Press Releases
Eroverse: One platform Infinite possibility

Eroverse announces a platform with Infinite possibilities. The online gaming industry is growing at a very significant rate, over the past decade people have had more access to online gaming platforms like Steam, Xbox game pass, Epic games, and more, the Internet is accessible to anyone that has a computer or a console or mobile devices such as tablets and most commonly smartphones. Gaming is no longer seen as something just for children but is instead something that appeals to all ages in varying forms, While this has acted as a boon for many game developers, there is an area of gaming that has remained somewhat niche-specific and at times difficult to access, and that is adult gaming, just like gambling and betting platforms- adult gaming platforms have existed for a while now, and Eroverse is here to make it better.
Eroverse is for the Grown-ups
Eroverse is not only building a platform that will host adult-oriented games but will also apply the advancements in blockchain technology to improve upon the current platform, the games will have a play2earn feature, what does that mean? It means that the users will be rewarded as they play, combining the benefit of a collated space for niche-specific gaming, with reward mechanics which will further encourage continued use engagement.
The benefits of the platform are not just limited to gaming, Eroverse will offer space that will host artists in the same industry and the users will be able to purchase NFTs from well-known artists and game developers in the space, and some of those NFTs will be part of a separate game economy with the potential to provide earning just for holding them
Gaming is bigger than ever
The gaming industry has witnessed exponential growth over the last 10 years and it now boasts revenues higher than both cinema and music industries combined, Movie box office booked $42.5 billion in receipts, Music Industry booked $20.2 billion, the combined revenue of these two industries is $62.7 billion and the Video games industry overall revenue was $145.7 billion, that’s more than two folds of what the movie and music industry made. The gaming industry already had a significant lead, these numbers are from the year 2019, and has likely become even bigger due to the global impact of covid-19 on movie cinemas and live music concert.
Combined with the growth of the gaming industry that also aided an increase in the gaming platforms, steam was the first mover and still market leader, but others have also entered this space like GOG, Epic Games, Microsoft Store, and more, these collate the games in the spaces that allow these games to be easily bought and played. However, there has been an area of gaming that has also seen significant growth but is often seen as separate from the mainstream and that is adult gaming.
Market Overview
The idea that “sex sells” has been grasped by many game developers over time and there is an increasing amount of acceptance for low-level erotica in mainstream games today, this can be seen as a parallel to how Hollywood has used erotica in many movies.
Adult gaming also has a significant user base but not as much as compared to games on these platforms like steam. Nutaku is a well-known platform but specializes in hentai and Asian style games, other adult game developers distribute their games via third party subscription services like Patreon or host them on their own websites and these are not always easy to find for a user, adult game developers also have issues securing affordable payment providers as may don’t want to compromise their privacy in this field. Associated with all of these options is the need for the users to provide their details such as login credentials, payment method info and sometimes they even have to do full KYC. This is a potential concern for some people given the nature of the content they are looking for, they don’t want their identity attached to the adult games for various reasons.
Eroverse Ecosystem
The Eroverse ecosystem gives both gamers and developers the chance to earn an income by providing an adult gaming platform as well as play2earn. Users will need to connect a BEP-20 wallet that contains a certain amount of ERO token to use the platform and access staking pools and earn while playing games. Developers and artists will be free to set their own prices and rules to be able to access their products. Some may require a specific NFT in the user wallet, others may be required to hold more ERO tokens, they will have the freedom to decide within the realms of the Eroverse ecosystem. As well as games, artists will also be able to sell their artworks, comics, NFTs, and more, setting their price and any other requirements for the sale/purchase. The platform will receive a small fee on every transaction which will help fund the reward pool.
Developers and Artists
Eroverse is developing its own game which should be ready at launch. However, the real goal is much much bigger. Eroverse will provide prospective developers with a software development kit (SDK) to enable easy deployment to the platform. There are ongoing discussions with over 200 different developers and 2 developers are already on board. Artworks of varying types, including NFT’s, will also be sold via the platform which will give artists access to a large audience with affordable fees for selling their work. In time a fully functional marketplace will be launched to enable reselling of the NFTs. The ability to sell adult NFTs on a specialized platform is very limited at present but will be something that fits well with the gaming element or just as individual pieces of art. Being able to buy artwork created by people’s favorite artists in the space will be popular as it is hardly provided for.
Central America
21VIRAL Boosts Latin American Reach Through Strategic Partnership with Virtualsoft

21VIRAL, a leading games aggregator for the Central and Latin American market, has strengthened its expansion by signing an agreement with platform provider Virtualsoft
21VIRAL, a leading games aggregator for the Central and Latin American market, today announced a strategic agreement with prominent platform provider Virtualsoft, significantly strengthening its expansion across the region.
This collaboration will integrate 21VIRAL’s extensive portfolio of games into Virtualsoft’s platform, providing enhanced content options for operators across key Central and Latin American nations. Virtualsoft is a key supplier with a strong presence in markets including Ecuador and Peru, delivering innovative gaming solutions to a diverse range of operators.
Christoph Härtel, CEO of 21VIRAL, commented: “Partnering with Virtualsoft is a pivotal moment for 21VIRAL as we deepen our engagement with one of the world’s most rapidly advancing online gaming markets. Virtualsoft underpins numerous leading brands in the region, and integrating our GameConnector solution will allow swift access to their operational brands. We look forward to working closely with Virtualsoft’s talented team to deliver innovative and revenue driving gaming experiences.”
Alejandro Velez, General Manager at Virtualsoft, stated: “21VIRAL has a strong reputation for seamless integrations and profound expertise in the Latin American gaming market, making them an ideal partner for us. Together, we are streamlining operations and elevating the gaming experience for players, aiming to set new benchmarks for the industry.”
Compliance Updates
New Initiative from DI Council Aims to Enable Betting on Professional Sports

The Division I Council introduced a proposal that, if adopted in October, would change sports betting rules to permit student-athletes and staff members to bet on professional sports and refocus the Association’s enforcement efforts on college sports betting and behaviors that directly impact game integrity. If adopted, the change will be implemented only if Divisions II and III also vote to allow betting on pro sports.
The council’s introduction of the proposal, which comes after a directive from the Division I Board of Directors in April that the council adopt changes to sports betting rules, is not an endorsement of sports betting behaviors, especially for college athletes. The NCAA’s prohibition against betting on college sports would remain in place, as would the prohibitions against sharing information about college events with bettors. The NCAA also would continue to maintain its prohibition for NCAA championships against advertising and sponsorships associated with betting.
“NCAA rules prohibiting sports betting at all levels were written and adopted at a time when sports gambling was largely illegal nationwide,” said Josh Whitman, athletics director at Illinois and chair of the council. “As betting on sports has become more widely accepted across the country, Division I members have determined that further discussion of these sports betting rules is warranted, particularly as it relates to the potential distinctions between betting on professional versus collegiate sports. Throughout our discussions, the council has remained focused on student-athlete wellness and educating student-athletes about the risks and potentially harmful impacts of betting.”
Current NCAA rules do not allow student-athletes or institutional staff to engage in sports betting at any level (professional, college or amateur) for any sports that have NCAA championships, and NCAA members have continually maintained that any betting by a student-athlete on his or her own team or own sport in college should continue to result in a permanent loss of any remaining collegiate eligibility. However, in 2023, Division I changed the reinstatement guidelines for student-athletes who participate in sports betting on professional sports to focus on harm reduction for problematic betting behaviors.
“Deregulating professional sports betting may provide schools an additional opportunity to implement harm-reduction strategies, which can be more effective and have long-term benefits not seen with abstinence-only approaches. Harm-reduction strategies include education, stigma reduction and acknowledging actual behaviors,” said Dr. Deena Casiero, NCAA chief medical officer. “By meeting student-athletes where they are, schools may be more effective at preventing, identifying and supporting student-athletes with problematic gambling behaviors. Regardless of the change, schools are encouraged to use the many sports betting resources already available.”
The recently released Harm Reduction Considerations for Gambling & Sports Betting in Collegiate Sports references available sports betting resources, including the NCAA Mental Health Best Practices. Additionally, more than 100,000 student-athletes, coaches and administrators have been reached through the NCAA’s education efforts with EPIC Global Solutions, and the NCAA has launched an e-learning module to educate student-athletes on problem gambling harms and the integrity risks associated with sports betting.
Several sports betting-related violations by staff members at NCAA schools have been resolved through the infractions process in recent years, and the enforcement staff is working on issuing Notices of Allegations in several ongoing cases that involve allegations of betting on professional and college sports by student-athletes and/or athletics department staff members at a handful of NCAA schools.
The proposed rule change would not be retroactive. If it is adopted, it would apply only to sports betting activities that occur after the effective date of the proposal.
“The enforcement staff’s sports betting-related caseload has significantly increased in recent years, and our staff — including our new sports betting integrity unit — has been effective in detecting and pursuing violations,” said Jon Duncan, NCAA vice president of enforcement.
The Association prioritizes competition integrity, which is vital to college sports. The NCAA uses a layered strategy to respond responsibly to the rise in sports betting across the United States by monitoring over 22,000 contests per year, advocating for limits on prop bets that pose heightened risks, reducing the potential for student-athlete abuse by aggrieved bettors, and creating greater transparency to assist with the timely investigation and resolution of integrity-related issues.
This layered approach includes the most recent agreement extension with Genius Sports to establish unprecedented betting restrictions on high-risk proposition bets. Sportsbooks licensing NCAA championship data must cooperate fully with NCAA investigations, including providing access to account data, financial history and geolocation records. This will allow the NCAA to work with the sportsbooks to gather detailed account information when harassers are identified to prevent repeat offenders from continuing to place bets across platforms, increasing safeguards to protect student-athlete mental health and well-being.
Latest News
Optimove and EveryMatrix Launch Real-Time Integration to Power Smarter Marketing for iGaming Operators

Optimove, the leader in Positionless Marketing, has announced a new integration with iGaming technology provider EveryMatrix.
EveryMatrix delivers modular and turnkey iGaming software, solutions, content and services across casino, sports betting, payments, and affiliate management to global tier-1 operators as well as newer brands. The integration enables shared operators to activate real-time marketing campaigns based on player behavior.
The collaboration introduces a custom integration allowing joint clients to stream real-time event data from EveryMatrix directly into Optimove. As part of Optimove’s platform, the integration empowers any marketer to launch personalized campaigns in real time, without dependency on technical teams. The result is faster execution, increased engagement, and higher player lifetime value.
“We are confident that with EveryMatrix’s powerful platform solutions, combined with our real-time capabilities, operators can realize a new level of speed and precision in marketing. This reflects the power of Positionless Marketing in action,” said Motti Colman, VP Revenue, Gaming at Optimove. “We’re giving operators the tools to act instantly on player behavior without waiting on analysts, engineers, or manual processes. It’s all about speed, personalization, and removing the bottlenecks that hold marketing teams back,” he concluded.
With the integration now live, operators can leverage Optimove’s real-time capabilities to trigger automated campaigns based on deposits, withdrawals, game behavior, and more. This helps deliver contextually relevant experiences at the exact moment players are most likely to engage.
Immediate marketing benefits iGaming operators can realize include:
- Welcome offers following a first deposit
- Instant reactivation messages after session abandonment
- Real-time loyalty rewards based on gameplay milestones
“This integration adds tremendous value for our operator partners,” said Kevin Furlong, Group CPO, EveryMatrix. “Combining our robust gaming infrastructure with Optimove’s Positionless Marketing platform with its real-time marketing engine allows our clients to deliver deeply personalized player experiences, when they matter most.”
The launch of real-time with EveryMatrix reflects the growing demand for agility and responsiveness in iGaming marketing. It also underscores the strength of the Optimove-EveryMatrix partnership and their shared commitment to helping operators deliver smarter, more dynamic campaigns.
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