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1. T H E F U T U R E T O D AY
TheBusiness
Thesmartplatform services
andhowwe monestise.
TheMarket
The market trends and
themillennial audience.
TheInvestment
The capitalisation and
theinvestment offering.
B U S I N E S S P R E S E N TAT I O N
2. T H E U S E R T O D A
Y
Do you have many
appson yourphone?
Usershave in average 90 apps installed,
butusearound30monthlyandonly10daily!
7. Make it cool, easy and
rewarding formillennials!
#supermission
8. T H E S T A TU S T O D A
Y
Aprovengamingplatform
1 milliongamesplayedinover100countriesby
25000usersservedbyappsfrom195appstores.
Aprovennetworkingplatform
50milliontokensboughtby8 000usersin52000
transactionswith250000rewardspaid.
Asmartplatformreadyto boost
Now raisingfor gamelaunchandmarketing
to reach3 millionplayersandbreakeven.
Ateamthatnevergiveup
The core team are the principal investors and
hasdemonstratedsolidpersistencyoveryears.
Auniquekingdomof users
Thesmartplatformwherethe usersare the
kingsof a trulyrewardingrealmisthe future.
Amillennialsweetspot
The digital native millennials entering their
primespendingyearsform a giganticmarket.
14. Rewarding
gameconcept
Ultimategame
Themodernvisualgameplaycombinesstunningimagery,
a multitudeofquestionsanda widevarietyof categories
anddifficulties,withthe thrill of winningprizes.
Profoundlyengaging
The various single, double and multiplayer games are
designedfor socialinteraction,fastviralgrowthandhigh
levelsof engagementandretention.
Proprietarytechnology
The advanced and dynamic algorithms facilitate both
asynchronousandreal-timegameplay,whileavailability
in 100languagesmakesthe platform trulyglobal.
15. Singleplayer
Single player games allow the users
to playagainstthemselvesto raisethe
game,rank andenjoytheir mastery.
Doubleplayer
Double games adds the excitement of
fighting other usersbeing your friends
or new platformrelationshipsyouget.
Multiplayer
Multiplayer tournaments have a lot of
great prizesfor you to win either alone,
amongfriendsor withnew playmates.
Thegamesaredesignedforenjoyment,smartnessandwinningsleadingupto
user’sjoyinmasteryandthefeelingofearningtheirluck.Smartisthenewsexy!
16. Multiplayer
tournaments
Always50% winnerson the two
firstlevels,then10%oneachlevel.
Payment of entry feeswith credits
purchasedorearnedontheplatform.
Pre-fundedprizepoolswithflexible
configurationstosetfixedmargins.
Level Credits Winners Prize
8 10 1 $1000000
7 100 10 $100000
6 1000 100 $10000
5 10000 1000 $1000
4 100000 10000 Levelup
3 1 000000 100 000 Levelup
2 2 000000 1000 000 Levelup
1 4 000000 2000 000 Levelup
Exampleconfiguration
Gameswith entry fees and prizeswill be allowed in most jurisdictions,
whilethesegamesmightbeclosedtocertainaudiencesforlegalreasons.
35. Money
Banking, exchange and trading services are making
it seamlessto exchange SuperOnetokens and other
cryptoassetsto useyour moneyin the realworld.
Shopping
By coupling shopping offers directly with gaming
activity, users will be able to soften the blow of not
winninginprovidingtargetedcomplimentaryoffers.
Travel
Travelprizesare materialinthe gamesandbeingable
to provide adaptive offerings will create additional
salesandprovidegreatmutualplatformbenefit.
Perfect
gateway
58. Tokensale
Smartcontract
8 000members(2019)
Statustoday
50m tokenssold(2.5%of 2b)
Average 6 500 tokens/user
Unique network on blockchain
250000blockchainrewardspaid
Updatedplatform in Sep2019
Mowjow Limited
Incorporated in London
Owner of SuperOne Limited
Gaming and technology
Globalexecutionteam of12+
Equity$5m,turnover$1m
SuperOne Limited
Incorporated in London
OwnedbyMowjowLimited
Tokenised profitsharing
2 billion SRXtokens
SubsidiariesAsia/Africa/Europe
SRXtokens
Asdigitalshares
Founder
700investors (2013)
59. We create and own the
core technologyourselves.
#independent
60. Year 2014
1st edition
PHP/MYSQL
Rackspace
Testgames
Initial design
Rewards
QMS
Year 2015
2nd edition
Hybrid MEAN/PHP
Single playergame
Cash games
Design update
Rewards
New QMS
5,000 players
500,000 games
Year 2016
3rd edition
MEAN/NEO4J
Amazon EC2/S3
Challenges
Private games
Tournaments
Prize games
ELOranking
Geo location
Design update
Rewardsupdate
Chat/notify
QMS update
Additional content
New webapp
Year 2019
6th edition
Upgraded network
Higher performance
Exchange solution
Updated Telegrambots
Native demoapp
New SuperOnegame
SuperOne 2.0
New algorithms
Year 2017
4th edition
BTCplatform
BTCtransactions
ETHtransactions
Smart contracts
Token saleconcept
QMS update
Additional content
25,000 players
1 milliongames
Year 2018
5th edition
Native apps
ETHplatform
ETH network
ETH games
Dynamic prizepools
State channels
Smart contractRNG
Realtime rewards
Telegram bots
Additional content
100+ languages
SuperOne 1.0
Yearsof proventechnologydevelopment
With a tested and provenmultimillion dollar platform and full control over the
technology,we’reableto scalequicklyandsafely,aswellaseasilyaddnewfeatures.
61. We’ve a solid setup
andarereadyto scale.
#uniqueplatform
64. Freeprizesisthecatch
Minimum 100 monthly games with free prizes of
upto $10000eachliketripsto the Maldives,cruises
and footballmatches.Stuffmakingpeoplegonuts!
Freecreditsis thedriver
Usersget enteringcreditsbyinviting.Everynew user
brings 10 credits to each and we have 20 million to
giveawayto get 1 millionnewuserseverymonth!
Fantasticresults
We calculate 50% discount on the prizes and will run
media campaignsto support the boost.We expect to
get 3 millionnew usersat a totalcostof $3million.
Launch
campaigns
69. Digital services are
changinglifestyles.
Appl
Internetpast20 years
Snap
Mobilepast10 years
“Investments in new financial services doubled to
$111 billion in more than 2,200 deals in2018”
- KPMG The Pulse of Fintech, 2019
New financialservices
71. The millennialgeneration
brings newdimensions.
Between20 and40 years
The largestgeneration
cohort inhistory.
Themostspendingpower
ofany generation.
Betterfoundation
Thefirstgeneration of
truedigital natives.
The besteducated
generation ever.
Behaviouraleffects
Theaffinityfor technology
sparks newbehaviours.
The lifestyle focus on
experiences andwealth.
“Millennials are moving into their prime spending
years and are poised to reshape the economy”
- Goldman Sachs, 2019
72. Themillennial
opportunity
Globalworkforce
More than 2 billion millennials will represent
75%of the workforce and leadership in 2025,
andisenteringtheir primespendingyears.
Globalcommerce
Word-of-mouth is in the driving seat, they marry
andbuyhomeslater,whilemobileentertainment
andfinancialservicesprevails.Mobileisthe king!
Globaleducation
Digital lifestyle sparks online education and the
freelancereconomy.Thenew generationof leaders
requiresnew mobiletoolsfor learning.
78. Millenial traction
creates valuefast
Drives networkeffect
Millennials’quickly invite their friends sparking
fastexponentialgrowththat drivesthe valuable
networkeffectresultinginretention.
Drivesvaluation
Investorslovemillennialtractionanda pre-revenue
valuation north of $100/user is fairly achievable
enablingaccesstogrowthcapitalat lessdilution.
Drivesrevenue
With an attractive and fast growing user base, the
initialtractiononmonetisationwilldriverevenuesand
alsoboostthe valuationsubstantiallyfurther.
80. Mobile gaming is the
highway tomillennials.
Entertainment
Allmillennialsusemobile
gamesandservicesdaily.
Social,excitementand relief
fromeveryday boredom.
Enterprise
Gamification of work
processes andlearning.
Internal competitions
and teambuilding.
Education
Pedagogical games
designed toeducate.
Newbehaviours change
education andlearning.
“The boom of investment in mobile gaming is
indicative of its stratospheric growth, massive
revenue and strong user engagement”
- TechCrunch, 2019
82. Lifetime revenue$4b
Launched Nov 2012
Acquisition$6b
Lifetime revenue$4b
Launched Aug 2012
Acquisition$10b
Lifetime revenue$2.5b
Launched July2016
Private valuation$4b
Lifetime revenue$2.5b
Launched Mar 2018
EpicGames$15b
TopgrossingWesterntitles
Lifetime revenue$7b
Launched Aug 2013
MonsterStrike
Lifetime revenue$7b
Launched Oct 2013
Puzzle &Dragons
Lifetime revenue$4.5
Launched Nov 2015
Honor ofKings
Lifetime revenue$3b
Launched July2015
Fate GrandOrder
TopgrossingAsiantitles
83. Sweetspot
$350billion
2billion millennials
Advertising
$210 bnmarket
Advertising in gaming $100b
Facebook, Google,Chartboost
Advertising in general $110b
Facebook,Google,localoperators
Gaming in Asian markets $70b
leadbyChina,Japan@ARPU$90
Gaming
$140 bnmarket
Gamingin Westernmarkets$70b
leadbyUS,DE,UK@ARPU$50
Addressablemarket
Upwardsof$100billionfrom500millionplayers
84. Thegaming
opportunity
Gamingbehaviour
There are more than 2 billion digital natives that’s
habitualwithgamingandvisualapplicationsin easily
accessibleecosystems.
Gamingacceptance
Thereisa widespreadacceptanceof gamingamongst
advertisers, while users are readily adopting the
freemium businessmodel.
Gamingopportunity
Theisa hugebenchmarkopportunityfor ourunique,
visual gaming concept at the sweetspot between
advertising andgaming.
85. Money- $6 trillion
The new digital banking and crypto servicesare
servicing modern millennials with a simplified
financiallife,disruptingthe industryincumbents.
Shopping- $3 trillion
Theaccessibilityof onlineshoppingandcomparison
servicesare changingthe waypeopleshop,leaving
highstreetretailersbehind.
Travel- $1 trillion
Travelisthe mostlydesiredactivityof the millennial
generation and a plethora of online offerings
innovates theindustry.
The service
opportunity
86. 2.2billionpeople, 1.2billionsmartphones
$65 billioningaming,750 milliongamers
10 Asiantargets
China
1,400mpeople
$38bngaming
Japan
127m people
$20bngaming
Korea
50m people
$4bngaming
Taiwan
23m people
$1.3bngaming
Indonesia
260m people
$900mgaming
Malaysia
32m people
$600mgaming
Thailand
69m people
$600mgaming
Vietnam
94m people
$400mgaming
Phillipines
101m people
$400mgaming
Singapore
6mpeople
$140mgaming
10 Westerntargets
UnitedStates
330m people
$30bngaming
Germany
82m people
$4.6bngaming
UnitedKingdom
67m people
$4.5bngaming
France
65m people
$3.3bngaming
Canada
37m people
$2.3bngaming
Spain
46m people
$2bngaming
Italy
59m people
$2bngaming
Russia
144m people
$1.7bngaming
Mexico
128m people
$1.6bngaming
Brazil
207m people
$1.5bngaming
1.2billionpeople,700 millionsmartphones
$55 billioningaming,500 milliongamers
Strategic
markets
95. Capitalisation
strategy
Earlystageraiseupwardsof $10m forgame launch
Thecreationanddevelopmenthavebeenfundedbythe
founders and seed networkers and investors. Now it’s
time to ramp up the fundingfor a massivegame launch.
Launchcampaignto get3 millionusers
Whenthe earlystageraiseiscompleted,a threemonths
aggressivemarketingcampaignwilllaunch.Thegoalisto
attractmore than 3 millionusers.
Growthcapitalisationat highervaluation
Leveraging the massive buzz around the game, the
capitalisationwillcontinueandprovidegrowthfundingto
growthe game andlaunchotherservices.
102. We are ready to scale and will use the
investmentto fund growthof ourplayer
baseto1 milliondailyplayers,ourinitial
benchmarkforprojectedprofitability.
Thisgrowthwilltakethe form of prizesand
influencer rewards to help us achieve
significant organicvirality.
Withthe funding,we willbewellpositioned
to run a 100 day intensive marketing
campaign while we fine tune our efficient
growthengine.
The potentialhomerun
Profit and Loss $k Year2020 Year2021 Year2022
Advertising 65385 240 667 423 625
Services 65385 240 667 423 625
Gaming 196 154 722 001 1 270 874
Totalrevenue 326924 1203 335 2118 124
Network rewards 80307 287 000 493 327
Net revenue 243 617 916 335 1 624 797
%growth 276 % 77%
Cost ofrevenue 51389 185 003 320 985
Development 1 336 7 450 20930
Salesand 50379 138 660 228 894
General and 10371 26412 47905
Totalexpenses 113475 357525 617904
EBITDA 130142 558811 1006 893
EV(Enterprise) 1 016 000 4 169 000 7 472 000
Revenue margin 40% 46% 48%
ARPU(monthly) $5.37 $5.46 $5.54
CPI (Installcost) $0.84 $0.99 $1.18
Players EOP(‘000) 12 300 24 500 38 500
Profit andLoss Jan Feb Mar Apr May Jun
Net revenue (26) (82) 2 513 4 907 7 869 11356
Totalexpenses 2 259 2 388 3 110 3 872 4 786 5 954
EBITDA (2285) (2465) (597) 1 035 3 088 5 403
Runrate 30156 58886 94428 136275
Players EOP 168 509 1 015 1 691 2 540 3 553
UserMetrics Year2020 Year2021 Year2022
Organicgrowth 565 520 520
Paidgrowth 1 298 1 148 1 148
Viralgrowth 58166 138 463 191 943
Totalgrowth 60009 140 131 193 612
Userattrition 47620 127 788 179 725
Net growth 12388 12343 13887
UsersEOP 12 300 24 500 38 500
ViralMetrics 1 2 3 4 Total
Userinvites 10 5 5 5 25
Conversion 10% 10% 5 % 5 %
New users 1 0.50 0.25 0.25 2.00
Virality 2x
Monetisation Metrics Value
Advertising (20%) $1.09
Services(20%) $1.09
Gaming (60%) $3.28
Totallong term ARPU permonth $5.46
LT(LifeTime in months) 1.7
Long term LTV(LifeTime Value) $9.29
Long term CPI(CostPerInstall) $1.18
Months to breakeven (13weeks) 3.0
Total users(paying users) 1091 000 (109 000)
Cash to breakeven ($’000) $5 500
AllestimatesinUSD‘000
103. SuperOne started in 2018 as a spin-off from Mowjow, which was founded
byAndreasChristensenfiveyearsago,and hasgrownto attractmorethan
700investors.BothMowjow andSuperOneareincorporatedin London.
SuperOneoperatesa tokenisedbusinessmodel that diverts allplatform
profits to tokens functioning as digital shares. Tofinance growth and
marketing,SuperOneisnowconductinga tokensale.
Weareofferingan earlyinvestor roundof $10millionfor 250million
tokensat highlyattractiveterms.
With the funding,we will be well-positionedto scaleand run a 100-day
intensivemarketing campaigndesignedto attract more than 1 million
dailyusers,our initialbenchmarkforprojectedprofitability.
Yourchanceto owna piece
Offering summary
Name and symbol SuperOnetokens(SRX)
Starting priceper token in the offering $0.03114679
Endingpriceper token in the offering $0.10028831
Increase in priceduring the offering $0.06914152 (222%)
Bonusprovisions 100%for the first$1million
Minimum purchases $5000
Sizeof the offering $10million
Tokensissuedbefore the offering 47million
Tokensissuedduring the offering (with 30%bonus) 250million
Totaltokens issued afterthe offering 297million
Maximum tokensto be issued 2billion
Purchase period September15,2019onwards
Payment ViaEtheror bank transfer
Tokenallocation Firstcome,firstservedbasis
Documents super.one
107. A homerun
investment?
Theteam thatnevergiveup!
The core team are the principal investors aligning their interests
withyours,whileyearsof profoundcreativityandsolidpersistency
in evolvingthe concept,haveprovedtheirfirm commitment.
Thekingdomof users!
The smart platform providesa rewarding realm with non-invasive
ads boosting positive user sentiment and unique data collections
whileleveragingprovengamingandnetworkingtechnology.
Themillennialsweetspot!
The sweet spot between advertising and gaming constitutes a
gigantic global market with billionsof digital native millennials
enteringtheirprimespendingyears.