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India Removed Its Biggest Revenue Line and Still Grew 17%. What a Casual Catalogue Actually Earns There.

Published on August 16, 2026

India's real-money gaming ban reset the world's largest games market by downloads around ads and casual play. What a licensed catalogue really earns there now. The 2026 Online Gaming Rules add obligations that reach non-money games too.

Every regional expansion deck has an India slide. It is always the same slide: a billion smartphones, the highest download volume on earth, a young population, cheap data. The slide has been broadly accurate for a decade and has still lost people money, because it describes an audience rather than a business.

What makes India worth revisiting now is not the audience. It is that the government deleted the category that produced most of the market's revenue, and the rest of the market kept growing anyway. That is an unusual natural experiment, and it tells you more about what a casual catalogue can earn in India than any download chart does.

📉 The Category That Paid for Everything Is Gone

The Promotion and Regulation of Online Gaming Act, 2025 received presidential assent on 22 August 2025. It prohibits online real-money games outright — stakes, wagers, entry fees paid in expectation of monetary return — and it does so without the skill-versus-chance distinction that Indian courts had spent years building. Fantasy sports, rummy, poker and the rest were swept in together. The Act also bans advertising those games and bans the financial rails that settle them.

The scale of what was switched off is genuinely large. Reporting at the time of the bill's passage, TechCrunch cited industry-body estimates — from the Federation of Indian Fantasy Sports, the All India Gaming Federation and the E-Gaming Federation, in a joint letter to the Prime Minister — of roughly ₹2 trillion (about $23 billion) in combined enterprise value, cumulative revenues near ₹310 billion, over 200,000 jobs at risk and more than 400 companies facing closure. Treat those as lobbying figures rather than audited ones. They come from the parties with the most to lose, and they were published to influence an outcome.

The independent measurement arrived later and is more useful.

📈 The Market Lost Users and Gained Revenue

Lumikai's State of India Interactive Media Report 2025, published in March 2026, is the first full read of the post-ban market. Two numbers in it matter more than the rest.

The first: the video games market, excluding the banned category, reached $1.5 billion and grew 17% year on year. The RMG category it replaced was around $2.3 billion. So the market did not merely survive the removal of its largest segment — the remaining part accelerated while the headline total fell.

The second: the player base went down. Lumikai counts 555 million gamers, a 9% fall from 609 million. Payer conversion held at 25%.

Read those together and you get the actual shape of the opportunity. India shed the users who were there to gamble, and the users who remained spent more on games. Lumikai projects $3.2 billion by CY30 at a 17% CAGR, with in-app purchases growing faster (19%) than advertising (13%).

That is a real market. It is also a small one relative to the population, and the next set of numbers explains why.

💵 The Three Figures That Decide Whether India Works for You

If you are sizing a portal, a licensing deal or a distribution push into India, these are the constraints. Everything else is narrative.

Downloads are free and abundant

Sensor Tower's India mobile game market insights put India at 8.45 billion game installs in FY 2024–25, the largest download market in the world by a wide margin. In-app purchase revenue across that same market: just over $400 million. Simulation, arcade, puzzle and tabletop titles dominate installs; shooter, casino and strategy titles take the IAP revenue. The genres that acquire and the genres that monetise are not the same genres.

Ad rates are the real ceiling

Lumikai reports an aggregate eCPM of $1.10 across formats, with rewarded video at $2.43. That gap is the single most actionable number in the report. Rewarded is worth more than double blended inventory, which means in India the format mix is not a tuning exercise — it is most of your revenue model.

Payers pay differently by genre

Casual ARPPU sits at $3 against $15 for mid-core, per the same report. A casual catalogue in India is an advertising business with a small purchase tail attached, not a purchase business with ads on top. Build the P&L that way from the start and the market makes sense. Build it the other way and you will spend a year explaining a shortfall.

📜 There Are Now Rules, and They Apply to Non-Money Games Too

This is the part most catalogue buyers have missed, because the headlines were all about the ban.

MeitY notified the Promotion and Regulation of Online Gaming Rules, 2026 on 22 April 2026, in force from 1 May 2026. As India Briefing's operator summary sets out, the framework creates the Online Gaming Authority of India and covers three categories: prohibited money games, e-sports, and online social games — games offered for entertainment, recreation or skill development with no stake. A subscription or one-time access fee is permitted, provided it is not a wager. That definition covers essentially every licensed casual title you would put on a portal.

What follows from being in scope:

  • Registration is conditional, not universal. It is mandatory for titles seeking e-sports recognition, and for categories of social games the Centre specifically notifies based on risk, scale and origin. No social-game category had been notified at the time of writing — but the machinery exists and can be switched on without new primary legislation.
  • Applications carry commercial disclosure. Game category, revenue model, target age group and user-safety measures. Approved providers receive a certificate valid up to ten years.
  • Safety features scale with risk profile: age verification and access restrictions, parental controls, time-use limits, fair-play monitoring.
  • Two-tier grievance handling. Internal first, escalation to the Authority within 30 days.
  • Payment facilitators must check registration status before processing. That obligation sits on your payment partner, which means your compliance position becomes their commercial risk.

None of this is onerous for a clean casual catalogue. All of it is expensive to retrofit in a hurry. If you are drafting an India distribution agreement now, the sensible move is to put the compliance obligation somewhere explicit rather than discovering later that neither party owns it.

⚖️ The Law Is in Force. It Is Not Yet Final.

The constitutional challenge is live. The Supreme Court Observer case tracker lists T.C.(C) No. 133/2025 before a three-judge bench — Chief Justice Surya Kant with Justices Joymalya Bagchi and V.M. Pancholi — still pending as of its July 2026 update, with a hearing listed for 5 August 2026. Petitioners argue the blanket ban fails Articles 14, 19(1)(g) and 21.

Coverage of this case has been inconsistent, and you will find outlets reporting a decisive mid-2026 ruling. The case tracker does not show a concluded constitutional challenge. Where the reporting conflicts, plan against the tracker: the ban is operative, the litigation is unresolved, and neither an overturn nor an affirmation should be load-bearing in your model. If your India business case only works when the ban is reversed, it is a bet on a court, not a business plan.

📺 The Advertising Vacuum Cuts in Both Directions

RMG platforms were among India's heaviest digital advertisers — programmatic video, OTT, social, and marquee cricket inventory. Removing them from the auction did two things at once.

It lowered competition for impressions, which is good if you are buying. It also removed a large block of demand from Indian ad inventory, which is bad if you are selling. The estimates of how much spend left vary by more than a factor of two: Indian advertising trade press through late 2025 and 2026 has put RMG's annual ad spend anywhere between roughly ₹4,000 crore and ₹10,000 crore, with broader projections of total long-term impact on the ad market running to ₹18,000–20,000 crore. Those are trade-press estimates from interested parties, not audited numbers, and the spread tells you how little consensus exists.

Do not build a plan on any single figure in that range. Do take the direction seriously: the demand side of Indian ad inventory got thinner, and a $1.10 blended eCPM is the number you are actually working with.

🎯 Where a Licensed Catalogue Genuinely Fits Here

Three placements survive contact with these economics.

Telecom and carrier surfaces. India's operator relationships already reach hundreds of millions of subscribers with billing attached. A games section inside an operator app monetises through bundling rather than eCPM, which routes around the ad-rate ceiling entirely. This is the most India-appropriate placement in the list, and it is worth reading alongside how operators evaluate telecom game portals generally.

Web portals aimed at retention, not reach. With acquisition this cheap and monetisation this thin, the variable that moves revenue is plays per user, not users. A licensed HTML5 catalogue that loads fast on a mid-range Android handset and needs no install is the correct instrument. A heavy web build is not.

Android where offline matters. India's install volume is real and the connectivity is uneven outside metros. Android titles that work without a live connection have a structural advantage that no amount of ad optimisation replicates.

🚫 Five Ways Operators Will Misread This Market

  1. Treating the download rank as a revenue signal. 8.45 billion installs and just over $400 million in IAP is not a market you enter for its purchase revenue. It is a market you enter for scale, with advertising and bundling as the mechanism.
  2. Assuming the ban freed up spending that flows to you. Displaced RMG players went to music streaming, micro-dramas and VPN-routed offshore platforms, per Lumikai's tracking — roughly one in three of them, by its estimate, toward offshore operators. They did not queue up for puzzle games.
  3. Running blended ad inventory and calling it monetised. At $1.10 aggregate against $2.43 rewarded, a catalogue with no rewarded placement is leaving more than half its per-impression value uncollected.
  4. Ignoring the social-games category because it is unregulated today. The notification power exists. Building age verification and grievance handling after a category is notified costs several times what building it now does.
  5. Localising to Hindi and stopping. India is not one market, and a single-language localisation pass buys you a fraction of the addressable audience. If you are doing this properly, sequence it deliberately rather than by instinct.

🎮 Where Forestry Games Fits

Forestry Games has licensed games since 2017 and maintains a catalogue of 1,049 titles across HTML5 and Android, sold to operators, publishers, telecom companies and brands. For a market with India's economics — high volume, low per-user revenue, meaningful compliance overhead — licensing an existing catalogue rather than commissioning original development keeps content cost fixed while you find out what the traffic is actually worth. You can review the full catalogue or the monetization options directly.

🧭 What to Do Before You Commit Budget to India

Model the market at $1.10 blended eCPM and a $3 casual ARPPU, not at the numbers from your home market. If the plan does not clear its costs at those figures, it does not clear them at all, and no amount of extra traffic fixes a per-unit problem.

Then decide which of the three placements you are actually pursuing, because they need different products. Carrier bundling needs a catalogue and a billing relationship. Ad-funded web needs load time and rewarded placements. Android-offline needs titles built for it. Trying all three at once is the failure mode that makes India look like a bad market when it was a bad plan.

And put the compliance question in writing before signing anything. The Rules have been in force since 1 May 2026, the Authority exists, and the notification power over social games has not been used yet. "Not yet" is a reasonable thing to plan around. It is not a reasonable thing to assume permanently.