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A massive multiplayer onlineA massive multiplayer online
game by Mobile Activegame by Mobile Active
A massive multiplayer online
game by Mobile Active
Lordmancer IILordmancer II
Lordmancer II is based on our previous game named
Lordmancer (is there a coincidence?)
Lordmancer is a massive multiplayer
online roleplaying game designed back in 2008 for Java
phones. Tens of thousands people are still playing it in many
countries, mostly in Russia and Brazil. The game is:
 Long-lasting. Aſter seven years and the “smartphone
revolution”, it is still up and running;
 Addictive. Many players refuse to ditch their old phones
solely because they still want to play Lordmancer;
 Profitable. There are some financials on the next slide.
These are financials of the original Lordmancer
Concurrent users
Above-the-Average figures
By 2009, we learned how to monetize games well while
keeping players happy. We used premium SMS for Java feature
phones so as to monetize the game.
MAU — 80 000, DAU — 7 000
Retention: 20% on the 2nd day, 12% on the 7th day
Free-to-paid user conversion rate — 6%
Monthly ARPU — 0,3 USD, ARPPU — 6 USD
LTV — 1,5 USD
50
1300
700
2007 2008 2009 2010 2011 2012 2013 2014
Why is Lordmancer so engaging?Why is Lordmancer so engaging?Why is Lordmancer so engaging?
Frequent battles
Fun for “players-killers”,
stress for everyone else.
Huge world map
A (relatively) safe way
to explore the game world.
Hunting space for “killers”.
Vast spaces, need for teleports
Which are available only for clan members,
so you have to be good enough to be accepted into one.
«A hardcore player paradise»«A hardcore player paradise»«A hardcore player paradise»
Here comes Lordmancer IIHere comes Lordmancer II
Same ideas, but improvedSame ideas, but improved
Made with Unity, for iOS & AndroidMade with Unity, for iOS & Android
Modern, slick, engagingModern, slick, engaging
Here comes Lordmancer II
Same ideas, but improved
Made with Unity, for iOS & Android
Modern, slick, engaging
Huge
world
map
PvP
PvE
Craſting Trade Monetization
Socialization
Clans
Ratings
Achievments
Ask us for TestFlight access
ExperienceLevel
Trade
Craſt
Strength
Leadership
Magic
Battle
Craſt
Trade
Player’s
properties
In-game
activities
Game balance
We have a special algorithm that creates different
instances of the same locations for different levels
of gamers. We call them "reflections".
As a result if a user is a beginner, they can't be reached
and attacked by any high-level users. Power of NPC also
depends on the player level.
Each game race has its own resources that are needed
for all other races to upgrade items. It is a base for
trading and economy in the game.
Monetization
There is a premium currency which can be spent
on the following points:
 Premium Accounts that allow users to gain
experience in a fast way
 Teleporting from one city to another
 Escaping from a battle
(without any casualities)
 Access to some special locations
It is important that there are no significant
preferences in battle which can be paid.
Content of the full game:
5 unique races
40 types of units
Hundreds of lands
of 7 different settings
Tens of battle arenas
Loads of weapons and stuff
Investment
The development of the game is funded
by two individual investors
Now we are looking for a partner to launch the game worldwide.
The core team
The founder and main investor is an entrepreneur with 16 yearsIlya Mikov
experience. He is the owner of some IT and telecom companies. He was
a man who inspired creating the game Lordmancer back in 2008.
CEO has 7 years of experience as a soſtwareAnton Telitsyn
developer following 6 years as the head of the company. He has
strong technical and management skills, an MBA graduate.
Art Director has spreaded knowledgeAndrey Zobov
and huge experience in all digital design areas.
He is great at UX and UI.
CTO has been working on various IT projectsPetr Klepcin
more than 14 years. He is familiar with Unity 3D programming
and server technologies.
Advisor/consultant has 10 years of experience in gameAlexey Vahrushev
development as a 3D art director in famous Russian companies: 1C, Game
Insight, Gaijin.
Ilya Mikov, investor
skype: bkmzbkmz
ilyamikov@gmail.com
+7 912 0610015
Anton Telitsyn, team lead
skype: anton.telitsyn
telitsyn@mobak.ru
+7 912 9873707

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Lordmancer 2

  • 1. A massive multiplayer onlineA massive multiplayer online game by Mobile Activegame by Mobile Active A massive multiplayer online game by Mobile Active Lordmancer IILordmancer II
  • 2. Lordmancer II is based on our previous game named Lordmancer (is there a coincidence?)
  • 3. Lordmancer is a massive multiplayer online roleplaying game designed back in 2008 for Java phones. Tens of thousands people are still playing it in many countries, mostly in Russia and Brazil. The game is:  Long-lasting. Aſter seven years and the “smartphone revolution”, it is still up and running;  Addictive. Many players refuse to ditch their old phones solely because they still want to play Lordmancer;  Profitable. There are some financials on the next slide.
  • 4. These are financials of the original Lordmancer Concurrent users Above-the-Average figures By 2009, we learned how to monetize games well while keeping players happy. We used premium SMS for Java feature phones so as to monetize the game. MAU — 80 000, DAU — 7 000 Retention: 20% on the 2nd day, 12% on the 7th day Free-to-paid user conversion rate — 6% Monthly ARPU — 0,3 USD, ARPPU — 6 USD LTV — 1,5 USD 50 1300 700 2007 2008 2009 2010 2011 2012 2013 2014
  • 5. Why is Lordmancer so engaging?Why is Lordmancer so engaging?Why is Lordmancer so engaging? Frequent battles Fun for “players-killers”, stress for everyone else. Huge world map A (relatively) safe way to explore the game world. Hunting space for “killers”. Vast spaces, need for teleports Which are available only for clan members, so you have to be good enough to be accepted into one. «A hardcore player paradise»«A hardcore player paradise»«A hardcore player paradise»
  • 6. Here comes Lordmancer IIHere comes Lordmancer II Same ideas, but improvedSame ideas, but improved Made with Unity, for iOS & AndroidMade with Unity, for iOS & Android Modern, slick, engagingModern, slick, engaging Here comes Lordmancer II Same ideas, but improved Made with Unity, for iOS & Android Modern, slick, engaging
  • 9. Game balance We have a special algorithm that creates different instances of the same locations for different levels of gamers. We call them "reflections". As a result if a user is a beginner, they can't be reached and attacked by any high-level users. Power of NPC also depends on the player level. Each game race has its own resources that are needed for all other races to upgrade items. It is a base for trading and economy in the game.
  • 10. Monetization There is a premium currency which can be spent on the following points:  Premium Accounts that allow users to gain experience in a fast way  Teleporting from one city to another  Escaping from a battle (without any casualities)  Access to some special locations It is important that there are no significant preferences in battle which can be paid.
  • 11. Content of the full game: 5 unique races 40 types of units Hundreds of lands of 7 different settings Tens of battle arenas Loads of weapons and stuff
  • 12. Investment The development of the game is funded by two individual investors Now we are looking for a partner to launch the game worldwide.
  • 13. The core team The founder and main investor is an entrepreneur with 16 yearsIlya Mikov experience. He is the owner of some IT and telecom companies. He was a man who inspired creating the game Lordmancer back in 2008. CEO has 7 years of experience as a soſtwareAnton Telitsyn developer following 6 years as the head of the company. He has strong technical and management skills, an MBA graduate. Art Director has spreaded knowledgeAndrey Zobov and huge experience in all digital design areas. He is great at UX and UI. CTO has been working on various IT projectsPetr Klepcin more than 14 years. He is familiar with Unity 3D programming and server technologies. Advisor/consultant has 10 years of experience in gameAlexey Vahrushev development as a 3D art director in famous Russian companies: 1C, Game Insight, Gaijin.
  • 14. Ilya Mikov, investor skype: bkmzbkmz ilyamikov@gmail.com +7 912 0610015 Anton Telitsyn, team lead skype: anton.telitsyn telitsyn@mobak.ru +7 912 9873707