Katana Inu is a fast-paced premium AA multiplayer action game with grappling hook, double jump, and fluid skill chains. Five years in development. Currently in Open Beta Demo on Steam. 100% original IP. Built for the 3+ billion mainstream gamers first, with an optional Web3 monetization layer on top.
We are raising $5–6M for 10% equity at a $50M pre-money valuation — the same valuation as our 2021 seed, but with five years of finished product behind it. This is growth capital for global marketing and platform expansion. Not survival capital.
On stage in Dubai 2022, I said it out loud: build a game purely for FUN first. Everything else, Web3, token, NFTs, comes after. That was the original plan, and we executed exactly on that.— Marwan Haddad, Founder
The mainstream gaming market is $190B+ with 3.1B gamers worldwide. Any project that tries to convert the small crypto audience first is fighting over scraps.
Think of Web3 as an optional premium cosmetic layer — like Steam's marketplace or Epic's V-Bucks, but with true digital ownership. Players who don't care about blockchain never notice it. Players who do, love it. It doesn't affect the core game. Two distinct monetization channels from the same product — traditional F2P revenue plus a digital ownership premium for the players who want it.
This is the Web2.5 thesis: the seamless intersection where mainstream gamers play a great game, and crypto-native players unlock extra value on top of it.
Most Web3 gaming projects put the token economy before the game. We inverted this. The game is built first. The Web3 layer is an optional monetization booster. This is how you build retention — and how you build a company that doesn't collapse when token prices move.
Brawlhalla (acquired by Ubisoft) · Fall Guys (acquired by Epic Games for ~$100M) · Stumble Guys (mid-core F2P multiplayer) · Mortal Kombat (ongoing franchise). Katana Inu targets the same mass-market F2P multiplayer audience — original IP, multiple game modes, cosmetic-only monetization.
A fast-paced multiplayer action game with sword + ability combat, original anime-inspired aesthetic, and a full eSports tournament structure built into the game.
| Platform | Status | Notes |
|---|---|---|
| PC (Steam) | ✅ Live — Open Beta Demo | Free-to-play, playable now |
| Web3 Launcher | ✅ Live — Custom Launcher | No Steam required · wallet + music built-in |
| Epic Games Store | ⚡ After raise | Target Q3 2026 |
| PlayStation 5 | ⚡ After raise | Target Q1 2027 |
| Mobile (iOS / Android) | ⚡ After raise | Target Q2 2027 |
| Mode | Description | Status |
|---|---|---|
| 1v1 Duel | Ranked sword combat for skilled players | ✅ Live |
| 3v3 Squad | Tactical team-based action on small maps | ✅ Live |
| Free-For-All | 8-player open arena, fast respawn | ✅ Live |
| Battle Royale | Large open-world map, up to 100 players | ✅ Live |
| Tutorial | Onboarding for new players | ✅ Live |
| Zombie Mode | Co-op PvE survival | ⚡ After raise |
| Squad PvE | Story-driven mission co-op | ⚡ After raise |
| Tournament Mode | Bracketed competitive with prize pools | ⚡ After raise |
All content is handmade. No procedural generation. No asset-flips. Five years of focused production.
Three classes. One cohesive universe. Every character is handcrafted with unique visual identity, signature weapons, and a distinct playstyle — built for depth, not just aesthetics. 100% original IP.





All classes are equally balanced in raw power. This creates franchise extensibility: animated series, comics, merchandise, cross-IP collaborations.
3D High Quality Characters · All Original IP
We've integrated an invisible blockchain infrastructure layer (Thirdweb) that gives players digital asset ownership without friction. Email/Google login creates a wallet automatically. Players who don't want crypto never see it. Players who do, unlock a premium cosmetic economy — similar to Steam Marketplace, but with true ownership.
This is how you extract more value from engaged players without alienating casual users. The top 5–10% of a game's playerbase typically drives 50%+ of revenue — our Web3 layer targets exactly this high-value segment.
All of this organic. 15K+ Steam downloads + 25K+ Steam visitors — paid $0, only with our community.
Every follower, download, and dollar of revenue was generated through community, KOL network, and organic product quality. The launch engine starts when the raise closes.
| Allocation | % | Amount |
|---|---|---|
| Marketing & User Acquisition | 60% | $3.0M – $3.6M |
| Game Development Sprint Zombie Mode · Squad PvE · Console port | 20% | $1.0M – $1.2M |
| Strategic Hires (C-Level) | 10% | $500K – $600K |
| Platform Expansion Epic Games Store · PS5 certification · Mobile | 10% | $500K – $600K |
This is growth capital, not survival capital. The product is finished. We need the launch engine.
In 2021 we raised $7.75M with just a trailer. Today we have a full product, 100K+ community, $3M+ revenue, and 5 years of execution behind us, at the same valuation. Do the math.
Brawlhalla (acquired by Ubisoft, multi-million MAU F2P fighter) · Fall Guys (acquired by Epic Games ~$100M, cosmetic-only F2P) · Stumble Guys (Scopely, similar casual multiplayer model). Katana Inu targets the same mass-market F2P multiplayer audience with a more polished, skill-based product and broader platform coverage.
Open Beta is live on Steam. The game is built. The community is real. If you see what we see, let's talk.
This document is informational only. It does not constitute an offer to sell securities or a solicitation to invest. Any investment in early-stage gaming ventures carries significant risks including but not limited to: market volatility in the gaming sector, regulatory uncertainty, execution and launch risk, and reliance on third-party platforms (Steam, Epic Games, Sony).
Forward-looking statements throughout this document reflect current intentions and are not guarantees. Prospective investors should conduct independent due diligence with qualified legal, financial, and tax advisors before making any decision.
Past performance, including the 2021 raise and historical FDV, is not indicative of future results.