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Second Chamber, Greg Ciach’s new studio, will specialize in creating AA games of a new genre
Greg Ciach and Krzysztof Czulec established Second Chamber, a studio dedicated to creating double-A games in the genre of Wanderer Adventure Game (WAG), which allows you to experience adventures in a world that lives independently of the player. WAGs will be constructed modularly, which will allow optimization of the production costs of subsequent titles. Ultimately, the company will be listed on NewConnect instead of Pixel Crow Games.
Second Chamber will be a company operating in the area of AA games. Grzegorz Ciach and Krzysztof Czulec, who run the company, are experienced specialists, previously associated with Techland, Amber Studio, and Platige Image, among others. The project is co-created by triple-A game developers who have worked on world-class hits (The Division, The Division 2, Frostpunk, Frostpunk 2, Pure Farming 2018, Motorstorm, Torment: Tides of Numenera, Mortal Kombat 11, Gamedec, Sniper Contracts 2, Medal of Honor, The Sims and FIFA). Other key players in the project will be revealed after their binding contracts expire.
As the result of the review of strategic options, Movie Games together with the president of Pixel Crow Games Damian Gasiński, and the chairman of the Supervisory Board of Pixel Crow Games Maciej Miąsik, decided, for the benefit of the cooperation, upon the sale of shares in the daughter company to the new managers of Second Chamber.
The new entity will receive support from Movie Games in the form of opportunities to use Pixel Crow Games for the development of the studio. The creators of Second Chamber will become the owners of Pixel Crow Games. Following the closing of the transaction, Movie Games will hold a 12.5% stake in the new entity.
“As a result of the current review of strategic options, Pixel Crow Games’ debts have been discharged, and thus significant funds will return to the Movie Games capital group. Subsequently, Movie Games will no longer consolidate the losses of Pixel Crow Games resulting from the reverse acquisition, which will have a significant impact on the consolidated result of the capital group,” comments Mateusz Wcześniak, president of the Movie Games capital group. “Most importantly, we will have shares in a large project, which will include world-renowned specialists. Movie Games will not only play an advisory role but will also be a beneficiary of the know-how that will appear in the capital group,” Wcześniak adds.
On behalf of Movie Games, Mateusz Wcześniak (new Chairman), Dr. Kamil Gemra, and Piotr Gnyp will sit on the Supervisory Board of Second Chamber.
Legendary gaming journalist Dariusz Michalski, or “Sir Haszak,” will also join the Supervisory Board. He was associated with cult Polish gaming magazines such as “Bajtek”, “Top Secret” and “Gambler”.
“The involvement of top Movie Games managers in the supervisory body is a reflection of the high faith in the long-term effects of the appearance of such an experienced project in the capital group,” explains Dr. Kamil Gemra, Chairman of the Supervisory Board of Movie Games.
Second Chamber has created a three-stage development plan for approx. 5 years, modeled on such specialized developers as Paradox Development Studio, which became the pioneer and leader of the grand strategy genre. Second Chamber will operate in the area of the genre it has identified.
“There is an as-yet-unnamed type of game on the market that attracts millions of players. It is represented, for example, by Mount&Blade 2: Bannerlord or Sid Meier’s Pirates. These titles have more in common than just loyal fans and great reviews. The set of genre features that connect them allows you to experience a great adventure in a vibrant, multi-layered world. However, these games are still described with a set of generalities: RPG, survival, open world, simulation, etc. Second Chamber has its own name for the genre: Wanderer Adventure Game,” says Greg Ciach, CEO of Second Chamber. “Using a strategically planned modular production process, we plan to define its features, iteratively produce larger and larger titles and dominate the genre in less than a decade, so that every new title released in this area will be compared to our games.”
The main features of Wanderer Adventure Game titles are:
- a committed gaming community, producing many mods and ensuring the long life of games;
- open world cheaper to produce than competing solutions thanks to the symbolic representation of the journey on a visual map instead of a fully modeled world;
- emergent gameplay and narrative, i.e. scenarios and situations that naturally result from the actions of the player and the game’s NPCs living their own lives;
- the sandbox nature of the game, allowing you to play dozens of unique campaigns lasting hundreds of hours;
- a narrative mode that supports the sandbox, in which the player receives a compact, several-hour story that uses the same systems.
Initially, the studio is going to have 40 employees. Then, within three years, it will develop a second team and increase the staff to approx. 100, in order to lead three teams with a total of about 150 people within five years. The first game will be a test of the modular approach to the production of games in the genre. It will be followed by a game that will serve to develop and polish the tools. The third title is to define the genre and to establish Second Chamber as its dominant force.
Movie Games will provide support through its managers in the field of marketing, production, and quality control. Cooperation will be carried out as early as the concept stage to ensure full synergy and coordination of activities in every area.
“For Movie Games, this is another step on the path of implementing the strategy of moving the company towards the AA area, which was announced some time ago. This, apart from the huge monetization potential of such titles, will ultimately significantly distinguish us on a market rich in companies creating indie games,” says Mateusz Wcześniak, President of the Management Board of Movie Games.
“You can observe that the current game dev market is saturated with indie companies. Observation of listed companies, on the other hand, shows that AA studios are more frequently noticed and appreciated. Therefore, the cooperation around Second Chamber fits in with our business strategy,” comments Dr. Kamil Gemra.
“I met Greg a few years ago while working for another publishing house. We always wanted to work together, so when I heard that he was going to set up his own studio, I immediately thought of Movie Games as a capital group providing an opportunity to implement such ideas. I am glad that after several weeks of talks, this idea is becoming a reality,” says Piotr Gnyp, CMO Movie Games.
For some time now Second Chamber has been quietly recruiting for its first production.
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Amusnet Launches Golden Coins Link

Amusnet has launched its latest jackpot system – Golden Coins Link, designed to elevate player excitement and enhance operator performance. Seamlessly integrated into five popular slots, this progressive system introduces more frequent jackpot opportunities and dynamic features – an exhilarating gaming experience filled with thrills and the potential for significant rewards.
Golden Coins Link reflects Amusnet’s commitment to delivering high-quality, player-centric solutions that help its global network of partners grow and succeed in a competitive landscape. With its captivating gameplay mechanics and seamless integration, the system is set to provide a fresh layer of excitement across online casino portfolios.
At the heart of Golden Coins Link is the Hold & Spin bonus, where players collect special symbols with the chance to unlock big wins. Filling the grid activates the Multiplier Wheel, offering the opportunity to multiply winnings up to 10x or hit one of the top-tier Major or Grand jackpots. Compared to other jackpot systems, Golden Coins Link stands out with its higher frequency of triggering, delivering a more thrilling and rewarding experience.
Golden Coins Link is currently available in five fan-favourite titles:
• 40 Power Hot Golden Coins Link
• Art of Gold Golden Coins Link
• 40 Bulky Fruits Golden Coins Link
• 100 Bulky Fruits Golden Coins Link
• 40 Extra Crown Golden Coins Link
These titles combine familiar themes with the excitement of the new jackpot system, offering players a fresh take on their favourite games.
With its engaging mechanics and business-driving benefits, Golden Coins Link empowers operators to boost retention, increase playtime and maximise revenue.
The post Amusnet Launches Golden Coins Link appeared first on European Gaming Industry News.
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Legalizing Online Casino Gaming Could Generate Over $18 Billion in Tax Revenue to US States

Legalizing online casino gaming could add $18.4 billion to US state budgets, a new study says.
The report, conducted by online casino comparison site BonusFinder.com, analyzed tax revenue generated by online casinos across the seven US states where they are already legal — Connecticut, Delaware, Michigan, New Jersey, Pennsylvania, Rhode Island, and West Virginia — to estimate the total economic impact.
Based on average per-adult spending of $262.40 in those markets, the researchers estimated how much revenue the remaining 44 jurisdictions, including Washington D.C., could generate if they adopted similar legislation.
In total, the study estimated that the states are leaving up to $62 billion in gross revenue on the table.
With a 30% tax rate — an average of the seven states with legal online casino gaming— this would translate into $18.4 billion in tax income annually. Even with a more conservative tax rate of 20%, the figures could reach $12.3 billion.
California is estimated to be missing out on the most — with the analysis showing that its adult population of approximately 31 million could generate up to $2.4 billion in annual tax revenue.
“These numbers highlight two problems,” said Luciano Passavanti, Vice President at BonusFinder.com. “States are missing out on billions in tax revenue, and consumers are being pushed to platforms that don’t offer the same safety, accountability, or responsible gaming tools as licensed operators.”
This concern is backed by a recent report from research firm Yield Sec, which found that 74% of gross gaming revenue in the US in 2023 — totaling $67.1 billion — came from unlicensed, illegal, and unregulated operators.
That means the vast majority of online gambling activity is still happening outside state oversight — costing governments billions in potential tax income and leaving players vulnerable.
“The demand for online casino gaming already exists — but right now, the money is flowing offshore,” Passavanti added. “States that act now have the chance to bring that revenue back into their own economies, and to do so responsibly.”
States where online casino gaming is already legal are directing the funds into essential public services. In Michigan, more than $400 million from iGaming taxes, which includes both online sports betting and online casinos, went to the School Aid Fund, $4 million to the First Responder Presumed Coverage Fund and $3.7 million to the state’s agricultural and equine development programs.
Beyond the financial upside, regulated online casino markets allow states to implement age verification, deposit limits, and self-exclusion tools, offering far stronger consumer protections than offshore operators.
“With over $18 billion in annual tax revenue potentially at stake, the case for legalization is becoming harder to ignore.” Passavanti said.
“As states continue to explore ways to balance budgets and modernize outdated gambling laws, regulated online casinos could offer both financial upside and meaningful consumer protections — if policymakers are ready to act.”
The post Legalizing Online Casino Gaming Could Generate Over $18 Billion in Tax Revenue to US States appeared first on European Gaming Industry News.
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SPORTFIVE Expands Global Media Production Services With Athlete-Focused Division

SPORTFIVE, a leading international sports marketing agency, has announced the continued growth of its global media production services, reinforcing its position as a creative and strategic partner to rightsholders, brands and athletes worldwide.
An Integrated Approach To Athlete Content
With increasing demand for high-quality, digital-first storytelling across sport, SPORTFIVE has scaled its production capabilities across multiple markets – enhancing its ability to deliver original content, multi-platform campaigns, and athlete-led narratives at speed and at scale. As part of this evolution, the agency has brought together and formalized its athlete content expertise into a focused division dedicated to developing and producing bespoke media products for talent: the Global Athlete Media House. Integrated within SPORTFIVE’s broader production offering, this team delivers tailored strategies and cross-channel content that supports athletes in building long-term personal brands.
SPORTFIVE has long been a trusted partner for athletes seeking to strengthen their presence beyond the pitch, court, or track. From building digital identities and launching social media profiles, to producing documentaries and long-form content, the agency has played a pivotal role in helping athletes engage fans and position themselves as global media personalities.
Notable work includes Jürgen Klopp’s Instagram launch (@Kloppo), Manuel Neuer’s entry into the Chinese market via Weibo and Xiaohongshu, and Rio Ferdinand’s Tipping Point documentary with Amazon Prime Video. More recently, SPORTFIVE supported the Becker Petkovic Podcast, launched during the 2025 Australian Open, which quickly became one of the most popular tennis podcasts in German-speaking markets.
The Global Athlete Media House builds on this foundation, offering services across four key pillars:
Social Media
Custom content and platform strategy tailored to each athlete’s brand and audience.
Podcast Formats
Concept development, production, and distribution of athlete-hosted audio and video formats.
Off-Court PR
Media activations and storytelling designed to extend athlete relevance beyond competition.
Original Content
From branded videos to full-scale documentaries, creating high-quality stories that resonate globally.
These services are available not only to SPORTFIVE-represented athletes, but also to brands, rightsholders, and external talent seeking strategic, athlete-first media production.
“Athletes today are more than just sports professionals – they are brands, creators, and entrepreneurs. At SPORTFIVE, we recognized early on that authentic, high-quality content is essential for building long-term athlete brands. With the Global Athlete Media House, we are taking the next step by combining our expertise and services in one department. This provides not only our own athletes with a range of services but also extends these to external partners.” said Ron Wiegand, Senior Vice President Global Athlete & Team Marketing, SPORTFIVE.
The post SPORTFIVE Expands Global Media Production Services With Athlete-Focused Division appeared first on European Gaming Industry News.
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