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A brief history of crash games

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Katya Machuganova, Gaming Product and Partnerships Manager at Silverback Gaming, on where the crash format originates and how studios have continued to up the ante with the games that are hitting the market today

The rise of crash games has been so meteoric that we haven’t taken the time to look back at where the format originally came from.

It’s easy to see how the industry has become distracted by crash games and their ability to tap into lucrative but hard-to-reach audiences like Millennials and Gen Z.

But to determine the direction we now take with the format it’s important to understand where it originated and why it was able to generate such tremendous momentum in a short space of time.

 

The genesis of crash games:

MoneyPot was the first ever crash game and it was produced back in 2014 by Eric Springer, a Canadian developer and Bitcoin enthusiast.

Springer introduced the game on the Bitcoin Talk forum and drew inspiration for the format from the crazy volatility of the cryptocurrency markets where assets can skyrocket and then crash in value.

In 2015, Springer sold MoneyPot to Ryan Havar who rebranded the game to Bustabit and moved it to a new site where it can still be played today.

Havar kept much of the core gameplay the same, including a last-longer bonus. This saw 1% collected for every player’s wager that went into a bonus prize which went to the last player to cash out successfully.

In 2018, Havar decided to sell Bustabit to another crypto developer, Daniel Evans, who made a few tweaks to the game including removing the bonus system.

Evans still operates Bustabit to this day and even allows third-party investors to bankroll the game in return for a share of its profits.

 

The next generation of crash games arrive:

With crash a popular but niche game format for crypto enthusiasts, it took developer SPRIBE to catapult it into the mainstream with the launch of Aviator in 2019.

Aviator was the first crash game developed for online casino players and was the catalyst for the surge in popularity the format has attracted since.

Given the success of Aviator and the rising demand for non-traditional content, studios have continued to move the needle and come up with their own crash games.

Some use the same aeroplane theme as Aviator, while others are based around sports, Wild West shootouts, hot air balloons and many other themes.

These games mostly take the increasing curve format with a multiplier that continues to rise – players must then decide when to cash out.

If they go too early, the win will be small, but wait too long the curve crashes, taking their accrued winnings and original stake with it.

 

What makes crash games so popular:

Players are drawn to the intuitive and simple format of crash games – even those new to the format can pick it up in a couple of game rounds.

Players like that these games are usually multiplayer and with social features such as a chat and leaderboards where they can compete with others for the highest multiplier score.

Crash games work incredibly well on mobile – which has seen them really hit the mark with players in emerging markets – and this has driven their appeal among younger audiences, too.

In fact, the high risk/high reward nature of the gameplay – which has its roots in those volatile crypto markets – really appeals to those players.

 

The rise and fall of crash IP

Given the huge success of crash games, and in particular SPRIBE’s Aviator, it should come as no surprise that the format has had its fair share of controversy.

Most notable is the legal case SPRIBE has found itself embroiled in – another company has argued that SPRIBE has breached the IP it holds for the Aviator logo and brand assets.

The case is ongoing and shows the growing attention that is being paid to intellectual property rights within the crash game genre, a genre whose value is only set to rise.

 

Crash is a huge opportunity for studios:

Crash presents a huge opportunity for studios and is one that Silverback Gaming is looking to explore with our first crash title set to hit the market shortly.

It will be offered in the simulated gaming format initially before being rolled out as a real money game later in the year.

Just as with slots, studios are not looking to differentiate within the crash vertical and the way we have approached this is to give players more control over the gameplay.

With our crash game, they can toggle the level of risk/reward they wish to play to – this degree of personalisation is simply not being offered by the current games in the market.

We are really excited about our first crash game and the scope within the format for us, and other studios, to continue to innovate and push boundaries, just as Eric Springer did back in 2014.

The post A brief history of crash games appeared first on Gaming and Gambling Industry in the Americas.

eSports

Esports Foundation names Faker Game Ambassador for EWC and ENC through 2028

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Lee “Faker” Sang-hyeok joins Cristiano Ronaldo and Magnus Carlsen in the Esports Foundation’s Ambassador Program.

The Esports Foundation (EF) has appointed Lee “Faker” Sang-hyeok as a Game Ambassador for the Esports World Cup (EWC) and Esports Nations Cup (ENC) through 2028, the organization said on July 15, 2026 in a statement issued from Riyadh and Paris.

EF said Faker joins Cristiano Ronaldo, listed as the Foundation’s Global Ambassador, and Magnus Carlsen as part of the Esports Foundation Ambassador Program. The Foundation said Faker will represent “the perspective of esports players” across its international events, athlete initiatives, media engagements and leadership forums.

“You can’t talk about esports without mentioning Faker. He is the defining athlete of competitive gaming: a champion whose excellence, discipline and longevity have inspired an entire generation,” said Ralf Reichert, Chief Executive Officer of the Esports Foundation. “As our Game Ambassador, Faker represents something fundamental to the Ambassador Program: esports creates its own global sporting icons. Across EWC, ENC and NGSC, he will help ensure that the players who built this sport have a voice in shaping where it goes next.”

Faker said: “Competition has shaped my life, and I am proud to join the Esports Foundation as Game Ambassador. I want to continue competing for the biggest titles with T1 while representing the players and fans who have helped esports grow worldwide. Through the Esports World Cup, Esports Nations Cup and the Foundation’s wider platforms, I hope to inspire the next generation to pursue excellence, remain resilient and believe in how far competitive gaming can take them. There is still much more to achieve.”

EF highlighted Faker’s competitive record, describing him as a six-time League of Legends World Champion, EWC 2024 winner, two-time MSI champion and ten-time domestic champion with T1. The Foundation also said Faker became the first esports athlete to receive the Blue Dragon Medal in 2026, describing it as the Republic of Korea’s highest sporting honor awarded by President Lee Jae-myung.

The post Esports Foundation names Faker Game Ambassador for EWC and ENC through 2028 appeared first on EE Gaming | Global iGaming & Tech Intelligence Hub.

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Brand Partnerships

Midnite signs as Middlesbrough FC principal partner for 2026/27 season

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Midnite has agreed a partnership with Middlesbrough FC that will see the UK bookmaker become the club’s principal partner and front-of-shirt sponsor for the 2026/27 campaign, which Middlesbrough describes as its landmark 150th season.

The companies announced the deal alongside a fan activation at Riverside Stadium on Thursday, July 9, branded “This Season’s On Us”. The initiative offered supporters prizes including 2026/27 season tickets, 2026/27 shirts, match tickets, or a £25 club shop voucher, with fans required to answer Middlesbrough trivia and complete a football challenge.

Middlesbrough former players Craig Hignett and David Wheater attended the event, and, according to the company, took bonus attempts on behalf of participants who missed out.

Andrew Mook, Midnite’s Head of Brand Marketing, said:

“Middlesbrough have a storied history and we’re delighted to announce this partnership during such a monumental year with the club celebrating their 150th anniversary.

“It was great to see so many Middlesbrough fans at the “This Season’s On Us” activation, we hope they enjoyed taking part and meeting club legends, with David Wheater hitting top bins on several occasions and allowing fans to win big with season tickets.

“We can’t wait to get to Riverside Stadium in August to kick-off a new season and we’re excited to say that we have plenty of new and captivating campaigns planned.”

Lee Fryett, Middlesbrough FC Chief Commercial Officer, added:

“We’re delighted to welcome Midnite as our new Principal Partner.

“We’re looking forward to working closely with Midnite to develop engaging campaigns, content and unique experiences that bring our fans even closer to the club.

“We’re confident this partnership will provide real value for our supporters while supporting our ambitions both on and off the pitch.”

The post Midnite signs as Middlesbrough FC principal partner for 2026/27 season appeared first on EE Gaming | Global iGaming & Tech Intelligence Hub.

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AGCO

ThrillTech secures AGCO supplier licence for Ontario launch

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ThrillTech has been awarded a Gaming-Related Supplier licence by the Alcohol and Gaming Commission of Ontario (AGCO), clearing the company to launch in Ontario’s regulated market.

The licence allows ThrillTech to deploy its opt-in side bet jackpots technology with regulated online casino, sports betting and lottery operators across the province.

Benjamin Bradtke, Co-Founder of ThrillTech, said: “Securing our AGCO licence is a major step in our mission to transform how jackpots are delivered at scale across regulated markets. This latest certification is testament to our robust technology and trusted compliance frameworks, allowing us to continue our global growth trajectory. We are thrilled to bring our proven, compliant jackpot technology to Ontario, empowering locally licensed operators to uplift revenue without cannibalising existing spend.”

The company said its “ThrillPots” mechanics sit as an independent, player-funded side bet and do not alter the underlying game’s return-to-player mathematics.

ThrillTech said the Ontario approval enables its existing multinational partners that also operate in the province to launch its side bet jackpots locally, while it also holds talks with potential new operator partners. The company lists its regulated footprint as including the United Kingdom, Sweden, the Netherlands, Romania, Malta, Gibraltar, Brazil and Peru.

The post ThrillTech secures AGCO supplier licence for Ontario launch appeared first on EE Gaming | Global iGaming & Tech Intelligence Hub.

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