Gameram’s cover photo
Gameram

Gameram

Technology, Information and Internet

Our goal is to unite players around the world with their own tastes, preferences, and game styles.

About us

Our matching platform helps gamers easily find gaming friends and teammates based on their preferences and goals!

Industry
Technology, Information and Internet
Company size
11-50 employees
Headquarters
Paphos
Type
Privately Held
Founded
2020

Locations

  • Primary

    Leoforos Ellados 58

    Office 303, Tamiel Centre

    Paphos, 8021, CY

    Get directions

Employees at Gameram

Updates

  • At Gameram, we believe genuine connection starts within our own team. Our app’s mission is to bring people together through games, and we strive to create that same sense of camaraderie in our workplace. Here’s a moment between two of our colleagues sharing a laugh, a reflection of the collaboration, positivity, and connection that drives everything we do at Gameram. ✨ #TeamCulture #GamingCommunity #Collaboration #Gameram #SocialGaming

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  • According to Rob Fahey, contributing editor at GamesIndustry.Biz, handheld gaming is back but success is still rare. Once dismissed after the smartphone boom, handheld gaming has made a strong comeback thanks to the Nintendo Switch. Now, Sony, Valve corporation, Asus and others are trying to capture the same magic. Yet despite the hype, this remains a tough market to win. Outside Nintendo, few have found traction. The PlayStation Vita sold just 14 million units, the Steam Deck under 5 million, and most new PC handhelds move in the thousands, not millions. Enthusiast love doesn't always translate into success. Valve has made the Steam Deck work by deepening user engagement with Steam, prioritsing it over hardware volume. For companies like Microsoft, partnering on Game Pass access may be smarter than launching new hardware. The handheld boom shows how fast gaming trends can swing back, but also how few can truly turn excitement into scale. Read more of Fahey's insights here: https://lnkd.in/eQzn3Cvy

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  • The latest PocketGamer.biz Top 50 mobile game makers list highlights the most influential developers and publishers over the past year, with Century Games, Take-Two Interactive, and DeNA leading the rankings. The list features 8 new entries and 5 returning companies, reflecting both innovation and comebacks in the mobile sector. After a challenging period for the games industry, mobile gaming has returned to growth, driven by new hits, revived titles, and successful pivots, particularly in hypercasual games. M&A activity continues, with companies evolving under new banners or scaling past previous successes. This year’s list celebrates innovators, rising stars, and resilient developers, signaling that mobile gaming is regaining momentum and reshaping its top-grossing charts! See the full list here: https://lnkd.in/eE2zrP5k #MobileGaming #GameDev #GamingIndustry #Top50Games #InnovationInGaming #MobileGames #GameMakers

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  • At Gameram, people are at the heart of everything we do and that includes not only our users but our team as well. Our app is all about connecting gamers worldwide, and it’s equally important that we foster that same sense of connection and collaboration within our own team! Here’s a snapshot of our team hard at work collaborating, innovating, and driving our mission forward. #TeamCulture #GamingCommunity #Collaboration #Innovation #Gameram #GameDevelopment #SocialGaming

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  • In a recent PCGamesN feature, Ben Sledge explores insights from Patrick Söderlund, former Executive Vice-President at Electronic Arts (EA) and now CEO of Embark Studios, the team behind Arc Raiders. He discusses how several former EA and DICE executives and developers left the industry giant to form Embark Studios. Their motivation? To find greater creative freedom and autonomy outside the large-scale studio structure. Söderlund reflects on his time at EA, where large projects often grew to nearly a thousand developers in an effort to meet tight deadlines, a strategy he now describes as counterproductive to quality and creativity. At EA, he explains, the answer to production pressure was often to ‘just put more people on it’. At Embark, he and his team have embraced a smaller, iterative approach, even delaying and reworking Arc Raiders when early builds didn’t meet expectations. That decision led to a full pivot from a PvE format to a competitive extraction shooter, with playtests since receiving strong positive feedback. This evolution reflects a wider industry trend: as development scales up, creative leaders are increasingly looking for leaner, more adaptive ways of working. 👉 Read more here: https://lnkd.in/gU2mZKRK #GameDevelopment #IndieGameDev #CreativeLeadership #GameIndustry #InnovationInGaming #ArcRaiders

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  • What began as Fortnite: Save the World morphed into a battle royale that introduced millions to the genre. Later, it evolved again into a full user-generated content platform, rivaling Roblox in scope and ambition. Now, Epic Games is pushing that vision further. Starting this December, creators can sell in-game items directly from their islands. Until the end of 2026, creators keep 100% of V-Bucks sales (about 74% of retail value). From 2027, that drops to 37%, which is less than a standard in-app purchase return- sparking questions about long-term sustainability. Discovery is shifting too: sponsored rows let creators bid for visibility, while new Fortnite Creator Communities give them a built-in alternative to Discord. The competition between Fortnite and Roblox is intensifying, and how each platform balances creator incentives vs. platform economics will shape the future of UGC. Read more here from Paige Cook at PocketGamer.biz : https://lnkd.in/eD5Ebn64 #Fortnite #EpicGames #UGC #CreatorEconomy

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  • In a recent piece for PocketGamer.biz, Brandon Newquist explains how he took his game from an idea, to 1,000 players- without writing a single line of code. 📱 Drawing inspiration from the blow up of NYT Wordle, Newquist saw an opportunity to create a daily puzzle game with storytelling at its core. From here, he created daily riddle game 'The Sphinx Riddle', hosted by a mysterious Sphinx. Instead of learning to code, Newquist leaned into the rise of AI agents, with Cursor handling the back-end logic, visual-first tools like Lovable and Bolt polishing the front end, and GPT 4.1 mini powering a custom hint system. Newquist paired striking AI-generated Sphinx art with riddles on TikTok to grow his game, driving thousands of impressions per post. 📈 What’s interesting isn’t just the clever use of AI. It’s the broader signal: the barrier to launching creative products has never been lower. With the right tools, solo creators can prototype, test, and scale ideas faster and cheaper than ever before. In an industry once defined by high budgets and big studios, a single creator can now capture an audience with little more than curiosity and persistence. Read more here: https://lnkd.in/ewy4dKTm

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  • FreePlay just crossed 2 billion downloads across 60+ titles in only 5.5 years and their success highlights the rise of hybridcasual games. Hybridcasual games (mixing casual accessibility with midcore depth) now drives 30% of FreePlay’s revenue. This pivot also sees 15-50% of their revenue coming from in-app purchases, a big rise from 3-5% in earlier games. FreePlay's head of publishing, Ivan Spijarskiy credits much of their success to their focus on high-quality ad creatives- with clear, engaging and concise ads driving installs and monetisation. As they set their sights on 5 billion downloads, FreePlay has several new hyprid projects in development. (Great insights from Aaron Astle at PocketGamer.biz and FreePlay’s Ivan Spijarskiy: https://lnkd.in/eE96U6St )

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  • In case you haven't seen it yet- we've launched something new in Gameram: Quests. Quests are simple challenges, like completing your profile or making your first post. Each one unlocks rewards like shiny badges and wallpapers to make your profile stand out and turn everyday actions into progress you can see. Early results show a clear lift in engagement, but the best part? Seeing how our community is responding with energy and excitement: taking part, celebrating milestones, and enjoying the experience together. That's when a feature becomes something more- behind every metric there are real users excited by and enjoying our new features. 🙌 #Gameram #Gamification #Community #Growth

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Similar pages

Funding

Gameram 4 total rounds

Last Round

Seed

US$ 3.9M

See more info on crunchbase