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PokerStars VR Rebrands to Vegas Infinite

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Flutter announced that PokerStars VR, an innovative virtual reality (VR) product created by its PokerStars brand, has rebranded to Vegas Infinite as part of a full-scale overhaul of the free-to-play social casino videogame.

After almost five years at the frontier of the category as PokerStars VR, Vegas Infinite represents the next generation in the game’s evolution as a virtual entertainment destination.

The launch includes a brand-new and bespoke 3D virtual cityscape for players to enjoy as they explore Vegas Infinite’s personal player suites, luxury casinos and exclusive rooftops escapes. Vegas Infinite will also soon be available on a new platform, with PC players able to join others on Steam VR and Meta Quest VR, with no headset required.

Since PokerStars VR first launched in 2018, giving players the ability to sit down with friends at a virtual poker table, chat in real time, and interact with their surroundings in a selection of environments, the product has experienced continual development, only accelerated since Flutter’s acquisition of the brand in 2021.

As part of this, the team has added blackjack, roulette, slots, crap, and the proprietary Rocket Rush to an extensive in-game portfolio, while bringing poker fans Spin & Go poker, MTTs and the flagship poker tournament series, the Metaverse Poker Tour (MPT). The virtual destination has also grown to include personal suites and dressing rooms, a luxury casino floor in Casino One, The Gallery casino exclusive to high-rollers, and The Rooftop, a subscriber-only rooftop escape overlooking the soaring Vegas Infinite cityscape.

Player safety has also been a focal point during development, with Vegas Infinite using ToxMod, an AI live chat monitoring tool, to assist its dedicated moderation team. Players also have access to a range of in-game safety tools including the option to take time out from games, set spending limits, issue player reports and customise the extent of their interaction with others in-game.

James O’Reilly, PokerStars Director of VR & Innovation, said: “As we approach our fifth anniversary, it’s incredible to think how far our game has come. From a cutting-edge experiment in applying virtual reality to the poker table, we’ve grown to become a living entertainment destination with a full suite of games and experiences played in otherworldly environments that are home to an avid community of players. Today, we’re much more than poker and much more than VR. Vegas Infinite is where we’re taking our players next and there’s lots more in store.”

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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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