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OMEGA LEAGUE announcement

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The leading European teams, WePlay! Esports, and Epic Esports Events decided to build something special for the fans.

Dota 2 fans are used to summer being the time when all of the teams compete for the title of being the best. This year, however, due to the global pandemic, we saw our summers deprived from this yearly joyful experience.

The leading European teams, WePlay! Esports, and Epic Esports Events decided to build something special for the fans. To bring the Dota 2 community an event that would provide the top level of competition, production, and content.

We are very happy to announce OMEGA League.

OMEGA League is an online tournament with a massive prize pool of $600,000 that will run from July 20th, 2020 (the beginning of the Open Qualifiers) until September 6th.It will include multiple competitive regions and divisions.

The English broadcast will be handled by WePlay! Esports, and RuHub will be in charge of its Russian counterpart. The teams will bring the best level of competition possible, alongside massive amounts of unique content to create a truly unforgettable experience.

WePlay! Pushka League Season 2 is postponed.

The suspension of the DPC has thrown our competitive scene into a sort of twilight zone populated by an array of small tournaments making it very taxing on players, and hard for fans to engage emotionally.
We decided to work together as a coalition of organizations, driven by our commitment to the fans, our love for this game, and the will to create a more sustainable competitive ecosystem around Dota 2. OMEGA LEAGUE is the first tournament coming from this partnership and everyone involved has poured their hearts into making it worthy of those mythical weeks in August.
We’ve found fantastic partners in Epic Esports Events and WePlay! Esports, both willing to commit to the higher level of integration that’s required to reach the quality fans have come to expect from Major-level tournaments. OMEGA League is our first large-scale initiative towards a more sustainable Dota 2 scene. Together we hope to breathe new life into the highest tiers of Dota 2 competition, and we can’t wait to show the world what we’ve been building.
We are excited about the future of the DPC, and we’re committed to supporting Valve and the rest of the ecosystem in their efforts to make competitive DotA better for fans, players, and partners alike.” – Alliance, Liquid, NAVI, Nigma, NIP, OG, Secret, and VP

“We are excited about the opportunity to work on interesting ideas and very curious about the reaction of the community. Our team and colleagues from Epic Esports Events are giving this event everything that we have. I really hope the audience will enjoy the results. The event takes place on the dates when we are used to seeing The International, and that impacts the level of responsibility we feel about OMEGA LEAGUE.” – Vitaliy “Nexius” Bozhko, Lead Esports Manager at WePlay! Esports.

“OMEGA League is a unique product. We are extremely thankful to the teams and our partners at WePlay! for working together on the vision of what an online event can and should be. We hope that this event will set the benchmark on the level of production and provide the fans many hours of premium content.” – Mark Averbukh, representative of Epic Esports Events.

League structure

The league is divided into two regions:

  • Europe (includes CIS)
  • Americas (North America and South America)

Europe format and prize pool

Immortal Division ($500,000)

Twelve teams will participate in the group stage of Immortal Division. They will be divided into two groups of six. Each group will see teams play each other in a BO3 series.

The two best teams from each group advance to Immortal Playoffs Upper-Bracket Round 1. The teams that take third place in their groups advance to Immortal Playoffs Lower-Bracket Round 1. The fourth and fifth place teams will enter the Play-in Stage to fight for two more Immortal Playoffs Lower-Bracket Round 1 seeds.

Immortal Playoffs is a double-elimination bracket. All matches are BO3, and Grand Finals are BO5.

Teams that lose in the Play-in Stage advance to Divine Playoffs Upper-Bracket Round 2.

The teams that take sixth place in their group advance to Divine Playoffs Upper-Bracket Round 1.

Divine Division ($50,000)

Divine Division starts with two groups of six squads. Each group will see teams play each other in a BO3 series.

The teams that take first place in their group advance to Divine Playoffs Upper-Bracket Round 1. The teams that take second and third place in their group advance to Divine Playoffs Lower-Bracket Round 1.

Divine Playoffs is a double-elimination bracket. All matches are BO3, and Grand Finals are BO5.

The rest of the teams are eliminated from the tournament.

The group stage for the European region will take place on August 10 – 26. The Playoffs will be held on September 31 – August 5.

Americas format and prize pool

Divine Division ($31,500)

Ten teams will participate in the group stage of Divine Division. They will be divided into two groups of five. Each group will see teams play each other in a BO3 series.

The two best teams from each group advance to Divine Playoffs Upper-Bracket Round 1. The teams that take third and fourth place will enter the Play-in Stage to fight for two Divine Playoffs Lower-Bracket Round 1 seeds.

Divine Playoffs is a double-elimination bracket. All matches are BO3, and Grand Finals are BO5.

Teams that lose in the Play-in Stage advance to Ancient Playoffs Upper-Bracket Round 1.

The teams that take fifth place in their group advance to Ancient Playoffs Upper-Bracket Round 1.

The group stage for the Americas region will take place on August 17 – 26. The Playoffs will be held on August 28 – September 5.

Ancient Division (8,500)

Eight teams will participate in the group stage of Ancient Division. They will be divided into two groups of four. Each group will see teams play each other in a BO3 series. The two best teams from each group advance to Divine Playoffs Upper-Bracket Round 1.

Ancient Playoffs is a double-elimination bracket. All matches are BO3, and Grand Finals are BO5.

The rest of the teams are eliminated from the tournament.

OMEGA League Participants (Europe, Immortal Division)

  • Team Secret
  • Team Liquid
  • Team Nigma
  • Alliance
  • OG
  • Ninjas in Pyjamas
  • NAVI
  • Virtus.pro
  • Evil Geniuses
  • FlytoMoon

Closed Qualifier participants (Europe)

  • HellRaisers
  • Vikin.gg
  • B8
  • Team Empire
  • Team Unique
  • CyberLegacy

Details regarding the qualifiers will be announced soon.

Prize Pool Distribution

Europe Immortal Division:

  • 1st – $200,000
  • 2nd – $125,000
  • 3rd – $60,000
  • 4th – $30,000
  • 5th – $20,000
  • 6th – $20,000
  • 7th – $15,000
  • 8th – $15,000
  • 9th – $5,000 + a chance to win up to $10,000 in Divine Division
  • 10th – $5,000 + a chance to win up to $10,000 in Divine Division
  • 11th – $2,500 + a chance to win up to $10,000 in Divine Division
  • 12th – $2,500 + a chance to win up to $10,000 in Divine Division

Europe Divine Division:

  • 1st – $10,000
  • 2nd – $7,000
  • 3rd – $6,000
  • 4th – $5,000
  • 5th – $3,500
  • 6th – $3,500
  • 7th – $2,500
  • 8th – $2,500
  • 9th – $2,000
  • 10th – $2,000
  • 11th – $1,500
  • 12th – $1,500
  • 13th – $1 000
  • 14th – $1 000
  • 15th – $500
  • 16th – $500

Americas Divine Division:

  • 1st – $12,000
  • 2nd – $6,500
  • 3rd – $4,500
  • 4th – $3,500
  • 5th – $2,500
  • 6th – $2,500

Americas Ancient Division:

  • 1st – $2,200
  • 2nd – $1,600
  • 3rd – $1,200
  • 4th – $1,000
  • 5th – $750
  • 6th – $750
  • 7th – $500
  • 8th – $500

An additional $10,000 will be allocated in the form of gaming gear to Open Qualifier participants.

 

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Akshat Rathee

Indian Esports 2026: Strategic Growth and the Asian Games Milestone

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The Indian esports landscape is transitioning from a period of rapid “spectacle” growth to a phase defined by lasting institutional structure. Following the implementation of the Promotion and Regulation of Online Gaming Act (PROGA), 2026 is set to be the year where regulatory clarity, international competition, and domestic grassroots development converge.

 

The Impact of PROGA: Policy into Practice

The Promotion and Regulation of Online Gaming Act (PROGA), signed into law in August 2025, has officially moved from policy to practice. Its primary contribution to 2026 is the explicit separation of esports from money-based gaming.

  • Legitimacy: By categorizing esports as a legitimate competitive pursuit, PROGA has unlocked state-level adoption and cleared the way for schools and colleges to integrate gaming into their sports frameworks.

  • Commercial Confidence: With a clear regulatory environment, brands in sectors like FMCG, automotive, and BFSI are now viewing esports as a stable, long-term youth engagement platform rather than a risky experiment.

  • Athlete Pathways: PROGA facilitates the creation of standardized national registries for athletes, ensuring that competitive integrity is maintained across grassroots and professional tiers.

The Asian Games 2026: A Global Stage

The Asian Games 2026 in Aichi and Nagoya, Japan, serves as the most critical milestone for the ecosystem this year.

  • Medal Status: Esports will feature as a full medal event with 11 confirmed titles, including League of Legends, PUBG Mobile (Asian Games Version), and Pokémon UNITE.

  • Indian Prospects: India’s best historical result (quarter-finals in League of Legends at Hangzhou) has set a high bar. For 2026, the focus has shifted toward high-performance training camps and long-term athlete mentorship to secure a podium finish.

  • Multi-Sport Integration: Participation alongside traditional athletes reinforces the narrative that esports is a viable professional career, further encouraging government investment through schemes like Khelo India.

Market Evolution and Key Trends

The Indian gaming market is projected to reach approximately $5.02 billion in 2026, driven by a massive player base exceeding 500 million gamers.

Trend Impact in 2026
Mobile Dominance Over 95% of the market remains mobile-first, fueled by 5G expansion and affordable hardware.
Beyond BGMI 2026 is seeing a push to diversify the market into fighting games, sports simulations, and PC titles to avoid “one-title dependency.”
Monetization Shift Revenue is shifting from pure advertising toward battle passes, subscription models, and in-game progression.
Tier II & III Growth Most new user acquisition is coming from smaller cities, demanding more vernacular and localized content.

The post Indian Esports 2026: Strategic Growth and the Asian Games Milestone appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.

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Anushka Bhatnagar

From Rolling Loud to Riot Games: How 2025 Became the Year of Indian Gaming

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Editor’s Take

Why this matters: India has long been a mobile-first gaming market (thanks to PUBG Mobile/BGMI). But 2025 proved that PC esports is not dead; in fact, it’s thriving culturally. Riot’s ability to integrate VALORANT into mainstream Indian youth culture—from “topper” billboards on exam result day to hip-hop festivals—is a masterclass in localized marketing. The success of S8UL Esports in League of Legends also signals that South Asia is finally ready to compete in global Tier 1 events.

The Full Story

Riot Games has released a retrospective on 2025, describing it as the year gaming in South Asia “didn’t feel tucked away anymore,” but rather became an unmistakable part of mainstream culture.

From filled cafés during watch parties to billboards featuring “inside jokes” from voice comms, the publisher’s year was defined by a massive surge in engagement across India, Bangladesh, Sri Lanka, Nepal, Maldives, and Bhutan.

The Competitive Surge: LoL and VALORANT The year began with the launch of Legends Ascend South Asia, a structured pathway for League of Legends talent that the region had been demanding. Ninety-five teams competed, culminating in S8UL Esports lifting the trophy and qualifying for the LCP Wild Card Playoffs—placing South Asian talent directly into the global conversation.

Simultaneously, PC esports found its footing in India through VALORANT Challengers South Asia.

  • The Numbers: The circuit recorded over 103 million live and non-live views throughout the season.

  • The Finals: The LAN event peaked at 50,000 concurrent viewers, proving that the appetite for PC tactical shooters remains fierce in a mobile-dominated region.

Cultural Crossovers: V5 and Rolling Loud Midway through the year, VALORANT celebrated its fifth anniversary (V5) with a campaign deeply rooted in Indian student culture.

  • “VAL Toppers”: On JEE results day (a major academic milestone in India), Riot reimagined the traditional “exam topper” billboards to celebrate Radiant-ranked players, sparking a viral conversation.

  • Rolling Loud India: In November, gaming met hip-hop. Riot integrated VALORANT into one of the world’s largest hip-hop festivals, with karaoke pods and gaming zones operating alongside performances by Wiz Khalifa and Central Cee.

Management Commentary Anushka Bhatnagar, Publishing Lead for Riot Games India & South Asia, reflected on the shift:

“2025 felt like a year when India’s gaming and esports landscape stepped into the centre of cultural conversation. VALORANT turning five reminded us how deeply the community here has shaped the game. From grassroots watch parties to moments like Rolling Loud, the ecosystem grew with a confidence that felt distinctly homegrown.”

Grassroots Momentum Beyond the flash of festivals, the year was sustained by community energy. College events introduced first-time players to the ecosystem, while local watch parties turned malls into pop-up arenas, ensuring that the growth of South Asian gaming was built “together” rather than just broadcast from above.

The post From Rolling Loud to Riot Games: How 2025 Became the Year of Indian Gaming appeared first on Gaming and Gambling Industry Newsroom.

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CS2

GG.RECAP 2025: How GG.BET Bridged the Gap Between Football and CS2

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Editor’s Take

Why this matters: While many operators treat sports and esports as separate silos, GG.BET spent 2025 actively dismantling that wall. Their strategy isn’t just about slapping logos on jerseys; it’s about content crossovers. Events like the “Match of LeGGends”—where pro footballers played Counter-Strike against NAVI—demonstrate a sophisticated understanding that the modern bettor is often a hybrid fan. This cross-pollination strategy is likely the future of betting marketing.

The Full Story

GG.BET, the international betting brand, has released a comprehensive video recap of its 2025 activity, showcasing a year defined by major traditional sports sponsorships and innovative projects that blurred the lines between the pitch and the server.

The recap, which details the operator’s expansion in both the sports and esports verticals, highlights a strategy built on immersive content rather than passive branding.

Traditional Sports: Boxing and Football In the world of traditional sports, GG.BET secured high-visibility partnerships. The brand served as the official partner for the heavyweight clash between Usyk and Dubois II, executing a global media campaign at Wembley Stadium.

In Ukraine, a key licensed market for the brand, GG.BET solidified its football presence by signing a three-year contract with the legendary FC Dynamo Kyiv, alongside sponsorships of FC Polissya and FC Zorya.

  • The “Dynamo 3.0” Campaign: To celebrate Dynamo Kyiv’s 30th championship, GG.BET hosted a “star-studded” press event featuring a short film on the team’s history, custom jerseys, and fan-centric activations, moving beyond standard sponsorship duties.

Esports Innovation: Mapping the Industry GG.BET continued to lead in its native esports territory. A standout project was the launch of the Interactive Esports Map in collaboration with Esports Charts. This tool provides users with retrospective data on global esports trends, including regional top disciplines and prize fund statistics.

The brand also focused on industry education, organizing the “Ukraine in Esports: Myth vs Fact” panel at the SBC Summit Ukraine and curating a unique “Esports Museum” to display legendary trophies and history.

Blurring the Lines: The “Match of LeGGends” Perhaps the most distinct initiative of 2025 was the “Match of LeGGends: Server Derby.” This crossover show match saw the current NAVI Counter-Strike 2 roster face off against footballers from Dynamo Kyiv inside the game server.

  • The Format: GG.BET designed unique game modes and special rules for the event, which was streamed with commentary from major figures in sports and entertainment. The project successfully introduced traditional sports fans to esports mechanics and vice versa.

Industry Recognition The efficacy of this hybrid communication strategy was acknowledged by the wider industry, with GG.BET securing the Operator of the Year in CEE title at the EGR Global Europe Awards 2025.

The post GG.RECAP 2025: How GG.BET Bridged the Gap Between Football and CS2 appeared first on Gaming and Gambling Industry Newsroom.

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