public mobile app store tiers and company job specifications; private conversion metrics remain confidential.
[CP006, CP008, CP011, CP015]3.5 Exhibits
04Financials
4.1 Revenue Model, Scale, and Portfolio Mix
Moon Active has established rare commercial scale within mobile gaming, generating approximately $2 billion in annual revenue across both 2024 and 2025 according to secondary market intelligence from PitchBook and Globes. This top-line volume is overwhelmingly concentrated in Coin Master, which has accumulated more than $4 billion in lifetime player expenditure since its 2016 launch. Coin Master operates on a free-to-play social casino model that monetizes player progression through virtual slot machine spins, village upgrades, and competitive social raids. To broaden its revenue base and reduce single-title exposure, Moon Active acquired Belarusian-founded studio Melsoft in December 2020 for over $100 million, adding casual adventure titles such as Family Island and My Cafe to its active catalog. Nevertheless, the business remains fundamentally anchored to Coin Master live-ops performance, creating substantial revenue concentration risk.[CI001, CI002, CI003, CI012]
| Stream | Mechanism | Unit | Current Status | Revenue Quality | Diligence Ask |
|---|---|---|---|---|---|
| Coin Master IAP | In-game virtual slot spins and progression boosters | Per transaction ($1.99 - $99.99) | Dominant (~$1.2B-$2.0B annual) | High cash velocity, volatile retention | Title-level IAP breakdown and ARPPU curves |
| Acquired Titles IAP (Melsoft/Family Island) | Casual/farm adventure consumable microtransactions | Per transaction ($0.99 - $49.99) | Active secondary contributor | Moderate diversification, lower scale | Individual studio revenue run rates post-acquisition |
| Ad Mediation / Rewarded Video | Opt-in rewarded video ads for in-game currency | eCPM / impressions | Secondary monetization channel | Lower margin contribution vs IAP | Ad revenue share vs net IAP split |
| DTC Web Store / Alternative Billing | Off-platform web shop bypassing 30% store fees | Direct payment processing | Emerging industry motion | Margin-accretive, regulatory dependent | Direct payment processing volume and fee structure |
Data synthesized from secondary industry intelligence and gaming market analyses; audited product-level segment revenue is not publicly reported.
[CI001, CI002, CI003, CI012]Sequential flow illustrating player acquisition, free-to-play engagement, in-app monetization gating, platform fee deduction, and net cash generation.
| Node / Connection | Node / from | To | Context |
|---|---|---|---|
| Node 1 | 1. Player Acquisition [acquisition] | Organic app store discovery and paid performance ad campaigns acquiring global mobile players | |
| Node 2 | 2. Free-to-Play Progression [free-play] | Daily spin allowances and social raid mechanics driving core engagement without upfront payment | |
| Node 3 | 3. Live-Ops Monetization Gate [monetization-gate] | Spin depletion and competitive raid events triggering dynamic in-app purchase offer popups | |
| Node 4 | 4. In-App Purchase Conversion [iap-conversion] | Payer conversion purchasing consumable virtual currency bundles ($1.99 to $99.99) | |
| Node 5 | 5. Platform Commission Deduction [platform-split] | Apple and Google retain up to 30% platform fee on mobile app store transactions | |
| Node 6 | 6. Studio Net Cash Generation [net-cash] | Residual operating cash flow funding user acquisition reinvestment, overhead, and capital commitments |
Flow illustrates stylized casual gaming monetization economics; exact stage conversion percentages and title-level margins are private.
[CI001, CI003, CI004, CI006, CI007]4.2 Monetization Architecture and Live-Ops Pricing
Monetization inside Moon Active titles relies on aggressive live-ops event cadence, dynamic promotional popups, and algorithmic pricing segmentation. In-game store items range from $1.99 micro-bundles of spins to premium $99.99 coin and booster packs, with pricing dynamically personalized based on player engagement history, spend propensity, and progression friction. Moon Active employs specialized monetization artists and data scientists to continuously test and refine shop flows, banner placements, and reward pacing through multivariate A/B testing. However, this hyper-optimized monetization loop has generated substantial adverse consumer sentiment. On public review platforms including Trustpilot, players consistently criticize aggressive pay-to-win mechanics, alleging artificial win-rate throttling after in-app purchases and unresponsive customer support for failed virtual goods fulfillment. This dynamic creates persistent player churn that necessitates substantial ongoing user acquisition spend.[CI003, CI004, CI005]
| Monetization Element | Pricing Model | List vs Realized Dynamic | Discounts & Promotional Mechanics | Source Attribution |
|---|---|---|---|---|
| Spin Bundles | Tiered microtransactions ($1.99 to $99.99) | Realized spend varies via dynamic live-ops offers | Limited-time sale events with escalating spin multipliers | Public game storefront listings and player reports |
| Village Construction Packs | Progression gating packs for coins and shields | Price scales steeply with village progression level | Milestone discount popups triggered after raid losses | Player reports and monetization artist postings |
| Event Passes / Tournament Boosters | Seasonal reward tracks and raid madness boosters | Fixed entry with repeat booster purchases | Progressive milestone rewards linked to cumulative spend | Game mechanics and review records |
| Third-Party Ad Rewards | Zero-price user time exchange for virtual currency | Ad revenue realized per completed video impression | Impression frequency caps and personalized ad inventory | Industry standard casual game monetization model |
Pricing structures reflect published consumer storefront prices and live-ops game mechanics; personalized pricing algorithms result in variable effective player price points.
[CI003, CI004, CI005]4.3 Unit Economics, Margin Drivers, and Cost Structure
Moon Active operating cost structure is dominated by platform distribution fees, user acquisition marketing, and engineering personnel. Distribution through Apple App Store and Google Play incurs standard platform commissions of up to 30%, which serve as the primary component of cost of goods sold for mobile microtransactions. With estimated headcount around 2,000 employees globally, third-party benchmarks project annual revenue per employee at roughly $712,000, signaling robust operating leverage. Fixed capital commitments include a 10-year, $110 million commercial office lease signed in June 2026 for 22,000 square meters in Tidhar Beyond Towers in Givatayim. Operating cost management has also driven workforce rationalization: the company executed two restructuring rounds, eliminating 110 positions in January 2026 following an earlier cut of dozens of roles in 2025, primarily consolidating redundant roles from the Melsoft acquisition.[CI006, CI007, CI010, CI011]
| Economic Metric | Reported / Proxy Value | Confidence | Strategic Diligence Significance | Diligence Verification Ask |
|---|---|---|---|---|
| Gross Margin (App Stores) | 65% - 70% estimated | medium | App store 30% commission represents largest variable cost | Blended platform fee rate net of DTC web store volume |
| Revenue per Employee | ~$712,000 / year | medium | Indicates strong operational leverage despite large headcount | Audited full-time employee payroll and contractor split |
| Long-Term Facility Lease | $110 million (10-year term) | high | Material fixed operating lease commitment in Givatayim | Tidhar Beyond Towers lease agreement and sublease options |
| User Acquisition Cost (CAC) | Undisclosed private metric | low | Rising post-ATT privacy costs pressure organic acquisition | Cohort-level CAC, blended payback period, and ROAS targets |
| Net Operating Margin | Undisclosed (estimated 20%-35%) | low | Profitability buffer against marketing spend volatility | Audited GAAP/IFRS EBITDA, operating profit, and net income |
Proxy metrics derived from market estimates and comparable casual gaming benchmarks; audited internal margins and customer acquisition costs remain strictly confidential.
[CI006, CI007, CI010, CI011, CI014]4.4 Capital Adequacy, Financing Dependency, and Diligence Blockers
Moon Active exhibits a rare financing profile among high-growth private tech unicorns: the business has funded its operational expansion and acquisitions primarily through internal operating cash flows rather than external primary capital dilution. Public funding databases show $126 million in recorded funding, while secondary transactions totaled $425 million, led by Insight Partners with a $125 million purchase in January 2020 and a $300 million secondary transaction in November 2021 that valued the business at $5 billion. At a $5 billion to $6 billion valuation on $2 billion in annual revenue, Moon Active implied trailing EV/revenue multiple sits between 2.5x and 3.0x, in line with mature social gaming comps like Playtika. However, private ownership obscures critical underwriting inputs: audited GAAP financials, EBITDA profitability, cash balances, debt facilities, and title-level UA payback windows remain completely confidential.[CI008, CI009, CI013, CI014]
4.5 Exhibits
05Product & Technology
5.1 Product Portfolio and Core Gameplay Loop Mechanics
Moon Active operates as a premier mobile gaming studio best recognized for its global flagship title Coin Master, alongside an expanding portfolio of casual and social mobile games. The core product experience pairs accessible casual slot-machine spinning mechanics with meta-game village construction, base raiding, and card collection mechanics. Players expend limited spin allowances to earn virtual currency, shield defensive structures, or initiate competitive raids against connected social friends. This hybrid gameplay loop transforms traditional single-player casual entertainment into an emotionally charged social competition. The underlying game clients are engineered on the Unity engine, providing responsive 2D rendering and rapid cross-platform deployment across iOS and Android ecosystems. By standardizing technical art asset delivery pipelines and maintaining an enterprise design system, Moon Active rapidly updates game assets, limited-time seasonal themes, and localized live events without requiring full binary client rebuilds.[CE001, CE002, CE004, CE011]
| Asset / Module | Primary User / Audience | Maturity & Deployment | Technical Differentiation | Diligence Gap |
|---|---|---|---|---|
| Coin Master Core Game Loop | Casual social mobile gamers across global markets | Mature flagship product operating since 2011 with continuous live-ops updates | Proprietary algorithmic pacing blending virtual slot spin rewards with village progression | Algorithmic RTP payout distribution and private server-side RNG math are unverified |
| Multi-Studio Shared Core Platform | Internal studio game engineering and product development teams | Production deployment across all active Moon Active title studios | High-throughput Golang microservices decoupling game logic from infrastructure | Latency benchmarks under peak load and multi-region failover latency are undisclosed |
| Creative & Technical Art Pipeline | Art directors, technical artists, and UI/UX designers | Active production integration supporting high-frequency 2D asset updates | Scripted Unity and Photoshop workflows augmented by generative AI tooling | Proprietary custom tool repository vs commercial plugin reliance is unconfirmed |
| Cross-Platform Design System | Product managers, game designers, and frontend UI engineers | Scaled design system deployed in Figma and client libraries | Standardized UI tokens ensuring consistent visual and monetization interaction patterns | Component reusability metrics across acquisitions remain private |
Primary data synthesized from Moon Active studio disclosures, active engineering hiring specifications, and game client teardowns; audited server-side slot logic and DTC web store share remain undisclosed.
[CE001, CE002, CE004, CE011]5.2 Live Operations, Player Experience, and Monetization Workflows
The commercial durability of Moon Active's titles rests on an intensive live operations (live-ops) workflow executed by interdisciplinary squads of product managers, game designers, and UI/UX specialists. Using Figma-based design systems and technical art pipeline automation, product teams design and test promotional offer flows, dynamic monetization events, and customized player progression tracks. Live-ops cadence is accelerated by deploying generative artificial intelligence tooling to automate 2D variations and prototype interactive game features rapidly. User experience workflows balance aggressive monetization prompts with core player enjoyment, continuously calibrating spin recharge cadences, event milestones, and tournament leaderboards against key performance indicators. The company collects player sentiment and qualitative usability feedback through dedicated survey infrastructure secured via enterprise single sign-on, ensuring that product iteration is informed by both telemetry and player feedback.[CE003, CE004, CE010, CE011]
| Player Job / Workflow | Conventional Mobile Dynamic | Moon Active Implementation | Observed / Measurable Benefit | Technical & Regulatory Limitation |
|---|---|---|---|---|
| Daily Session Engagement | Static energy recharge or linear level progression timers | Algorithmic spin allowance recharging on fixed cadences with dynamic bonus drops | Sustained high daily active sessions and habitual opening cadences | High player sensitivity to perceived sudden reductions in reward drop probabilities |
| Social Interaction & Competition | Asynchronous leaderboard score comparisons and generic gifting | Synchronous social raids, attacks on Facebook friend villages, and card trading | Viral social distribution and strong peer-to-peer retention loops | Heavy dependency on Facebook social graph APIs and platform policy permissions |
| In-Game Event Participation | Pre-scheduled static holiday themes and repetitive cosmetic bundles | Dynamically timed live-ops tournaments with escalating progression thresholds | High conversion to in-app spin purchases during limited-time competitive events | Event fatigue and player backlash if progression requirements exceed casual thresholds |
| Feedback & User Research | Generic app store review scraping or unauthenticated in-app surveys | Authenticated player research surveys routed through dedicated SSO portals | High-fidelity qualitative feedback tied to verified user player profiles | Participation selection bias favoring highly engaged or vocal discontented users |
Operational dynamics observed from production game loops and cross-functional product design specifications; third-party verification of event engagement conversion rates is not publicly available.
[CE003, CE004, CE010, CE011]5.3 Core Platform Architecture, Cloud Infrastructure, and Technical Stack
Underpinning Moon Active's multi-studio operations is a centralized Core Platform engineering organization responsible for shared infrastructure, high-concurrency real-time networking, and backend game services. The backend architecture is built primarily in Golang as a distributed microservice topology designed to support millions of concurrent active users with minimal latency. Data persistence is organized across a multi-tier database infrastructure featuring MySQL and PostgreSQL for relational user records and Redis in-memory clusters for high-speed session management and live event state tracking. Infrastructure is hosted across leading public cloud providers, utilizing both Amazon Web Services and Google Cloud Platform compute instances. Engineering teams incorporate advanced developer workflows, integrating automated CI/CD pipelines via GitLab and Jenkins alongside AI-assisted development tools like Claude Code and Cursor to accelerate development velocity while enforcing rigorous code quality across studios.[CE005, CE006, CE007, CE008]
| Architecture Layer / Component | Operational Role | Key Dependencies & Stack | Identified Technical / Operational Risk |
|---|---|---|---|
| Client Presentation & Runtime | Renders 2D animations, processes user input, and manages local asset bundles | Unity Engine, C#, Apple iOS SDK, Android SDK | Client binary bloat and memory leaks across low-tier Android hardware devices |
| Core Backend Services | Executes game logic, calculates spin outcomes, and manages player state | Golang, distributed microservices, multi-threaded worker pools | Service orchestration complexity and distributed state consistency under peak traffic |
| Data Storage & Session Caching | Persists user accounts, village state, and sub-millisecond session state | MySQL, PostgreSQL, Redis in-memory datastores | Database replication lag during massive global live-ops event spikes |
| Observability & Developer Tooling | Monitors crash frequency, performance bottlenecks, and accelerates coding | Firebase Crashlytics, New Relic, GitLab, Jenkins, Cursor, Claude Code | Third-party SaaS outages and software supply-chain vulnerabilities in CI/CD pipelines |
Stack profiles derived from Moon Active backend engineering infrastructure profiles, Enlyft vendor telemetry, and public technical recruiting postings; exact private cloud topology and vendor SLAs are unconfirmed.
[CE005, CE006, CE007, CE008, CE013]Six-layer architectural map illustrating mobile runtime, asset pipelines, core platform microservices, cloud data tier, developer acceleration, and governance.
- Client Application & Presentation Layer
- Cross-platform mobile client built on Unity with C# scripting, handling 2D graphics rendering, local animations, and player touch interactions on iOS and Android devices.
- Items
- Unity 2D Game Runtime Engine
- Cross-Platform Mobile Wrapper (Apple iOS / Android)
- Local Touch Controller & Event Handler
- Creative Production & Design Systems Pipeline
- Collaborative asset creation pipeline standardizing 2D graphic assets, UI components, and monetization wireframes.
- Items
- Figma Design System Component Library
- Adobe Photoshop 2D Asset Toolchain
- Technical Art Integration Scripts
- Core Platform Microservices Tier
- Centralized real-time game service mesh constructed by the Core Platform engineering team to serve all studio titles.
- Items
- High-Concurrency Golang Microservices
- Real-Time Game State Synchronizer
- Social Progression & Event Matching Engine
- Data Persistence & Cloud Infrastructure
- Multi-cloud hosting footprint spanning AWS and GCP with dedicated relational and in-memory caching tiers.
- Items
- Redis In-Memory Session Cache
- MySQL & PostgreSQL Clustered Databases
- AWS & GCP Multi-Region Cloud Compute
- AI Acceleration & Developer Productivity
- AI-first developer and designer workflows augmenting engineering throughput and rapid prototype validation.
- Items
- LLM Coding Assistants (Claude Code, Cursor)
- Generative AI Art & Prototyping Scripts
- Automated CI/CD Delivery (GitLab, Jenkins)
- Observability, Telemetry & Player Feedback
- Application performance monitoring, crash diagnostics, and authenticated player feedback operations.
- Items
- Firebase Crashlytics & Error Logging
- New Relic APM Performance Monitoring
- SurveySparrow Single Sign-On Portal
5.4 Technical Differentiation, Scalability Bottlenecks, and Compliance Risks
Moon Active's primary technical moat lies in its real-time event-orchestration engine, deep player telemetry pipeline, and tight coupling of behavioral psychology with algorithmic game live-ops. However, this architectural model introduces notable technical and operational vulnerabilities. The company's heavy reliance on mobile operating platform ecosystems—specifically Apple iOS and Google Play—creates significant platform fee exposure and vulnerability to evolving privacy frameworks that constrain user acquisition and behavioral attribution. Furthermore, because Moon Active's core monetization depends on pseudo-gambling spin mechanics and variable-ratio reward schedules, the platform operates under persistent regulatory risk. The absence of public, third-party mathematical certifications for its proprietary random number generation algorithms leaves the company exposed to player allegations of payout manipulation and shifting regulatory definitions of social casino gaming.[CE005, CE007, CE011, CE012, CE013, CE014]
5.5 Exhibits
06Customers
6.1 Customer Segmentation and Payer Architecture
Moon Active operates entirely within the business-to-consumer mobile entertainment market, engaging a broad international demographic of casual smartphone and tablet players. The company's player base divides fundamentally into free-to-play non-paying users, casual minnow spenders making sporadic microtransactions, and high-frequency VIP spenders who finance the vast majority of net platform revenue. Players are drawn primarily to accessible casual gameplay loops that combine casual resource accumulation with social interaction and competitive raiding mechanics. Because access to base gameplay requires no upfront monetary commitment, Moon Active relies on continuous game economy balance adjustments to convert free players into recurring payers. Demographically, the audience spans across casual puzzle and social casino enthusiasts in major western markets and international gaming hubs, distributed across both iOS and Android smartphone ecosystems without significant B2B enterprise exposure.[CU001, CU002, CU004]
| Segment | Buyer / User / Payer | Core Use Case | Estimated Scale | Revenue / Strategic Value | Diligence Gap |
|---|---|---|---|---|---|
| F2P Casual Players | Consumer mobile players (non-paying) | Daily entertainment, social raiding, and casual progression | Tens of millions of active users | Organic viral network effects and raid targets for paying cohorts | Precise DAU to MAU ratio and organic virality coefficient undisclosed |
| Casual Minnow Spenders | Recreational mobile payers | Overcoming progress blockers, unlocking milestone rewards | Estimated 5% to 10% of active player base | Baseline transaction volume and initial monetization conversion | Repeat purchase frequency and conversion drop-off curves unavailable |
| VIP / High-Value Spenders | Dedicated competitive spenders ('whales') | Leaderboard dominance, tournament events, unlimited spins | Estimated <2% of player population | Generates estimated 70%+ of total in-app purchase revenue | Cohort concentration and spending distribution across top 1% spenders |
| Secondary Title Players | Casual puzzle and merge game enthusiasts | Merge mechanics in Travel Town and narrative progression in Family Island | 56M+ downloads on Travel Town alone | Portfolio revenue diversification away from pure Coin Master reliance | Cross-promotion efficiency and cannibalization between titles |
Customer segmentation estimated from industry-standard free-to-play mobile gaming monetization distributions, public title metrics, and analyst profiles; private company disclosures omit exact spender decile breakdowns.
[CU001, CU002, CU004]6.2 Adoption Trajectory, Scale, and Geographic Reach
The adoption trajectory of Moon Active is defined by the extraordinary scale and longevity of Coin Master alongside selective second-wave portfolio expansion. Originally launched on mobile platforms in January 2016, Coin Master demonstrated dramatic revenue acceleration, expanding from $100 million in gross revenue in 2018 to $550 million in 2019 and surpassing $1.25 billion in 2020. By August 2024, the title reached a milestone of $6 billion in cumulative consumer spending, establishing it as one of the highest-grossing mobile entertainment franchises in history. The company has distributed its titles across more than 136 countries with aggregate downloads exceeding 100 million. To mitigate extreme title concentration, Moon Active acquired Melsoft and developed secondary titles, enabling merge title Travel Town to achieve 56 million lifetime downloads and $500 million in player spending by early 2025.[CU003, CU007, CU008, CU010, CU013]
| Metric | Value | Date | Source | Confidence | Strategic Implication | Missing Denominator |
|---|---|---|---|---|---|---|
| Coin Master Gross Revenue | $1.25 billion | 2020-12-31 | Wikipedia / Calcalist | Medium | Demonstrates elite top-grossing status and peak pandemic gaming surge | Net revenue after platform commissions and marketing expenses not detailed |
| Global Geographic Reach | 136+ countries | 2026-05-15 | Silicon Valley Investclub | Medium | Extensive international user base spanning tier-1 and emerging markets | Regional revenue concentration and country-level ARPU figures omitted |
| Coin Master Lifetime Spend | $6.0 billion | 2024-08-29 | Wikipedia / Calcalistech | Medium | Historic franchise durability rivaling top global mobile gaming IPs | Annual decay rate and current monthly run rate breakdown missing |
| Travel Town Cumulative Spend | $500 million | 2025-01-28 | Wikipedia / PocketGamer | Medium | Successful creation of a second tier-1 franchise to reduce single-title risk | Current user acquisition payback duration and net margins unverified |
Adoption and revenue metrics compiled from published historical milestones and analyst coverage; active user metrics (DAU/MAU) and churn rates remain undisclosed by Moon Active.
[CU003, CU007, CU008, CU013]6.3 Platform Deployments, Channel Proof, and Partner Footprint
Moon Active deploys its commercial product suite exclusively across primary consumer digital storefronts, creating complete operational dependence on Apple App Store, Google Play, and Facebook Gaming platforms. These third-party distribution channels provide global payment processing, host application installation bundles, and facilitate social graph viral loops. However, this channel structure subjects Moon Active to mandatory 30 percent platform take-rates, app store guideline revisions, and strict operating system privacy frameworks that constrain user acquisition attribution. Following the strategic acquisition of Cyprus-based Melsoft Games, the studio integrated additional live-service properties including Family Island and My Cafe onto these shared deployment surfaces. While third-party enterprise integrations remain limited to advertising networks and payment gateways, consumer distribution scale remains robust across all designated global regions.[CU001, CU004, CU009, CU014]
| Platform / Deployment Surface | Segment | Deployment / Use Case | Production vs Pilot | Outcome / Reach | Strategic Limitation |
|---|---|---|---|---|---|
| Apple iOS App Store | Premium smartphone players | Primary production release for Coin Master, Travel Town, and Family Island | Production | Top-grossing casual rankings globally across North America and Europe | Subject to 30% Apple commission and App Tracking Transparency privacy limits |
| Google Play Store | Global Android user base | Primary high-volume global distribution channel for full game catalog | Production | Tens of millions of global installations across international territories | Lower average ARPU compared to iOS cohorts alongside Google fee structure |
| Facebook Gaming Platform | Desktop and social web players | Social graph integration, viral invites, and cross-platform web play | Production | Drives viral friend referrals and social raid engagement loops | Desktop web social gaming engagement has declined relative to native mobile apps |
| Melsoft Gaming Network | Casual simulation audience | Dedicated live-ops infrastructure for My Cafe and Family Island | Production | Over $100M acquisition providing established casual player community | Integration complexity across international studio locations |
Representative sample of major verified platform deployment surfaces and operating channels for Moon Active's B2C gaming titles; private corporate enterprise partner contracts remain confidential.
[CU001, CU004, CU009, CU014]6.4 Monetization Loops, Customer Dissatisfaction, and Durability
Moon Active maintains sophisticated monetization engineering operations, deploying specialized monetization artists and live-operations teams to continuously optimize in-game shop flows, dynamic promotional banners, and personalized offer screens iterated against automated A/B testing and big-data telemetry pipelines. While these mechanisms maximize short-term player monetization, they have produced severe customer dissatisfaction and player fatigue. On public review forums such as Trustpilot, Moon Active holds an aggregate rating of 1.6 out of 5 stars, with 88 percent of customer submissions assigning the lowest possible 1-star grade. Reviews consistently complain of rigged spin probabilities, sudden game glitches following real-money transactions, uncredited virtual goods, and unresponsive automated customer support. This pervasive player friction introduces heightened churn risk and regulatory scrutiny regarding dark patterns in social casino game economies.[CU005, CU006, CU011, CU012]
Player lifecycle from initial acquisition through core retention loops, monetization friction points, and customer satisfaction outcomes.
Journey stages modeled on documented game design loops, monetization job descriptions, and user complaint patterns across public review repositories.
[CU005, CU006, CU011, CU012]6.5 Exhibits
07Risks
7.1 Legal and Regulatory Exposure: The Child Gambling Challenge
Moon Active faces substantial legal, regulatory, and public scrutiny concerning the core monetization mechanics of its flagship title, Coin Master. In February 2025, plaintiffs filed a major putative class action complaint in the United States District Court for the Northern District of California (Williams v. Moon Active Ltd., Case 4:25-cv-01626-YGR), alleging that the company maintains and facilitates an unlawful virtual gambling enterprise specifically designed to attract and extract financial payments from minors [CR001]. The lawsuit asserts that Coin Master pairs casual village-building progression with high-frequency slot machine mechanics, compelling players who exhaust their free daily allowances to purchase digital spins using real currency [CR002]. The litigation levels specific causes of action under California Penal Code provisions governing slot machines and lottery devices, as well as the California Unfair Competition Law and common-law negligence [CR002]. Because public court records allege Coin Master has generated more than $6 billion in lifetime player spend—with the United States contributing an estimated 39% or $2.4 billion—adverse judicial rulings or statutory restitution remedies present an unquantified balance-sheet exposure that cannot be verified from public filings alone [CR003, CR014].
| Rule / Case | Jurisdiction | Status | Likelihood | Severity | Mitigation | Residual Exposure | Diligence Path |
|---|---|---|---|---|---|---|---|
| Williams v. Moon Active Ltd. (Class Action) | U.S. (N.D. Cal.) | Active pleading | Medium | Critical | Terms of service defense and age-rating disclosures | Restitution of minor in-app purchases and injunctive redesign of slot spins | Inspect defense counsel appearance and motions to dismiss or compel arbitration |
| California Penal Code §§ 330a-330.1 (Slot Machines) | California, U.S. | Statutory risk | Medium | High | Virtual currency separation from real-world cash-out mechanisms | Potential classification of paid spins as illegal gambling device mechanisms | Obtain formal legal opinion on virtual currency cash-out and secondary markets |
| UCL § 17200 Unfair / Unlawful Business Practices | California, U.S. | Active claim | Medium | High | Standard in-app purchase platform parental controls | Disgorgement of proceeds and mandatory corrective advertising campaigns | Audit parental consent verification flows across iOS and Android builds |
| COPPA & Underage Consumer Protection | Federal U.S. / FTC | Regulatory scrutiny | Low | Medium | Age gating and social media marketing disclaimers | Civil penalties for targeted advertising to minor demographics | Review marketing agreements with influencer agencies regarding child demographics |
Analysis based on public federal court filings (Case 4:25-cv-01626-YGR) and published consumer advocacy records; financial reserves and defense postures remain undisclosed private data.
[CR001, CR002, CR014]7.2 Operational and Geopolitical Resilience: Distributed Footprint and Restructuring
Moon Active maintains an internationally distributed operating network across key development hubs, including Warsaw, London, Bucharest, Kyiv, Bangkok, and Istanbul, alongside its corporate headquarters in Tel Aviv [CR007]. This multi-regional footprint exposes core product development and live operations to geopolitical volatility and localized infrastructure disruption, most notably regarding its engineering presence in Ukraine, where the company previously recruited site reliability engineers to safeguard gaming uptime and deployment pipelines [CR008]. Operationally, Moon Active has transitioned from aggressive headcount expansion toward strict operational discipline and efficiency, having implemented a restructuring round in January 2026 that eliminated roughly 5% of staff following steady headcount declines throughout 2025 [CR009]. Concurrently, the studio formalized multi-year operational overhead by signing a 10-year lease for approximately 22,000 square meters at Beyond Towers near Tel Aviv [CR010]. While this real estate commitment anchors corporate operations, it establishes rigid long-term fixed cost obligations that reduce financial flexibility if top-line revenue contracts [CR010].
| Failure Mode | Likelihood | Severity | Mitigation Maturity | Residual Exposure | Unresolved Gap |
|---|---|---|---|---|---|
| Kyiv Engineering Hub Disruption | Medium | High | Partial | Infrastructure latency, talent displacement, and regional power grid outages | Contingency disaster recovery failover capacity outside Eastern Europe |
| Workforce Attrition Post-Restructuring | Medium | Medium | Moderate | Loss of institutional live-ops and algorithmic monetization expertise after 5% job cuts | Retention packages and key-person dependency among core Coin Master designers |
| Long-Term Facility Overhead Overhang | Low | Medium | High | Fixed rental liability of 22,000 m² lease at Beyond Towers if headcount contracts | Sublease flexibility and committed annual financial lease obligations |
Evaluates operational, geopolitical, labor, and infrastructure failure modes based on corporate filings and recruitment records.
[CR007, CR008, CR009, CR010]7.3 Platform and Franchise Concentration: Monetization Sensitivity
Moon Active's commercial viability remains acutely tied to title-level concentration in Coin Master, which generates the vast majority of consolidated company earnings and operating cash flow [CR003, CR004]. Independent industry estimates indicate that Coin Master recorded a year-over-year revenue contraction in 2025, underscoring the franchise's vulnerability to player fatigue and market maturation despite inorganic diversification through casual acquisitions such as Melsoft and Zen Match [CR004]. Furthermore, the company relies almost exclusively on centralized mobile application storefronts, specifically the Apple App Store and Google Play, for user distribution and in-app purchase settlement [CR012]. This architecture subjects gross margin realization to 30% platform commission rates and leaves the business exposed to sudden policy changes regarding simulated gambling mechanics, age verification standards, or direct-to-consumer billing [CR012]. Consumer sentiment reflects growing resistance to algorithmic monetization flows, with Moon Active holding an aggregate 1.6-star rating on Trustpilot, where 88% of user reviews cite predatory spend triggers and unaddressed transaction disputes [CR005, CR006].
| Dependency | Counterparty | Role | Concentration | Failure Scenario | Severity | Mitigation | Residual Exposure |
|---|---|---|---|---|---|---|---|
| Mobile Platform App Stores | Apple & Google | OS distribution and IAP payment processing | High (~90%+) | App store rejection, fee hikes, or enforcement against simulated gambling apps | Critical | Compliance with platform developer guidelines and web-based shop exploration | Direct store takedown or mandatory 18+ age reclassification |
| Single-Franchise Monetization | Coin Master Players | Flagship live-ops revenue generator | Critical (~75%+) | Player fatigue, live-ops event burnout, or accelerated churn following a 2025 revenue dip | High | Acquisitions of Melsoft (Family Island) and Zen Match to diversify portfolio | Overwhelming cash flow dependence on a single maturing title |
| Payment Processing & Chargeback Friction | Platform Payment Gateways | Consumer transaction settlement | Medium | Elevated dispute and chargeback rates from unauthorized minor spending | Medium | Automated customer support routing and purchase receipt verification | Account bans driving player backlash and negative Trustpilot ratings |
Assesses commercial, platform, and payment counterparty concentrations impacting distribution and net revenue realization.
[CR003, CR004, CR005, CR012]7.4 Comprehensive Risk Synthesis, Heatmap, and Thesis-Break Triggers
Synthesizing Moon Active's overall risk profile reveals a mature, highly profitable mobile publisher constrained by asymmetric legal liabilities and structural franchise concentration. While Moon Active emphasizes technology capabilities that blend human game design with next-generation artificial intelligence, core financial performance is anchored by historical venture capitalization, including $126 million in recorded primary funding led by Insight Partners [CR011, CR013]. For institutional investors, several distinct thesis-break triggers must be actively monitored. First, any judicial determination or regulatory consent decree in Case 4:25-cv-01626-YGR that reclassifies Coin Master's virtual slot mechanics as regulated gambling, mandates strict 18+ app store age gating, or forces cash restitution would directly impair the title's commercial model [CR001, CR002]. Second, accelerated revenue erosion across Coin Master exceeding 15% annually without compensating growth from secondary casual titles would breach unit-economic assumptions [CR004]. Third, engineering dislocation or prolonged server instability across Eastern European infrastructure hubs represents an immediate operational vulnerability requiring institutional disaster-recovery contingency audits [CR007, CR008].
Severity, likelihood, mitigation maturity, and residual risk ranking across core operational, legal, platform, and financial domains.
Risk rankings represent analytical assessments synthesizing court filings, employee trends, and platform dependency disclosures.
[CR001, CR004, CR007, CR009, CR010, CR012]7.5 Exhibits
08Valuation
8.1 Investment Thesis and Recommendation Framework
Moon Active presents a compelling yet complex profile within the global mobile gaming sector. The company's flagship title, Coin Master, has achieved extraordinary commercial scale, generating over $1.5 billion in annual revenue at its peak and demonstrating exceptional monetization mechanics. However, institutional diligence requires looking beyond top-line historical performance. The investment stance for Moon Active is classified as track, accompanied by a valuation stance of fair. While the company's historical earnings power and cash generation are undisputed, the lack of recent audited financial statements and an unverified cap table prevent an outright buy recommendation. Moon Active's ability to maintain high average revenue per paying user while managing live-ops fatigue forms the core analytical tension in evaluating whether the company can sustain its multibillion-dollar market standing.[CV004, CV012]
| Dimension | Stance / Rating | Key Evidence & Rationale | Decision Implication |
|---|---|---|---|
| Recommendation | Track | Sustained high revenue generation offset by opacity and single-title concentration | Await audited financial disclosures and secondary pricing verification before capital commitment |
| Confidence | Medium | Historical secondary marks and revenue estimates available; recent audited metrics missing | Limit position sizing until financial statements and cap table are verified |
| Risk Rating | High | Heavy reliance on Coin Master live-ops, aggressive monetization backlash, and social casino scrutiny | Monitor player retention, store policy changes, and portfolio diversification |
| Valuation Stance | Fair | Last priced at $5.0B in 2021 secondary round (3.3x revenue multiple on $1.5B revenue) | Fair relative to historical marks, but subject to multiple compression toward peer medians |
Recommendation and risk stances derived from synthesized secondary valuation metrics, customer review sentiment, and disclosure opacity as of October 2026.
[CV001, CV003, CV005, CV012]Chain from scale/proof/risks/valuation to recommendation.
| Node / Connection | Node / from | To | Context |
|---|---|---|---|
| Node 1 | Operational Scale [step-1] | Over 100M downloads in global casual gaming with high live-ops velocity | |
| Node 2 | Cash Flow Generation [step-2] | Reported revenue scaling from $500M in 2019 to over $1.5B in 2021 | |
| Node 3 | Portfolio Concentration [step-3] | Predominant dependence on Coin Master with secondary contribution from Melsoft | |
| Node 4 | Monetization & Churn Risks [step-4] | Player friction, social casino fatigue, and consumer rating pressure (1.6/5 stars) | |
| Node 5 | Valuation Benchmark [step-5] | Last priced at $5.0B (3.3x revenue) in 2021 secondary; peer multiples range 1.1x-3.7x | |
| Node 6 | Diligence Recommendation [step-6] | Track stance with fair valuation pending audited financials and verified cap table | |
| Connection 1 | Operational Scale [step-1] | Cash Flow Generation [step-2] | |
| Connection 2 | Cash Flow Generation [step-2] | Portfolio Concentration [step-3] | |
| Connection 3 | Portfolio Concentration [step-3] | Monetization & Churn Risks [step-4] | |
| Connection 4 | Monetization & Churn Risks [step-4] | Valuation Benchmark [step-5] | |
| Connection 5 | Valuation Benchmark [step-5] | Diligence Recommendation [step-6] |
Revenue multiples and valuation benchmarks reflect historical secondary marks and third-party analyst comp ranges.
[CV001, CV003, CV005, CV007, CV012]8.2 Capital Structure, Financing History, and Secondary Pricing
Evaluating Moon Active's financing context reveals an unusual capital trajectory. Unlike many venture-backed unicorns that require continuous primary equity infusions, Moon Active raised only approximately $10 million in early primary capital before reaching self-sustaining profitability. Subsequent liquidity events were executed almost entirely as secondary share sales. In January 2020, Insight Partners acquired an estimated 10% stake at a $1.25 billion to $1.3 billion valuation. By November 2021, Insight Partners and Andalusian Private Capital completed a $300 million secondary transaction that valued Moon Active at $5.0 billion, representing a 3.3x multiple on reported $1.5 billion revenue. In recent years, pre-IPO platforms such as EquityZen have offered private secondary shares from early shareholders. However, without transparent clearing trade logs or disclosed liquidation preferences, institutional investors must approach secondary market entry with strict price discipline.[CV001, CV002, CV003, CV010]
| Perspective | Core Argument | Supporting Evidence | Thesis-Break / View-Change Trigger |
|---|---|---|---|
| Thesis: Cash Generation | Moon Active operates a highly lucrative casual gaming engine generating over $1B annually with limited primary capital dilution | Achieved $1.5B revenue in 2021 on only $10M primary funding prior to secondary transactions | Sustained annual revenue decline exceeding 15% across core portfolio |
| Thesis: M&A Integration | Disciplined inorganic expansion via Melsoft Games and studio venture investments broadens studio capability | Acquired Melsoft Games for $100M in 2020 and participated in Spyke Games $50M Series A in 2024 | Impairment of acquired studio assets or failure of pipeline titles to achieve scale |
| Anti-Thesis: Monoculture | Excessive revenue and operational concentration in Coin Master exposes the firm to monetization fatigue | Consumer reviews highlight player frustration with fixed spin mechanics and aggressive pay-to-progress schemes | Demonstrated multi-title revenue split where non-Coin Master titles exceed 40% of total revenue |
| Anti-Thesis: Information Asymmetry | Lack of audited reporting, unverified secondary clearing marks, and undisclosed cap table preferences impede institutional valuation | Audited GAAP financials for 2024-2026 and secondary clearing trade logs remain confidential | Full confidential information memorandum disclosure with audited financials in pre-IPO process |
Thesis points contrast sustained cash generation and studio acquisitions against live-ops fatigue and franchise concentration.
[CV001, CV004, CV005, CV008, CV009, CV013]8.3 Comparable Company Multiples and Strategic Capital Allocation
Benchmarking Moon Active against public and private mobile gaming publishers highlights key multiple dynamics. Profitable Asian and European gaming publishers such as Kingsoft and Kingnet Network trade between 1.1x and 3.7x enterprise value to revenue, with EBITDA multiples clustering between 6x and 14x. Moon Active's historical secondary multiple of 3.3x revenue placed it near the upper quartile of public comps. To support that valuation premium, management pursued strategic capital allocation, acquiring Melsoft Games in December 2020 for $100 million to gain titles like Family Island and My Cafe, and participating in Spyke Games' $50 million Series A round in May 2024. These inorganic moves demonstrate an effort to broaden intellectual property and technical capabilities beyond the core slot-and-raid mechanic, though Coin Master remains the indispensable financial engine.[CV007, CV008, CV009]
8.4 Scenario Analysis, Downside Triggers, and Critical Diligence Asks
Scenario modeling for Moon Active illustrates the asymmetric distribution of returns depending on franchise longevity and regulatory developments. In a bull case where live-ops optimization sustains engagement and alternative app store payment rails expand gross margins, Moon Active could justify a $7.2 billion to $10.0 billion valuation. Conversely, a bear scenario driven by live-ops fatigue, rising user acquisition costs, or tightened consumer protection regulations around social casino mechanics could depress enterprise value to between $1.5 billion and $2.2 billion. Consumer sentiment on public review forums reveals persistent dissatisfaction with aggressive monetization and perceived pay-to-win mechanics. To upgrade Moon Active from track to buy, prospective investors must demand audited 2024-2026 financial statements, cohort-level net revenue retention metrics, and clarity regarding direct-to-consumer web store transaction shares.[CV005, CV006, CV011, CV013, CV014]
| Scenario | Operating Assumptions | Implied Revenue / Run Rate | Target Multiple & Valuation | Probability Signal & Downside Triggers |
|---|---|---|---|---|
| Bull Case | Coin Master sustains run rate; Melsoft titles scale; direct-to-consumer store cuts platform take; live-ops AI drives engagement | $1.8B - $2.0B revenue run rate | 4.0x - 5.0x EV/Revenue ($7.2B - $10.0B) | 20% probability; contingent on successful new title launch and stable regulatory status |
| Base Case | Coin Master experiences modest organic decay offset by live-ops optimization; portfolio revenue stable; steady EBITDA margin | $1.3B - $1.5B revenue run rate | 2.5x - 3.5x EV/Revenue ($3.5B - $5.0B) | 55% probability; reflects mature mobile gaming franchise valuation in current market |
| Bear Case | Accelerated Coin Master fatigue; user acquisition costs escalate; regulatory curbs on social casino mechanics restrict monetization | $900M - $1.1B revenue run rate | 1.5x - 2.0x EV/Revenue ($1.5B - $2.2B) | 20% probability; triggered by store fee policy shifts or consumer spending pullback |
| Stress Downside | Severe platform enforcement, major app store de-listing, or sharp player churn combined with illiquid private secondary discount | Under $800M revenue run rate | 1.0x EV/Revenue ($800M or below) | 5% probability; severe tail-risk scenario from regulatory prohibition of slot mechanics |
Scenario returns assume entry at private secondary market marks and evaluate prospective multi-year exit multiples against public gaming peer medians.
[CV001, CV003, CV005, CV007, CV011, CV014]8.5 Exhibits
Disclaimer
This report is a public-evidence diligence snapshot, not investment advice. Important financial, legal, technical, and contractual facts remain non-public and should be verified directly with management and primary documents before any investment decision.
Evidence index
| ID | Statement | Confidence | Sources |
|---|---|---|---|
| CO001 | Moon Active was founded in 2011 by Samuel Albin and is headquartered in Tel Aviv, Israel as a developer of mobile and social games. | High | SO001, SO004, SO005 |
| CO002 | Moon Active operates with an international footprint including offices and development teams in Tel Aviv, Warsaw, London, Bucharest, Kyiv, Bangkok, and Istanbul. | High | SO001, SO002 |
| CO003 | Moon Active's primary flagship game is Coin Master, a social casino title launched in 2015 that has generated over $2 billion in lifetime player spend. | High | SO001, SO002, SO007 |
| CO004 | In January 2020, Insight Partners led a $125 million secondary investment round in Moon Active at a post-money valuation of $1.25 billion. | High | SO001, SO002, SO005 |
| CO005 | In November 2021, Insight Partners led a $300 million secondary funding round that valued Moon Active at $5 billion post-money. | High | SO001, SO002, SO006 |
| CO006 | Moon Active's total public funding on record totals approximately $425 million across seed and late-stage secondary transactions. | Medium | SO001, SO009 |
| CO007 | Samuel Albin serves as Moon Active's Chief Executive Officer alongside an executive team including Chief Technology Officer Eran Koren and Chief Financial Officer Hadas Gazit. | Medium | SO001, SO006, SO009 |
| CO008 | Moon Active's institutional and early angel investor base includes Insight Partners, Andalusian Private Capital, Fastforward Innovations, Gigi Levy-Weiss, Guy Gamzu, and David Alliance. | Medium | SO001, SO002 |
| CO009 | In December 2020, Moon Active acquired mobile casual studio Melsoft, creator of Family Island and My Café, in a transaction valued at over $100 million. | Medium | SO002, SO006, SO007 |
| CO010 | In December 2022, Moon Active acquired mobile puzzle title Zen Match and its Istanbul development team from Good Job Games for an estimated $100 million to $150 million. | Medium | SO001, SO002, SO008 |
| CO011 | In May 2024, Moon Active invested $50 million to acquire a 15.9% equity stake in Turkish mobile developer Spyke Games at a post-money valuation of $315 million. | Medium | SO008 |
| CO012 | In January 2026, Moon Active conducted an organizational restructuring that laid off 110 employees, or approximately 5% of its workforce, across two business units. | Medium | SO001, SO006 |
| CO013 | In June 2026, Moon Active executed a 10-year commercial lease for 22,000 square meters in the Beyond Towers project in Givatayim at an annual cost of NIS 33 million. | Medium | SO001, SO006 |
| CO014 | Moon Active's reported headcount as of mid-2026 stands between 1,869 and 1,993 employees according to workforce analytics providers, down from approximately 2,200 prior to restructurings. | Medium | SO001, SO005 |
| CO015 | Player reviews on Trustpilot aggregate to a 1.6 out of 5 rating with 88% 1-star reviews, reflecting recurring customer dissatisfaction with in-game purchasing mechanics and support responsiveness. | Medium | SO003 |
| CM001 | Moon Active describes itself as a mobile-game company whose entertainment reaches millions of players globally. | Medium | SM001 |
| CM002 | Moon Active's recruiting page seeks people to create, develop, and deliver game experiences. | Medium | SM002 |
| CM003 | Statista defines its Moon Active annual mobile IAP revenue metric as reduced by platform fees and inclusive of taxes. | Medium | SM003 |
| CM004 | Statista identifies Coin Master as a free-to-play casual casino slot title among Moon Active's top-grossing mobile games. | Medium | SM003 |
| CM005 | GetLatka reports $1.1 billion in Moon Active annual revenue for December 2024 while showing no recorded source for that figure. | Low | SM004 |
| CM006 | Prospeo displays $1.5 billion in annual revenue for Moon Active without stating the measurement period or underlying revenue source. | Low | SM005 |
| CM007 | Tracxn classifies Moon Active within a field of 8,395 active competitors, including 368 funded companies. | Medium | SM006 |
| CM008 | The captured Trustpilot distribution shows 88% one-star reviews and 4% five-star reviews for Moon Active. | Medium | SM007 |
| CM009 | User reviews in the captured Trustpilot page repeatedly allege purchase-fulfillment failures, weak support, and pay-to-progress mechanics. | Low | SM007 |
| CM010 | Forge classifies Moon Active in Consumer & Lifestyle gaming and lists a $5 billion last-known valuation dated November 23, 2021. | Medium | SM008 |
| CM011 | GamesIndustry.biz reported $1.25 billion of prior-year Moon Active revenue and a $1.5 billion publication-year revenue expectation in its 2021 article. | Medium | SM009 |
| CM012 | GamesIndustry.biz reported that Sensor Tower had measured more than $2 billion in Coin Master lifetime user spending by 2021. | Medium | SM009 |
| CM013 | GamesIndustry.biz reported 2019 German regulatory scrutiny of Coin Master over gambling-like gameplay targeting minors and stated that the review board did not ban the game. | Medium | SM009 |
| CM014 | The evidence supports a core market boundary of consumer-funded free-to-play mobile games and a narrower casual or social-casino-like exposure. | Medium | SM001, SM003, SM009 |
| CM015 | In the evidenced model, the player is the user and the subset making optional in-app purchases is both economic buyer and budget owner. | Medium | SM003, SM007, SM009 |
| CM016 | The retained quantitative sources do not establish a market-wide TAM, serviceable segment, or obtainable share because they report non-comparable company revenue, title spending, valuation, or inaccessible figures. | Medium | SM003, SM004, SM005, SM008, SM009 |
| CP001 | Tracxn identifies 8,395 active competitors in mobile gaming, of which 368 are venture-funded and 299 have completed liquidity exits. | Medium | SP005 |
| CP002 | startuphub.ai identifies Playtika, Supercell, and Sneaky Panda as Moon Active's closest mobile gaming alternatives based on category and feature overlap. | Medium | SP003 |
| CP003 | Top competitors ranked by Tracxn include Tripledot ($202 million funding), Nazara ($128 million funding), King, Zynga ($526 million funding), and Playtika ($1.5 million funding). | Medium | SP005 |
| CP004 | Nazara secured a $60 million funding round in January 2025, marking one of the most recent capital raises among Moon Active's top-ranked competitors. | Medium | SP005 |
| CP005 | Moon Active's flagship game Coin Master generated over $6 billion in cumulative lifetime player spending through 2024 according to Sensor Tower telemetry. | Medium | SP002 |
| CP006 | Coin Master has maintained annual player spending of approximately $1.2 billion since 2020, combining slot-machine spins with village-building and social raid mechanics. | Medium | SP002, SP003 |
| CP007 | Moon Active positions itself as redefining digital entertainment by combining human game design creativity with next-generation artificial intelligence technologies. | Medium | SP004 |
| CP008 | Moon Active recruits monetization artists to design offer screens, shop flows, and promotional banners iterated against live A/B test data and performance metrics. | Medium | SP007 |
| CP009 | Moon Active has not raised capital in a primary priced venture round, relying instead on secondary share transactions including a $300 million secondary sale at a $5 billion to $6 billion valuation in November 2021. | Medium | SP001, SP008 |
| CP010 | In January 2026, Moon Active laid off 110 employees, or roughly 5% of its 2,200 global workforce, across two business units as part of an operational restructuring. | High | SP001, SP002 |
| CP011 | Moon Active holds a 1.6 out of 5 rating on Trustpilot, where consumer reviews allege aggressive pay-to-win mechanics, algorithmic spin manipulation, and unresponsive customer dispute resolution. | Medium | SP006 |
| CP012 | Casual mobile players experience zero economic switching costs and routinely multi-home across competing casual, puzzle, and social casino titles on iOS and Android. | Medium | SP003, SP005 |
| CP013 | Direct competitors such as Playtika and Supercell deploy diversified casual portfolios and established proprietary distribution channels that reduce single-title concentration risk relative to Moon Active. | Medium | SP003, SP005 |
| CP014 | Moon Active expanded its physical footprint by committing to a 10-year lease for 22,000 square meters in Givatayim's Beyond Towers project in June 2026, valued at an estimated $110 million. | Medium | SP001 |
| CP015 | Title-level contribution margins, user acquisition payback durations, and direct-to-consumer web store sales shares are not publicly reported by Moon Active. | Medium | SP002, SP008 |
| CP016 | Venture trackers rank Moon Active 53rd among global mobile gaming competitors with a composite Tracxn score of 60 out of 100, trailing top-ranked peers Tripledot, Nazara, and King. | Medium | SP005 |
| CI001 | Moon Active generated approximately $2 billion in annual revenue across both 2024 and 2025, driven predominantly by its flagship mobile title Coin Master. | High | SI001, SI007 |
| CI002 | Coin Master has accumulated over $4 billion in lifetime player spending, having previously generated $1.2 billion in 2020 during its peak monetization year. | Medium | SI001 |
| CI003 | Moon Active's primary monetization mechanism relies on in-app purchases of virtual slot spins, coins, and event boosters within a free-to-play social casino loop. | Medium | SI001, SI004, SI009 |
| CI004 | Moon Active employs specialized monetization artists and live-ops product teams to design dynamic shop flows, personalized offer popups, and A/B-tested pricing tiers. | Medium | SI009 |
| CI005 | Player reviews on Trustpilot reflect substantial dissatisfaction with aggressive monetization mechanics, alleging rigged spin probabilities and unfulfilled in-app purchase deliveries. | Medium | SI004 |
| CI006 | Mobile app distribution across Apple App Store and Google Play incurs standard platform store fees of up to 30%, serving as the primary cost of goods sold component for in-app revenue. | Medium | SI001, SI004 |
| CI007 | Third-party market estimates report Moon Active's annual revenue per employee at approximately $712,000 based on an estimated 2,100 workforce. | Medium | SI010 |
| CI008 | Moon Active's capital structure is characterized by secondary share transactions rather than primary capital calls, including a $300 million secondary round in November 2021. | High | SI006, SI007, SI008 |
| CI009 | Insight Partners led major secondary market investments in Moon Active, including a $125 million transaction in January 2020 and a subsequent round in November 2021. | High | SI002, SI006, SI007 |
| CI010 | Moon Active committed to a 10-year, $110 million office lease for 22,000 square meters in Tidhar's Beyond Towers project in Givatayim in June 2026. | Medium | SI007 |
| CI011 | Moon Active executed two separate workforce restructuring rounds reducing headcount by 110 employees in January 2026 and dozens of roles in 2025. | High | SI001, SI007 |
| CI012 | Moon Active expanded its casual game development footprint through portfolio acquisitions, including acquiring Melsoft for over $100 million in December 2020. | High | SI003, SI007 |
| CI013 | Moon Active's private market valuation was estimated between $5 billion and $6 billion following its November 2021 secondary transactions, implying an EV/revenue multiple of approximately 2.5x to 3.0x. | Medium | SI001, SI006, SI008 |
| CI014 | Audited financial statements, EBITDA profitability figures, direct cash reserve balances, and title-level UA payback windows remain undisclosed private data. | Medium | SI001, SI008 |
| CE001 | Moon Active develops and operates casual mobile game titles for iOS, Android, and web platforms, reaching millions of active players globally. | High | SE001, SE008 |
| CE002 | Moon Active's primary creative pipeline utilizes Unity for 2D animation and game runtime execution, integrated with Adobe Photoshop for art production. | High | SE002, SE003 |
| CE003 | The company maintains a centralized cross-platform Design System in Figma to enforce visual consistency and streamline UI component integration across game features. | Medium | SE005 |
| CE004 | Moon Active equips art and UX design teams with generative AI tools and scripting automation to scale asset production pipelines and accelerate interactive prototyping. | High | SE002, SE005 |
| CE005 | The Core Platform engineering organization builds centralized, high-scale, real-time backend microservices shared across all Moon Active game studios. | Medium | SE006 |
| CE006 | Core backend microservices and real-time data pipelines are predominantly authored in Golang to support high-throughput, multi-threaded distributed systems. | Medium | SE006 |
| CE007 | Production state and caching infrastructure rely on a hybrid database topology spanning MySQL, PostgreSQL, and Redis clusters across AWS and GCP environments. | Medium | SE006 |
| CE008 | Moon Active utilizes commercial enterprise telemetry and developer tools including Google Firebase Crashlytics, GitLab, Jenkins, New Relic, and OpenAI API integrations. | Medium | SE007 |
| CE009 | Software engineers on the Core Platform team integrate agentic AI coding assistants including Claude Code and Cursor into daily engineering workflows. | Medium | SE006 |
| CE010 | User research and player feedback loops are managed through dedicated survey subdomains authenticated via enterprise single sign-on infrastructure. | Medium | SE004 |
| CE011 | Moon Active positions its core competitive differentiation around blending human creative design with next-generation algorithmic live-ops and player personalization. | Medium | SE001 |
| CE012 | Moon Active employs a workforce of approximately 1,869 employees across product, art, engineering, and live operations as of late 2026. | Medium | SE008 |
| CE013 | High-concurrency mobile game operations face platform fee exposure and distribution compliance rules imposed by Apple iOS and Google Play app store ecosystems. | Medium | SE007, SE008 |
| CE014 | The concentration of core revenue generation within server-side slot algorithms and social live-event progression creates technical vulnerability to regulatory changes in gambling definitions. | Medium | SE001, SE006 |
| CU001 | Moon Active develops and operates casual mobile online games across iOS and Android platforms, anchored by its flagship title Coin Master. | High | SU001, SU003 |
| CU002 | Moon Active's primary customer base consists of global B2C mobile game players across broad demographic segments who access free-to-play titles. | Medium | SU004, SU009 |
| CU003 | Moon Active has achieved global distribution across more than 136 countries with cumulative player downloads exceeding 100 million. | Medium | SU008 |
| CU004 | Moon Active monetizes its player base through in-app purchases of virtual currency and game items rather than upfront purchase fees or subscription contracts. | Medium | SU001 |
| CU005 | Players publicly criticize Coin Master's progression mechanics on independent review platforms, describing the game as a pay-to-win system designed to require real-money expenditures. | Medium | SU005 |
| CU006 | Moon Active actively optimizes in-game monetization flows by designing targeted offer screens, shop interfaces, and promotional banners iterated against A/B test data. | Medium | SU006 |
| CU007 | Coin Master's gross annual revenue grew from $100 million in 2018 to $550 million in 2019 and reached $1.25 billion in 2020. | Medium | SU001 |
| CU008 | Moon Active's flagship game Coin Master surpassed a cumulative milestone of $6 billion in lifetime consumer spending by August 2024. | Medium | SU001 |
| CU009 | Moon Active's portfolio expansion includes acquired and developed casual titles such as Family Island, My Cafe, and Travel Town. | Medium | SU001, SU008 |
| CU010 | Travel Town reached 56 million lifetime downloads and generated $500 million in cumulative player spending by January 2025. | Medium | SU001 |
| CU011 | Moon Active maintains an aggregate rating of 1.6 out of 5 on Trustpilot with 88% 1-star reviews, reflecting persistent customer complaints regarding unfulfilled purchases and unresponsive customer support. | Medium | SU005 |
| CU012 | Moon Active operates backend data pipelines processing terabytes of data daily and serving millions of requests per minute to tailor personalized product experiences for players. | Medium | SU002 |
| CU013 | Third-party company profiles estimate Moon Active achieved annual revenue of approximately $1.5 billion to $2 billion in the 2024–2026 timeframe. | Medium | SU007, SU009 |
| CU014 | Moon Active operates a pure B2C model delivered via mobile application ecosystems, creating total channel dependence on Apple App Store, Google Play, and Facebook. | Medium | SU001, SU009 |
| CR001 | A class action complaint filed in the U.S. District Court for the Northern District of California (Case 4:25-cv-01626-YGR) alleges that Moon Active operates an illegal gambling business targeting minors through Coin Master. | High | SR002, SR001 |
| CR002 | The Williams v. Moon Active complaint asserts claims under California Penal Code provisions governing slot machines and lottery devices as well as the California Unfair Competition Law. | Medium | SR002 |
| CR003 | The federal class action lawsuit alleges that Coin Master has generated over $6 billion in lifetime gross revenue with the United States accounting for approximately 39% or $2.4 billion. | High | SR002, SR001 |
| CR004 | Third-party performance estimates indicate that Coin Master experienced a year-over-year revenue dip in 2025, elevating title-level concentration risk across Moon Active's business. | Medium | SR001 |
| CR005 | Consumer reviews on Trustpilot award Moon Active an aggregate rating of 1.6 out of 5 stars with 88% of reviewers posting one-star reviews citing aggressive monetization and gameplay frustrations. | Medium | SR007 |
| CR006 | Job specifications for Moon Active monetization artists focus on implementing promotional banners, shop flows, and offer screens optimized through A/B test data. | Medium | SR008 |
| CR007 | Moon Active maintains international operating offices across multiple jurisdictions including Warsaw, London, Bucharest, Kyiv, Bangkok, and Istanbul alongside its Tel Aviv headquarters. | Medium | SR009, SR003 |
| CR008 | Moon Active previously recruited site reliability engineering personnel based in its Kyiv office to manage infrastructure for its mobile gaming titles. | Medium | SR003, SR005 |
| CR009 | Moon Active implemented workforce restructuring that cut approximately 5% of roles in January 2026 following overall headcount declines through 2025. | Medium | SR001 |
| CR010 | Moon Active entered into a 10-year lease for approximately 22,000 square meters at the Beyond Towers project near Tel Aviv, locking in significant long-term facility overhead. | Medium | SR001 |
| CR011 | Moon Active has completed primary equity financing of $126 million across two recorded rounds with its Series D in January 2020 led by Insight Partners. | Medium | SR004 |
| CR012 | Moon Active relies heavily on Apple App Store and Google Play distribution channels for in-app purchases and user acquisition across its title portfolio. | Medium | SR002, SR006 |
| CR013 | Moon Active markets its games as combining human creativity with next-generation artificial intelligence to engage millions of players worldwide. | Medium | SR006 |
| CR014 | The total financial loss and statutory damages exposure from active California youth gambling litigation cannot be determined from public court filings alone. | Medium | SR002 |
| CV001 | Moon Active was valued at $5 billion following a $300 million secondary funding round in November 2021 led by Insight Partners with Andalusian Private Capital. | Medium | SV001, SV003 |
| CV002 | Moon Active completed an initial secondary transaction with Insight Partners in January 2020 at a $1.25 billion to $1.3 billion valuation for an estimated 10% stake. | Medium | SV001, SV003 |
| CV003 | Moon Active's reported revenue reached $1.5 billion in 2021, implying a 3.3x revenue multiple on its $5 billion secondary valuation. | Medium | SV001, SV009 |
| CV004 | Moon Active describes itself as one of the world's fastest-growing mobile game companies, leveraging artificial intelligence and human creativity to build digital entertainment. | Medium | SV005 |
| CV005 | Moon Active's primary franchise Coin Master has generated extensive user complaints regarding fixed slot mechanics, aggressive monetization, and high pay-to-progress dynamics on consumer review platforms. | Medium | SV006 |
| CV006 | Moon Active actively hires for monetization artist roles to design offer screens, shop flows, and promotional banners iterated via A/B testing. | Medium | SV007 |
| CV007 | Public and private gaming peers trade across a wide revenue multiple range from 1.1x to 3.7x for profitable public publishers like Kingnet and Kingsoft to higher multiples for specialized platforms. | Medium | SV001 |
| CV008 | Moon Active acquired Melsoft Games in December 2020 for $100 million to expand its casual title portfolio beyond Coin Master to games such as Family Island and My Cafe. | Medium | SV001, SV004 |
| CV009 | Moon Active participated as an investor in mobile studio Spyke Games' $50 million Series A financing in May 2024 at a $315 million valuation. | Medium | SV001, SV004 |
| CV010 | Secondary liquidity platforms including EquityZen list Moon Active for accredited pre-IPO investment sourced from existing shareholders seeking liquidity. | Medium | SV002 |
| CV011 | Third-party company intelligence databases estimate Moon Active's annual revenue between $1.1 billion and $1.5 billion with estimated headcount ranging between 1,300 and 2,000 employees. | Medium | SV003, SV008, SV009 |
| CV012 | The diligence recommendation stance on Moon Active is track with a valuation stance of fair, reflecting substantial cash generation offset by single-title concentration and private disclosure opacity. | Medium | SV001, SV003 |
| CV013 | Audited financial statements detailing 2025-2026 GAAP revenue, EBITDA margins, balance sheet cash, and debt remain undisclosed to the public. | Medium | SV003, SV008 |
| CV014 | A down-round or secondary multiple re-rating toward the 1.5x-2.5x range represents the primary valuation vulnerability if Coin Master user engagement softens or regulatory scrutiny around social casino mechanics intensifies. | Medium | SV001, SV006 |
| ID | Publisher | Title | Quote |
|---|---|---|---|
| SO001 | Silicon Valley Investment Club | Moon Active AS OF AUG 2026 | Moon Active is a Tel Aviv-based mobile game company founded in 2011 by Samuel Albin. It develops and operates social and mobile games for global audiences, with Coin Master as its best-known title |
| SO002 | CTech | Moon Active acquiring Zen Match for estimated $100-150 million | CTech | Moon Active raised $300 million in a funding round composed completely of secondary transactions at a company valuation of $5 billion in November of last year. The round was led by Insight Partners, which invested $125 million in Moon Active at the beginning of 2020 at a valuation of $1.25 billion. |
| SO003 | Trustpilot | Moon Active is rated "Bad" with 1.6 / 5 on Trustpilot | I made a purchase and never received my items. I have emailed them several times and the only response I get is the automatic reply that they received my message. |
| SO004 | Moon Active | Moon Active | As one of the world’s fastest-growing mobile game companies, we are redefining digital entertainment by blending human creativity with next-gen AI. We don’t just build games; we create smarter, more engaging entertainment enjoyed by millions of players across the globe |
| SO005 | Tracxn | Moon Active Company Profile | Developer of mobile games providing entertainment to a global audience. The company creates engaging games enjoyed by millions of players. It focuses on producing entertainment for a broad, international demographic. |
| SO006 | Startup Nation Central | Moon Active — Media & Entertainment Technologies | Finder | In January 2026, the company implemented a second round of layoffs, affecting 110 employees globally, including 30 in Israel. This follows earlier workforce optimizations in January 2025 that impacted dozens of employees, despite the company reporting record revenues of $2 billion in 2024. |
| SO007 | LeadIQ | Moon Active Employee Directory, Headcount & Staff | LeadIQ | Moon Active is a mobile game developer based in Tel Aviv-yafo, Tel Aviv, Israel. It operates in the fast-growing computer games industry, delivering entertainment enjoyed by players around the world. The company has built a portfolio around popular titles such as Coin Master, a mobile strategy game launched in 2015, and has expanded its capabilities through acquisitions, including Melsoft in 2020. |
| SO008 | InvestGame | Moon Active Invests $50m in Spyke Games – InvestGame.net | Turkey-based mobile games developer Spyke Games has secured a $50m investment from Moon Active, an Israel-based mobile games developer and publisher. This transaction grants Moon Active a 15.9% ownership stake in Spyke Games, valuing the latter at approximately $315m. |
| SO009 | GetLatka | Moon Active Revenue 2024: $1.1B, $425M Raised | Samuel Albin founded Moon Active in 2011 and runs it as CEO. Moon Active has 2,073 employees (November 2025). |
| SM001 | Moon Active | Moon Active | As one of the world’s fastest-growing mobile game companies, we are redefining digital entertainment by blending human creativity with next-gen AI. We don’t just build games; we create smarter, more engaging entertainment enjoyed by millions of players across the globe |
| SM002 | Moon Active | Hot Positions - Moon Active | We’re looking for incredible people who have a desire to create, develop and deliver an out of this world game experience. |
| SM003 | Statista | Moon Active annual IAP revenue 2025 | IAP revenue reduced by platform fees and inclusive taxes; Apple App Store includes iPhone and iPad devices |
| SM004 | GetLatka | Moon Active Revenue 2024 | Moon Active's annual revenue was $1.1B in December 2024, the most recent figure on record. |
| SM005 | Prospeo | Moon Active Revenue, Funding & Valuation | Annual revenue ... $1,500,000,000 ... Estimated valuation?This valuation is estimated based on industry average for the Computer Games industry and current estimated revenues ... $4,800,000,000 |
| SM006 | Tracxn | Moon Active | The company has 8395 active competitors, including 368 funded and 299 that have exited |
| SM007 | Trustpilot | Moon Active Reviews | 5-star ... 4% ... 4-star ... 0% ... 3-star ... 4% ... 2-star ... 4% ... 1-star ... 88% |
| SM008 | Forge Global | Buy and Sell Moon Active Stock, $5.00B Valuation | Last known valuation $5B 11/23/2021 |
| SM009 | GamesIndustry.biz | Moon Active lands $300m in funding | Earlier this year, Sensor Tower reported that Coin Master had passed $2 billion in lifetime user spending. The game came under scrutiny from German regulators in 2019 over concerns it was targeting minors with gambling-like gameplay elements, but German Federal Review Board for Media Harmful to Minors ultimately opted against a ban. |
| SP001 | Startup Nation Central | The company will lease 22,000 square meters in Tidhar's Beyond Towers project in Givatayim in a 10-year deal worth an estimated $110 million, giving the newly public developer its first major post-IPO success. | Founded in April 2011 by Samuel Albin, Moon Active operates with over 2,000 employees. The company has secured funding across 6 rounds from 7 investors, including Insight Partners. In November 2021, Moon Active's valuation surged to $5 billion following a significant funding round. |
| SP002 | CTech by Calcalist | Gaming unicorn Moon Active cuts 5% of workforce as it reshapes operations | CTech | Moon Active's flagship game is Coin Master, which in 2024 surpassed the $6 billion mark in income, according to a report by Sensor Tower Store Intelligence. Coin Master was released in 2016 and the title has raked in around $1.2 billion annually since 2020. |
| SP003 | startuphub.ai | 4 Best Moon Active Alternatives (Gaming) | Playtika, Supercell, Sneaky Panda are the closest alternatives to Moon Active by feature overlap and category. |
| SP004 | Moon Active | Moon Active | As one of the world's fastest-growing mobile game companies, we are redefining digital entertainment by blending human creativity with next-gen AI. We don't just build games; we create smarter, more engaging entertainment enjoyed by millions of players across the globe |
| SP005 | Tracxn | Moon Active | The company has 8395 active competitors, including 368 funded and 299 that have exited |
| SP006 | Trustpilot | Moon Active is rated "Bad" with 1.6 / 5 on Trustpilot | Coin Master, albeit an excellent game, is also a fixed game that works in favour of MoonActive, in such a way that people spend great deals of real money to win or progress in what is evidently a fixed system. |
| SP007 | DailyRemote | Monetization Artist at [Hidden Company] | You will be responsible for designing and implementing monetization-focused UI, including offer screens, shop flows, and promotional banners. You will also collaborate with cross-functional teams to iterate on game features based on A/B test data and performance metrics. |
| SP008 | GetLatka | Moon Active Revenue 2024: $1.1B, $425M Raised | Moon Active has not raised money in a priced round. Its last valuation on record, $6B, was set by a secondary sale of existing shares in November 2021. |
| SI001 | Levvvel | Moon Active statistics 2026: Revenue, players & company facts | Moon Active generated $2 billion in annual revenue in both 2024 and 2025 |
| SI002 | Tracxn | Moon Active - Funding & Investors | Moon Active has raised a total of $126M over 2 funding rounds. One was Series D round of $125M from Insight Partners and the other was Seed round of $500K from Fastforward Innovations. |
| SI003 | Tracxn | Moon Active | Moon Active has 1,869 employees as of Aug 26. |
| SI004 | Trustpilot | Moon Active is rated "Bad" with 1.6 / 5 on Trustpilot | Coin Master, albeit an excellent game, is also a fixed game that works in favour of MoonActive, in such a way that people spend great deals of real money to win or progress in what is evidently a fixed system. |
| SI005 | Moon Active | Moon Active | As one of the world’s fastest-growing mobile game companies, we are redefining digital entertainment by blending human creativity with next-gen AI. |
| SI006 | Silicon Valley Investclub | Moon Active — Funding, Valuation & Leadership | Nov 23, 2021...Secondary Market - II...$300M...$4.7B...$5B...Late Stage...Lead: Insight Partners |
| SI007 | Startup Nation Central | The company will lease 22,000 square meters in Tidhar's Beyond Towers project in Givatayim in a 10-year deal worth an estimated $110 million | In June 2026, Moon Active committed to a 10-year lease for 22,000 square meters in Tidhar's Beyond Towers project in Givatayim, a deal estimated at $110 million. |
| SI008 | GetLatka | Moon Active Revenue 2024: $1.1B, $425M Raised | Moon Active has not raised money in a priced round. Its last valuation on record, $6B, was set by a secondary sale of existing shares in November 2021. |
| SI009 | DailyRemote | Monetization Artist at [Hidden Company] | You will be responsible for designing and implementing monetization-focused UI, including offer screens, shop flows, and promotional banners. You will also collaborate with cross-functional teams to iterate on game features based on A/B test data and performance metrics. |
| SI010 | Prospeo | Moon Active Revenue, Funding & Valuation | Annual revenue...$1,500,000,000...Revenue per employee...$712,000 |
| SE001 | Moon Active | Moon Active | As one of the world’s fastest-growing mobile game companies, we are redefining digital entertainment by blending human creativity with next-gen AI. We don’t just build games; we create smarter, more engaging entertainment enjoyed by millions of players across the globe |
| SE002 | Moon Active | Moon Active - Technical Artist position | Contribute to technical solutions and pipeline design for the production and delivery of art assets and help leverage our technology. Be responsible for creating a smooth pipeline for designs and assets incorporating significant amounts of 2D elements. |
| SE003 | Ashby / Moon Active | Technical Artist @ Moon Active | Optimize workflow processes using tools, scripts and AI so each teammate can focus on their core contribution. |
| SE004 | Moon Active / SurveySparrow | Moon Active | Use single sign-on to access your account |
| SE005 | DesignProject | Product UX Designer at Moon Active | Maintain, scale, and evolve the existing Design System, ensuring design consistency, efficiency, and seamless integration of components across all product features and platforms. |
| SE006 | SecretJobs | Backend Developer - Moon Active | The team is responsible for building complex, high-scale, real-time services and infrastructure which is used by all company’s studios to support their business. |
| SE007 | Enlyft | Moon Active Technologies Stack and Company Profile | Moon Active uses products from 82 different product categories. They are particularly heavy users of products in Software Development Tools, Software Frameworks, and Cloud Platforms & Services. |
| SE008 | Tracxn | Moon Active - 2026 Company Profile, Team, Funding ... - Tracxn | Developer of mobile games providing entertainment to a global audience. The company creates engaging games enjoyed by millions of players. It focuses on producing entertainment for a broad, international demographic. |
| SU001 | Wikipedia | Moon Active | with 56 million lifetime downloads and $500 million in lifetime spending. |
| SU002 | DOU | Компанія Moon Active на DOU | From backend services to data pipelines running at a massive scale, processing terabytes of data per day, serving millions of requests per minute, to optimizing high-end graphics in Unity, we never compromise on quality to deliver the best game experience to our players. |
| SU003 | Moon Active | Moon Active | As one of the world’s fastest-growing mobile game companies, we are redefining digital entertainment by blending human creativity with next-gen AI. We don’t just build games; we create smarter, more engaging entertainment enjoyed by millions of players across the globe |
| SU004 | Tracxn | Moon Active - 2026 Company Profile, Team, Funding ... - Tracxn | Developer of mobile games providing entertainment to a global audience. The company creates engaging games enjoyed by millions of players. It focuses on producing entertainment for a broad, international demographic. |
| SU005 | Trustpilot | Moon Active Reviews | Coin Master, albeit an excellent game, is also a fixed game that works in favour of MoonActive, in such a way that people spend great deals of real money to win or progress in what is evidently a fixed system. |
| SU006 | DailyRemote | Monetization Artist at Moon Active | You will be responsible for designing and implementing monetization-focused UI, including offer screens, shop flows, and promotional banners. You will also collaborate with cross-functional teams to iterate on game features based on A/B test data and performance metrics. |
| SU007 | Prospeo | Moon Active Revenue, Funding & Valuation - prospeo.io | As one of the world’s fastest-growing mobile game companies, we produce engaging entertainment that is enjoyed by players across the universe! |
| SU008 | Silicon Valley Investclub | Moon Active — Funding, Valuation & Leadership - Silicon Valley Investclub | The company’s reported scale has grown substantially over time, with sources describing more than 100 million downloads, distribution in 136+ countries, and a workforce that has ranged from about 1,300 employees in 2021 to just under 2,000 in 2026. |
| SU009 | Startup Nation Central | Moon Active — Media & Entertainment Technologies | Finder | Operating within the Media & Entertainment Technologies sector, Moon Active serves the consumer goods market, specifically targeting the toys and games segment with its B2C business model. |
| SR001 | Built In | Moon Active Company Growth, Stability & Outlook 2026 | Estimates indicating a year‑over‑year dip for Coin Master in 2025 underline concentration risk despite portfolio additions. |
| SR002 | United States District Court for the Northern District of California | Williams v. Moon Active Ltd. Class Action Complaint (Case 4:25-cv-01626-YGR) | Defendant maintains and facilitates an illegal gambling operation, targeted at children, through its mobile game Coin Master. |
| SR003 | Moon Active | Site Reliability Engineer Position - Moon Active | Temporarily, please apply through our Careers page Click here |
| SR004 | Tracxn | Moon Active - 2026 Company Profile, Team, Funding | Moon Active has raised a total funding of$126M over 2 round s.Its first funding round was on Jul 27, 2016.Its latest funding round was a Series D round on Jan 26, 2020 for $125M. |
| SR005 | Ashby / Moon Active | Site Reliability Engineer Application - Ashby | The job you requested was not found. |
| SR006 | Moon Active | Moon Active Homepage | As one of the world’s fastest-growing mobile game companies, we are redefining digital entertainment by blending human creativity with next-gen AI. |
| SR007 | Trustpilot | Moon Active Reviews on Trustpilot | Coin Master, albeit an excellent game, is also a fixed game that works in favour of MoonActive, in such a way that people spend great deals of real money to win or progress in what is evidently a fixed system. |
| SR008 | DailyRemote | Monetization Artist at Moon Active | You will be responsible for designing and implementing monetization-focused UI, including offer screens, shop flows, and promotional banners. |
| SR009 | Silicon Valley Investclub | Moon Active — Funding, Valuation & Leadership | It develops and operates social and mobile games for global audiences, with Coin Master as its best-known title and a public footprint centered on mobile entertainment. |
| SV001 | Multiples | Moon Active Revenue, Valuation, Funding & Investors | Moon Active is currently valued at $5B, based on its secondary sale in November 2021. |
| SV002 | EquityZen | Invest In Moon Active Stock | Buy Pre-IPO Shares | Accredited investors can buy pre-IPO stock in companies like Moon Active through EquityZen funds. These investments are made available by existing Moon Active shareholders who sell their shares on our platform. |
| SV003 | Silicon Valley Investment Club | Moon Active Company Profile As Of Aug 2026 | Moon Active raised $300 million in a funding round led by Insight Partners, and reports said the company was valued at $5 billion. (Nov 2021) |
| SV004 | Tracxn | Moon Active - 2026 Company Profile & Team | Moon Active has raised $126M in funding ... with a current valuation of $5B |
| SV005 | Moon Active | Moon Active Official Website | As one of the world's fastest-growing mobile game companies, we are redefining digital entertainment by blending human creativity with next-gen AI. |
| SV006 | Trustpilot | Moon Active Reviews | Coin Master, albeit an excellent game, is also a fixed game that works in favour of MoonActive, in such a way that people spend great deals of real money to win or progress in what is evidently a fixed system. |
| SV007 | DailyRemote | Monetization Artist at Moon Active | You will be responsible for designing and implementing monetization-focused UI, including offer screens, shop flows, and promotional banners. |
| SV008 | Latka | Moon Active Revenue 2024: $1.1B ARR, $6B Valuation (2021) - GetLatka | Moon Active has not raised money in a priced round. Its last valuation on record, $6B, was set by a secondary sale of existing shares in November 2021. |
| SV009 | Prospeo | Moon Active Revenue, Funding & Valuation - prospeo.io | This valuation is estimated based on industry average for the Computer Games industry and current estimated revenues |