
Eneba
A newly established store for digital games.
Date | Investors | Amount | Round |
---|---|---|---|
- | investor investor investor investor investor | €0.0 | round |
investor | €0.0 | round | |
investor | €0.0 | round | |
* | $8.0m | Series A | |
Total Funding | 000k |
USD | 2019 | 2020 | 2021 | 2022 | 2023 |
---|---|---|---|---|---|
Revenues | 0000 | 0000 | 0000 | 0000 | 0000 |
% growth | - | 81 % | 223 % | 51 % | 14 % |
EBITDA | 0000 | 0000 | 0000 | 0000 | 0000 |
Profit | 0000 | 0000 | 0000 | 0000 | 0000 |
EV | 0000 | 0000 | 0000 | 0000 | 0000 |
EV / revenue | 00.0x | 00.0x | 00.0x | 00.0x | 00.0x |
EV / EBITDA | 00.0x | 00.0x | 00.0x | 00.0x | 00.0x |
R&D budget | 0000 | 0000 | 0000 | 0000 | 0000 |
Source: Dealroom estimates
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Eneba operates as a digital marketplace focused on the video game industry, established in 2018 by Lithuanian entrepreneurs Vytis Uogintas and Žygimantas Mikšta. The founders, leveraging their prior experience from building the travel technology company Helis Play, identified an opportunity within the gaming e-commerce sector. Their shared passion for gaming fueled the creation of a platform designed to offer a secure and accessible environment for digital game key transactions.
The company's business model is centered on creating a multi-sided platform that serves gamers, game publishers, and third-party sellers. For consumers, Eneba functions as a one-stop-shop, providing a broad catalog of digital goods including game keys for various platforms like Steam, Xbox, and PlayStation, as well as downloadable content (DLCs), and in-game currencies. The primary revenue stream is derived from a commission or service fee applied to transactions conducted on the platform, a common practice in digital marketplaces. This model allows for competitive pricing, often presenting deals that are below the standard retail price.
Eneba positions itself as an alternative distribution channel for game publishers, offering access to new markets and demographics without the overhead of managing a proprietary storefront. For third-party sellers, the platform provides the necessary tools and API integrations to list their game key inventory and reach a large, targeted audience of gamers. The company has reported a significant user base, growing from 5 million in 2021 to over 10 million registered users. This growth was supported by substantial venture capital funding, including a $33 million round in 2021 led by Practica Capital and Inovo Venture Partners, aimed at international expansion and localization efforts.
Keywords: digital marketplace, video games, game keys, e-commerce, third-party sellers, digital distribution, gaming community, PC gaming, console gaming, in-game currency