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Refreshed Sportsbook Software of Altenar Stays Trendy

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The field of technology is progressing day by day and most companies try to get updated with the latest technologies available in the market. Companies are not even bothered about the amount they are spending on this updating. Because they know about the revenue rise as well as the time they save from this updating.

Just think of leasing hardware for your firm. At the time when you take it for lease, it may be having the latest technology. And you may surely be satisfied.

Now just imagine that your lease period has been expired and the hardware which was once the best-in-class in the industry has gone outdated. At such a point what will you do? It is sure that you will ask the provider to refresh the hardware before renewing the lease. Or else you will search for a new provider.

According to Stanislav Silin, CEO of Altenar, the operators entering into a partnership with a supplier not committed to “regular refreshes” of the software – or not wanting to build their own platform from scratch – will “always be a hostage of the legacy offering.”

Altenar launched V1 of its platform in 2010. After many updates, when it realised that a new version is needed instead of further updates, the company has launched V2 of the platform in April 2020 to “serve operators on a global level in a more efficient manner.”

“I’m not saying this is going to be the platform we will stay on for the next 10 years. But we’ve worked in certain additional modularity so that it is easier to migrate or expand to refresh the tech in a few years’ time,” Silin said.

Around 15-20% of the partners of Altenar have moved on to the latest platform. Silin said that the roadmap for how this ramps up in 2021 is dependent on both the best time for the migration from the operator’s perspective, but also the providers as many operators are working with a different company for the player account management platform.

That is the reason why Altenar still works on both platforms – both in terms of updating coded features and maintaining test house evaluations.

“At some point, we will obviously stick with the V2 platform and expand out to all markets,” Silin said.

“The reason why I’m being vague on timelines (for onboarding all partners) is because, as I said, it does depend a little bit on the operators and we don’t want to put hard deadlines on them at the moment,” he added.

Konrad Pizzuto, Director of Technology Operations at Altenar, explains the key changes and client benefits of the new platform.

“The new platform has margin management that has the ability of setting separate odds for those cases when necessary, completely separate from what the default would be. That’s something that didn’t exist in the previous platform,” he said.

“And there is also an improved content mapping tool that allows us to connect as many content and odds and data providers, mixing and matching what we need,” he added.

According to Silin, this need to work with multiple odds feed providers is another reason in favour of buying software from a specialist sports betting provider rather than building your own – as going it alone “doesn’t take away the necessity of dealing with all these providers.”

The advanced features of the V2 platform are not just those most visible to the end users such as integrated third party content and a wider breadth of odds.

“One of the less visible benefits of the new platform is it is more geographically scalable. It is served much closer to where the people are using it,” Pizzuto said.

“There are also lots of underlying architectural implications to the way it was built. Something that should pay off in the longer term, for example, is a shift to the way applications are deployed. So we now run most portions of it in the Kubernetes open-source system,” he added.

“The agility that comes with the technology we’ve integrated means we can respond to feature requests from our partners more rapidly,” he concluded.

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Play’n GO publishes 2025 Sustainability Report with emissions and governance updates

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Play’n GO has published its 2025 Sustainability Report, framing the year as a milestone as the supplier marks 20 years in the gaming industry. The report covers performance across four pillars—Players, Partners, People and Planet—and positions sustainability as tied to product design, operations, and partner expectations.

On climate reporting, the company said it has “achieved and exceeded” its long-term 90% reduction target for Scope 1 and 2 emissions, and reported a 69% absolute reduction in Scope 3 emissions versus its 2023 base year. Play’n GO also said its total material emissions for 2025 were kept below 500 MTCO2e.

The report also points to a move into land-based delivery. In 2025, Play’n GO said it launched its first land-based gaming solution in partnership with Genting UK, positioning the rollout as part of a “player-first, low-footprint approach” for regulated venues.

On responsible entertainment, the company said it continues to reject game mechanics it believes “compromise player trust or wellbeing,” and highlighted participation in discussions on digital wellbeing and cognitive health, including at the United Nations and G7. “We have always believed that great entertainment should be fun, safe and fair,” said Vanessa Björkbacka, Director of CSR at Play’n GO.

The report also outlines internal development and reporting infrastructure. Play’n GO said 43% of employees engaged in AI-related learning during 2025 and that average training time exceeded seven hours per employee globally. It added that reporting was further aligned to the UN Sustainable Development Goals and World Economic Forum Stakeholder Capitalism Metrics, alongside investment in “secure, AI-supported carbon data management.” “As expectations on transparency and accountability continue to rise, we see it as our responsibility to lead,” Björkbacka added.

The post Play’n GO publishes 2025 Sustainability Report with emissions and governance updates appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.

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Casino Guru CRC returns $5.3m to players in Q1 2026

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Casino Guru’s Complaint Resolution Center (CRC) published 3,986 complaints in Q1 2026 and says it resolved 1,321 cases, returning $5,304,894 to players during the quarter.

Casino Guru said March was one of the CRC’s most active months on record, with the second-highest number of published complaints to date. The company added that ongoing cases exceeded 1,300, pointing to rising demand for third-party dispute mediation.

By volume, the most active complaint markets were Germany (657), the United Kingdom (270), Canada (240), Italy (207) and Australia (194), according to the CRC update.

Delayed payments remained the most common player-reported issue. Casino Guru also reported a March shift in complaint mix, with self-exclusion-related complaints rising to the second most frequent category for the first time in CRC history. KYC-related issues and blocked accounts were also among the most common complaint types, often linked to withdrawal delays.

Casino Guru said the quarter’s results reflect the increasing role of independent mediation as players look to third-party platforms to resolve disputes.

The post Casino Guru CRC returns $5.3m to players in Q1 2026 appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.

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RubyPlay launches Firerose studio for operator-specific casino games

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RubyPlay has launched Firerose, a new studio aimed at building operator-specific casino game experiences, as suppliers and operators push for more branded content to stand out in crowded markets.

The company said Firerose is designed to let operators combine RubyPlay’s existing game catalogue with the studio’s technology and creative resources, using operator-led insight to shape games around an operator’s brand identity rather than standardised supplier content.

RubyPlay said Superbet is among the first operators to launch Firerose-powered titles. The supplier did not disclose game names or specific performance figures, but said early results showed “strong engagement metrics”.

Firerose becomes part of RubyPlay’s multi-studio structure alongside Koala Games, Mad Hat Games, Ruby Studio, and Xslots, which the company said share technology, infrastructure and distribution.

Dima Reiderman , Chief Commercial Officer at RubyPlay, said: ”Firerose represents a deliberate shift in how we think about content creation and partnership. The market is no longer driven solely by volume, but by identity. Operators want experiences that feel native to their brand and help them clearly differentiate in increasingly competitive casino environments.”

Dr. Eyal Loz, CPO at RubyPlay, added: “Firerose was created to put the operator’s voice at the centre of the creative process. Every game starts with their brand, their audience and their story, and our role is to bring that to life through the full weight of RubyPlay’s creative capabilities.

“We’re shaping experiences that players immediately associate with the operator itself. That level of ownership is what allows operators to stand out in increasingly crowded casino environments.”

The post RubyPlay launches Firerose studio for operator-specific casino games appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.

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