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New venture firm The-Wolfpack takes a fresh approach to D2C startups

The-Wolfpack’s co-founders, Toh Jin Wei, Tan Kok Chin and Simon Nichols

The-Wolfpack’s co-founders, Toh Jin Wei, Tan Kok Chin and Simon Nichols (Image Credit: The-Wolfpack)

The COVID-19 pandemic has hit the consumer, leisure and media companies hard, but a new venture firm called The-Wolfpack is still very upbeat on those sectors. Based in Singapore, the firm was founded by former managing directors at GroupM, one of the world’s largest advertising and media companies, and plans to work very closely with each of its portfolio companies. Its name was chosen because they believe “entrepreneurs thrive best in a wolfpack.”

The-Wolfpack’s debut fund, called the Wolfpack Pioneer VCC, is already fully subscribed at $5 million USD, and will focus on direct-to-consumer companies, with plans to invest in eight to 10 startups. The firm is already looking to raise a second fund, with a target of $20 million SGD (about $14.9 million USD) and above, and will set up another office in Thailand, with plans to expand into Indonesia as well.

The-Wolfpack was founded by Toh Jin Wei and Simon Nichols, who met while working at GroupM, and Tan Kok Chin, a former director at Sunray Woodcraft Construction who has worked on projects with Marina Bay Sands, Raffles Hotel and the Singapore Tourism’s offices.

In addition to providing financial capital, The-Wolfpack wants to build ecosystems around its portfolio companies by connecting them with IP owners, digital marketing experts, content producers and designers who can help create offline experiences. It also plans to invest in startups based on opportunities for them to collaborate or cross-sell with one another.

Toh told TechCrunch that formal planning on The-Wolfpack began at the end of 2019, but he and Nichols started thinking of launching their own business five years ago while working together at GroupM.

“Our perspective on what the industry needed was similar — strategic investors who truly knew how to get behind D2C founders,” Toh said.

The COVID-19 pandemic and its economic impact has hurt spending in The-Wolfpack’s three key sectors (consumer, leisure and media). But it also presents opportunities for innovation as consumer habits shift, Nichols said.

For example, even though consumer spending has dropped, people are still “drawn towards brands that build towards higher-quality engagements,” he said. “There is a real business advantage for D2C brands who’ve recognized this shift and know how to act on it.”

The-Wolfpack hasn’t disclosed its investments yet since deals are still being finalized, but some of the brands its debut fund are interested in include one launched by an Australian makeup artist who wants to scale to Southeast Asia, and an online gaming company whose ecosystem includes original content, gaming teams and studios. The-Wolfpack plans to help them set up a physical studio to create an offline experience, too.

“Typically brands have talked at customers, but it’s become a two-way conversation, and startups who get D2C right have a real potential for exponential growth that’s worth investing in,” said Toh.

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Google-backed Chinese truck-hailing firm Manbang raises $1.7 billion

The Chinese Uber for trucks Manbang announced Tuesday that it has raised $1.7 billion in its latest funding round, two years after it hauled in $1.9 billion from investors including SoftBank Group and Alphabet Inc.’s venture capital fund CapitalG.

The news came fresh off a Wall Street Journal report two weeks ago that Manbang was seeking $1 billion ahead of an initial public offering next year. The company declined to comment on the matter, though its CEO Zhang Hui said in May 2019 that the firm was “not in a rush” to go public.

Manbang said it achieved profitability this year. Its valuation was reportedly on course to reach $10 billion in 2018.

The company, which runs an app matching truck drivers and merchants transporting cargo and provides financial services to truckers, was formed from a merger between rivals Yunmanman and Huochebang in 2017. It was a time when China’s “sharing economy” craze began to see consolidation and shakeup.

The latest financing again attracted high-profile backers, including returning investors SoftBank Vision Fund and Sequoia Capital China, Permira and Fidelity, a consortium that co-led the round. Other participants were Hillhouse Capital, GGV Capital, Lightspeed China Partners, Tencent, Jack Ma’s YF Capital and more.

The company has other Alibaba ties. Its CEO Zhang, who founded Yunmanman, hailed from Alibaba’s famed B2B department where Manbang chairman Wang Gang also worked before he went on to fund ride-hailing giant Didi’s angel round.

Manbang claims its platform has more than 10 million verified drivers and 5 million cargo owners. The latest funding will allow it to further invest in research and development, upgrade its matching system and expand its service capacity to functions like door-to-door transportation.

Sequoia is quite bullish about truck-hailing as it made its sixth investment in Manbang. For Permira, a European private equity fund, the Manbang investment marked the China debut of its Growth Opportunities Fund.

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YC-backed Cashfree raises $35.3 million for its payments platform

Cashfree, an Indian startup that offers a wide-range of payments services to businesses, has raised $35.3 million in a new financing round as the profitable firm looks to broaden its offering.

The Bangalore-based startup’s Series B was led by London-headquartered private equity firm Apis Partners (which invested through its Growth Fund II), with participation from existing investors Y Combinator and Smilegate Investments. The new round brings the startup’s to-date raise to $42 million.

Cashfree kickstarted its journey in 2015 as a solution for restaurants in Bangalore that needed an efficient way for their delivery personnel to collect cash from customers.

Akash Sinha and Reeju Datta, the founders of Cashfree, did not have any prior experience with payments. When their merchants asked if they could build a service to accept payments online, the founders quickly realized that Cashfree could serve a wider purpose.

In the early days, Cashfree also struggled to court investors, many of whom did not think a payments processing firm could grow big — and do so fast enough. But the startup’s fate changed after Y Combinator accepted its application, even though the founders had missed the deadline and couldn’t arrive to join the batch on time. Y Combinator later financed Cashfree’s seed round.

Fast-forward five years, Cashfree today offers more than a dozen products and services and helps over 55,000 businesses disburse salary to employees, accept payments online, set up recurring payments and settle marketplace commissions.

Some of its customers include financial services startup Cred, online grocer BigBasket, food delivery platform Zomato, insurers HDFC Ergo and Acko and travel ticketing service provider Ixigo. The startup works with several banks and also offers integrations with platforms such as Shopify, PayPal and Amazon Pay.

Based on its offerings, Cashfree today competes with scores of startups, but it has an edge — if not many. Cashfree has been profitable for the past three years, Sinha, who serves as the startup’s chief executive, told TechCrunch in an interview.

“Cashfree has maintained a leadership position in this space and is now going through a period of rapid growth fuelled by the development of unique and innovative products that serve the needs of its customers,” Udayan Goyal, co-founder and a managing partner at Apis, said in a statement.

The startup processed over $12 billion in payments volumes in the financial year that ended in March. Sinha said part of the fresh fund will be deployed in R&D so that Cashfree can scale its technology stack and build more services, including those that can digitize more offline payments for its clients.

Cashfree is also working on building cross-border payments solutions to explore opportunities in emerging markets, he said.

“We still see payments as an evolving industry with its own challenges and we would be investing in next-gen payments as well as banking tech to make payments processing easier and more reliable. With the solid foundation of in-house technologies, tech-driven processes and in-depth industry knowledge, we are confident of growing Cashfree to be the leader in the payments space in India and internationally,” he said.

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The promise and challenge of Roblox’s future in China

In a much-anticipated move, California-based gaming firm Roblox filed to go public last week. One aspect driving the future growth of the children- and community-focused gaming platform is its China entry, which it fleshes out in detail for the first time in its IPO prospectus.

Like all gaming companies entering China, Roblox must work with a local publishing and operations partner. And like Riot Games, Supercell, Epic Games, Activision Blizzard, Ubisoft, Nintendo and many more, Roblox chose Tencent, the world’s largest gaming firm by revenue, according to Newzoo.

The partnership, which began in 2019, revolves around a joint venture in which Roblox holds a 51% controlling stake and a Tencent affiliate called Songhua owns a 49% interest. The prospectus notes that Tencent currently intends to publish and operate a localized version of the Roblox Platform (罗布乐思). Internationally, the platform allows people to create games and play those programmed by others.

User-generated content is in part what makes Roblox popular amongst young gamers, but that social aspect almost certainly makes its China entry trickier. It’s widely understood that the Chinese government is asserting more control over what gets published on the internet, and in recent times its scrutiny over gaming content has heightened. Industry veteran Wenfeng Yang went as far as speculating that games with user-generated content will “never made [their] path to China,” citing the example of Animal Crossing.

Roblox says it believes it’s “uniquely positioned” to grow its penetration in China but its “performance will be dependent on” Tencent’s ability to clear regulatory hurdles. It’s unclear what measures Roblox will take to prevent its user-generated content from running afoul of the Chinese authorities, whose appetite for what is permitted can be volatile. Tencent itself has been in the crosshairs of regulators over allegedly “addictive” and “harmful” gaming content. It also remains to be seen how Roblox ensures its user experience won’t be compromised by whatever censorship system that gets implemented.

Roblox chose Tencent as its Chinese partner. / Image: Roblox

Compliance

At the most basic level, Roblox claims it works to ensure user safety through measures designed “to enforce real-world laws,” including text-filtering, content moderation, automated systems to identify behaviors in violation of platform policies, and a review team. The company expresses in its filing optimism about getting China’s regulatory greenlight:

While Tencent is still working to obtain the required regulatory license to publish and operate Luobulesi [Roblox’s local name] in China, we believe the regulatory requirements specific to China will be met. In the meantime, Luobu is working towards creating a robust developer community in China.”

The company is rightfully optimistic. Tencent has a proven history of converting its social network users into gamers and publishing foreign games. Roblox’s marketing focus on encouraging “creativity” could sit well with Beijing’s call for tech companies to “do good,” an order Tencent has answered. Roblox’s Chinese website suggests it’s touting part of its business as a learning and STEM tool and shows it’s seeking collaborations with local schools and educators.

“Roblox is aimed at a younger audience and the majority of its content will not be an issue in China,” said games analyst from Niko Partners Daniel Ahmad to TechCrunch. “However, we do see some risk from its user-generated content features which can be used in ways that Chinese regulators may disapprove.”

There might be an easier path into China. Yang, who is the U.S. general manager for China-listed games maker Yoozoo, told TechCrunch that “Roblox China may only introduce the platform to Chinese developers, asking them to join and make content for the global market, not necessarily bringing the platform to China under such heavy regulations.”

Foreign games overall are having a more difficult time entering China, In 2019 there were 185 foreign games approved for release in the country, but that there have only been 56 foreign games approved year to date, Ahmad noted.

Geopolitics

The involvement of Tencent, while critical, is the elephant in the room in times of uncertain U.S.-China relations. The Committee on Foreign Investment in the U.S. or CFIUS, which is chaired by the Treasury Department, was inquiring about data practices by Tencent-backed gaming studios in the U.S. including Epic and Riot, Bloomberg reported in September.

Roblox isn’t exempt. It notes in the prospectus that CFIUS has “made inquiries to us with respect to Tencent’s equity investment in us and involvement in the China JV.” It further warns that it “cannot predict what effect any further inquiry by the Committee on Foreign Investment in the U.S. into our relationship with Tencent or changes in China-U.S. relations overall may have on our ability to effectively support the China JV or on the operations or success of the China JV.”

The other obstacle faced by all foreign companies entering China, the world’s biggest gaming market, is local clones. Reworld, backed by prominent Chinese venture firms such as Northern Light Venture Capital and Joy Capital, is one. The game is unabashed about its origin. In a Reddit post responding to the accusation of it being “a ripoff of Roblox,” Reworld pays its tribute to Roblox and admits its product is “built on the shoulders of Roblox,” while claiming “it did not take any code from Roblox Studio.”

The Beijing-based startup behind Reworld has so far raised more than $50 million and had about 100 developers working on Reworld’s editing tool and 50 other operational staff, its co-founder said in a June interview. In comparison, Roblox had 38 employees in China by September, 38 of whom were in product and engineering functions. It’s actively hiring in China.

Roblox cannot comment for the story as it’s in the IPO quiet period.

Added expert comments on November 23, 2020.

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Is a new game and $100M investment enough for South Korea’s PUBG to return to India?

South Korea-based PUBG Corporation, which runs sleeper hit gaming title PUBG Mobile, announced last week that it plans to return to India, its largest market by users. But its announcement did not address a key question: Is India, which banned the app in September, on the same page?

The company says it will locally store Indian users’ data, open a local office and release a new game created especially for the world’s second-largest internet market. To sweeten the deal, PUBG Corporation also plans to invest $100 million in India’s gaming, esports and IT ecosystems.

But PUBG’s announcement, which TechCrunch reported as imminent last week, is treading in uncharted territory and it remains unclear if its efforts allay the concerns raised by the government.

Since late June, the Indian government has banned more than 200 appsincluding PUBG Mobile, TikTok and UC Browser, all of which identified India as their biggest market by users — with links to China.

New Delhi says it enforced the ban over cybersecurity concerns. The government had received complaints about the apps stealing user data and transmitting it to servers abroad, the nation’s Ministry of Electronics and Information Technology said at the time. The banned apps are “prejudicial to sovereignty and integrity of India,” it added.

KRAFTON, the parent firm of PUBG Corporation, inked a deal with Microsoft to store users’ data of PUBG Mobile and its other properties on Azure servers. Microsoft has three cloud regions in India. Prior to the move, PUBG Mobile data concerning Indian users was stored on Tencent Cloud. In addition, PUBG said it is committed to conducting periodic audits of its Indian users’ data.

In India, PUBG has also cut publishing ties with Chinese giant Tencent, its publisher and distributor in many markets. This has allowed PUBG Corporation to regain the publishing rights of its game in India.

At face value, it appears that PUBG Corporation has resolved the issues that the Indian government had raised. But industry executives say that meeting those concerns is perhaps not all it would take to return to the country.

Here’s where things get complicated.

Not a single app India has blocked in the country has made its comeback yet. Some firms such as TikTok have been engaging with the Indian government for more than four months and have promised to make investments in the country, but they are still not out of the woods.

PUBG Corporation, too, has not revealed when it plans to release the new game in India. “More information about the launch of PUBG Mobile India will be shared at a later day,” it said in a statement last Thursday. According to a popular YouTuber who publishes gameplay videos on PUBG Mobile, the company has privately released the installation file of the new game and has hinted that it plans to release the game in India as soon as Friday. (There’s also a big marketing campaign in the works, which could begin on Friday, people familiar with the matter told TechCrunch.)

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The crowd goes wild for Yiming

There’s no shortage of TikTok coverage in the news today as the app’s fate in the U.S. hangs in the air.

What the press doesn’t always address is how TikTok gets here — how did a Chinese startup seize the lucrative short-video market in the West before Google and Facebook? What did it do differently from its Chinese predecessors who tried global expansion to little avail? Matthew Brennan’s new book “Attention Factory” set out to answer these questions by tracing ByteDance’s trajectory from an underdog despised by Chinese tech workers and investors to the envy of Silicon Valley and the target of the White House.

Matthew has spent years working closely with China’s tech firms, not only analyzing them but also using their products as a curious local, experiences that informed his meticulously researched and entertaining book. Interwoven with captivating anecdotes of TikTok, rare photos of ByteDance’s original team, incisive analysis and telling infographics, “Attention Factory” is an essential read for those looking to understand how ideas in the American and Chinese internet worlds collided, coincided and converged throughout the 2010s.

TikTok is a rare example of a Chinese internet service that has gained worldwide success. Before expanding overseas, ByteDance had already proven the short-video model in China through Douyin, the homegrown version of TikTok.

The excerpt below follows a high-growth period of Douyin, detailing how it gained around 200 million daily active users within a year: a loyal creator community, viral memes, algorithmic recommendation and aggressive ad spending.

Before long, the Chinese startup would replicate that growth playbook in the rest of the world, tweaking it here and there to make it work.


Hundreds of fashionably dressed young people were arriving at 751 D.PARK, an expanse of industrial plants redeveloped into a hip culture venue in northeast Beijing. They were clad in baseball caps, brightly colored dresses, loose-fitting hip-hop style streetwear and limited-edition sneakers. The site had been transformed into something akin to the stage of the talent competition “American Idol,” spanning two floors filled with strobe lighting, high-volume music and trendy backdrops. This was an exclusive party — three hundred top Douyin creators coming together to celebrate the app’s one-year anniversary.

The online stars, billed as the “new generation of internet celebrities,” weren’t there to just socialize and enjoy themselves. Every influencer was aware of the unspoken competition to derive the best content from that night. They were all fighting to achieve a higher level of superstardom and the medium of battle was short video.

The influencers who knew each other gathered in small groups as their assistants tirelessly captured fifteen-second videos of their carefully crafted skits. Loners roamed around the dance floor, absorbed in finding the ideal lighting for their lip-syncing selfie videos. Lesser-known influencers nervously approached more famous ones, proposing to record a dance together to potentially tap into their peers’ following. Loud hip-hop music kept playing in the background as creators hurried to touch up the videos they had just shot. Once the editing was done, they uploaded their works and anxiously waited for the app’s algorithms to judge who would grab more eyeballs.

Dance teams took to the stage to display their skills. The crowd bopped their heads back and forth as rappers attempted to impress with clever lyrics. Later as the hosts were midway through giving out awards, a wave of noise erupted from the back of the crowd interrupting the proceedings.

It was Yiming. Dressed in a black baseball cap and gray T-shirt and accompanied by Lidong. The audience went wild — the CEO had decided to drop in unannounced! Immediately he was bombarded with requests to take pictures and videos. As those around him whooped and cried out wildly, the entrepreneur simply smiled and kept his hands calmly by his side, an awkward 34-year-old engineer type among the hyper fashionable, mostly teenage hip-hop crowd.

Yiming and Lidong appear at a Douyin promotional event marking the app’s first anniversary in Sept 2017

Yiming and Lidong appear at a Douyin promotional event marking the app’s first anniversary in Sept 2017.

He already knew from looking at the data, but this was confirmation in the flesh — Douyin had built a robust community, with powerful momentum and was on the verge of doing something special.

The breakout

October 1st marks the beginning of “Golden Week,” a seven-day-long official Chinese national holiday. Periods like these are big opportunities for China’s internet industry. People’s behaviors change for a week; many find more time for entertainment and to try new things.

Over October, Douyin’s daily users doubled from seven to 14 million; two months later, they reached 30 million. Over those three months, the 30-day retention rates jumped from eight to over 20%, the average time spent in the app soared from 20 to 40 minutes. It was as if some magic rocket fuel had suddenly been added, boosting every key metric. What had changed?

The answer was Zhu Wenjia. Zhu Wenjia, hired from Baidu in 2015, was widely considered to be one of the top-three best people in the entire company when it came to algorithm technology. He ran one of ByteDance’s most capable engineering teams and had recently been assigned to work on Douyin. The team’s work harnessing the full power of ByteDance’s content recommendation back end led directly to the astounding October results.

The better the metrics, the more resources ByteDance placed behind the app as it now had good retention and was fast-tracked into becoming a strategically important product. Suddenly support was coming in from all over the company — people, money, user traffic, celebrity endorsements, brand collaborations, and most importantly, full integration and optimization of ByteDance’s powerful recommendation engine. Chinese stars with massive fan bases such as Yang Mi, Lu Han, Kris Wu, and Angelababy opened accounts, joining in publicity campaigns, and a nationwide “Douyin Party” event roadshow was planned. Douyin had become the hottest upcoming app in China.

ByteDance ramped up the investment in all three short-video products, including Douyin. People, resources and advertising budget were all raised, leading an industry insider to comment later: “The sudden rise of Douyin wasn’t without good cause. Yiming threw more money at this than anyone and dared to hunt down and grab the best people.”

Commercialization began with the first three brand ad campaigns paid for by Airbnb, Harbin Beer and Chevrolet. Douyin’s advertising business would soon make rapid progress. ByteDance already had hundreds of sales and marketing staff who would shortly be able to add Douyin’s advertisement inventory to their sales targets.

Yiming revealed in a later interview that the company had made it compulsory for everyone on the management team to make their own Douyin videos with goals to gain a certain number of likes or suffer forfeits such as doing push-ups. It wasn’t good enough to just look at charts and data; management needed to understand short videos from a creator’s perspective also. Yiming had watched Douyin videos for a long time but creating his own was “a big step for me,” he admitted.

Yiming’s personal Douyin account (3277469). Seventeen videos at the time of writing, including clips from his global travels

Yiming’s personal Douyin account (3277469). Seventeen videos at the time of writing, including clips from his global travels.

‘Oh well … karma’s a bitch’

The video opened to a young woman yawning, dressed in pajamas with messy morning hair. Wearing glasses and with no signs of makeup, she casually lip-syncs the line, “Oh well … karma’s a bitch” and throws a silk scarf into the air. Suddenly loud background music explosively begins. In an instant, she transforms into a glamorous fashion model, almost unrecognizable from a second before. A new meme had taken hold of Douyin.

“Karma’s a bitch” was a new version of the original “Don’t judge me” challenge that had propelled Musical.ly to top the U.S. app store three years earlier. The meme was another breakthrough for Douyin; People loved watching the shocking transformations. Compilations of the meme’s videos started popping up online. In particular, the makeup skills of some women left many men in disbelief. “Karma’s a bitch” left an impact on mainstream culture and gained widespread recognition and publicity, even making waves out into English language global media.

Douyin was also increasingly hypercharging the popularity of catchy pop songs with strong hooks. In late 2017, a track known as the “Ci-li-ci-li song” exploded on Douyin. The song’s catchy energy was undeniably infectious. Yet, it was the novel set of dance moves that had become associated with the track’s hook that turned the music into a meme and dramatically amplified its success.

The track had actually been released back in 2013 by Romanian reggae and dancehall artist Matteo, under the name “Panama.” Four years after its debut, the song’s unexpected and explosive spike in popularity led the singer to hastily organize an Asia tour to capitalize on his track’s sudden fame. A YouTube video shows him meeting Chinese fans at the Hangzhou airport who demonstrate their moves to him in the arrivals hall. With the dance having been created entirely in China, the bewildered artist finds himself in the awkward situation of not knowing how to follow the moves to the song for which he is famous.

Perhaps the most reliable indicator of the platform’s increasing influence on society was how the name, Douyin, had started to enter everyday colloquial vernacular, becoming synonymous with short video. The meaning of “Let’s shoot a Douyin!” needed no explanation.

Make it rain

ByteDance knew they now had a winning formula. Retention was good, word of mouth was excellent, a large, vibrant community of video creators had been fostered. The recommendation engine was doing its job of surfacing the best content. Douyin’s fire was already burning bright; now, it was time to pour gasoline on things and spend, spend, spend.

The holiday week of Chinese New Year is another unique annual opportunity for app promotions. Hundreds of millions travel home to be reunited with their families and find themselves with free time to relax. An entertainment app like Douyin was the perfect way to pass the time; word of mouth spread naturally between family members.

To step up its efforts further, Douyin directly gave out money to users by running a Chinese New Year “lucky money” campaign. Users could collect small cash amounts in special videos by tapping on the “red packet” icons — a digital manifestation of cash-filled envelopes people give to each other during the holiday. ByteDance also went all out, spending wildly, buying adverts and promotions across major online channels to acquire users, spending about 4 million yuan a day (over half a million dollars). The combination of all these effects sent Douyin to the top of the Chinese app store charts. Various reports stated Douyin’s daily users jumped from around 40 to 70 million over the February to March period covering Chinese New Year, with some of the top accounts seeing their follower numbers quadruple.

A chart mapping the progress of Douyin, from zero to 200 million daily active users, during the first two years of operation.

A chart mapping the progress of Douyin, from zero to 200 million daily active users, during the first two years of operation.

 


This article is an excerpt from “Attention Factory: The Story of TikTok and China’s ByteDance,” which was written by Matthew Brennan and edited by TechCrunch reporter Rita Liao, who wrote the introduction to this post.

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InFeedo raises $3.2M led by Bling Capital, delivers $1.1M exit to early employees and investors

A Y Combinator-backed startup that is helping major companies efficiently listen to how happy — or unhappy — their employees are and resolve their issues on time to retain talent just raised a new financing round from several high-profile executives.

InFeedo, a four-year-old people analytics SaaS startup with headquarters in Gurgaon, said on Thursday it has raised $3.2 million in its Series A funding round. Bling Capital led the round and its founder, Benjamin Ling, who previously served as a general partner at Khosla Ventures and executive roles at Google and Facebook, has assumed a board seat at InFeedo.

Simon Yoo of Green Visor Capital, Maninder Gulati, chief strategy officer at budget lodging startup Oyo, Munish Varma, managing director for EMEA region at SoftBank and Girish Mathrubootham, founder of SaaS giant Freshworks, are among those who participated in the round.

As a business grows up and the headcount balloons over thousand, ten thousand, and tens of thousands, it becomes impossible for the chief executive to engage meaningfully with employees to gauge their morale and understand if there is anything they wish the company changed.

InFeedo is tackling this challenge through Amber, a chatbot it has built that touches base with employees periodically to quickly check how things are going, explained Tanmaya Jain, founder and chief executive of the four-year-old startup.

On the backend, executives can check the status of their employees across the company and how likely some individuals — especially the top talent — are at leaving the firm. They can check exactly what issues these employees have raised in the past, and whether their concerns were resolved.

Amber is able to track the progress because it remembers what an employee has previously shared. So each future conversation begins with it asking whether anything has meaningfully changed since the last time it spoke to the employee.

“Almost three years ago, we started using Amber at OYO and I was amazed by the product. We were using this for executive decision-making, to get an accurate pulse of our employees across geographies, functions as we were expanding across the world. I actually reached out to Tanmaya and am excited to be part of this journey,” said Oyo’s Gulati in a statement.

InFeedo has amassed more than 100 customers — including GE Healthcare, Puma, steel-to-salt conglomerate Tata Group, telecom firm Airtel, computer vendor Lenovo, Oyo, Indian internet conglomerate Times Internet and edtech giant Byju’s — across over 50 countries. More than 300,000 users today use InFeedo’s service. The startup today is clocking an annual revenue run rate of $1.6 million, something Jain said he is working to get to $10 million.

For Jain, 26, InFeedo’s current avatar is the third pivot he has made at the startup. InFeedo started as an edtech platform to create a feedback loop between students and their teachers. The startup then explored building a social network for companies. Neither of those ideas gained much traction, he explained. During the third attempt, Jain said he spent days at his early customers to understand exactly what features they needed.

As part of the new financing round, InFeedo, which has raised $4 million to date, said it has delivered partial exits of $1.1 million to early investors and early employees or those who left. “Helping people around me make so much money has been one of the most fulfilling things for me,” he said, adding that this liquidity at the time of a pandemic has been immensely useful to many.

The startup plans to deploy the new funding to make Amber understand multiple languages, a key aspect that Jain said would help the startup better serve clients in adjacent markets to India. InFeedo also wants to expand the use cases of Amber and experiment with new technologies such as GPT-3. It is also hiring for product, engineering and marketing leadership roles.

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PUBG announces India return plan with new game and $100 million investment

PUBG Mobile plans to return in India in a new avatar, parent company PUBG Corporation said on Thursday. TechCrunch reported last week that the South Korean gaming firm was plotting its return to the world’s second largest internet market two months after its marquee title was banned by the country.

The new game, called PUBG Mobile India, has been specially created for users in India, PUBG Corporation said. It did not share when it plans to release the title.

Additionally, the company — and its parent firm, KRAFTON — said they plan to make an investment worth $100 million in India, one of the largest markets of PUBG Mobile, to cultivate the local video game, esports, entertainment and IT industries ecosystems. It also plans for more than 100 employees in the country.

“Thanks to overwhelming community enthusiasm for PUBG esports in India, the company also plans to make investments by hosting India-exclusive esports events, which will feature the biggest tournaments, the largest prize pools, and the best tournament productions,” it said in a statement.

New Delhi has banned more than 200 apps with links to China — including PUBG Mobile and TikTok — in recent months because of cybersecurity concerns. The ban was enforced as tensions escalated on the nations’ disputed border.

To allay concerns of the Indian government, PUBG Mobile cut ties with Chinese internet giant Tencent — which is its publisher in many markets — in India days after the order. Last week it inked a global deal with Microsoft to move all PUBG Mobile data — as well as data from its other properties — to Azure. Microsoft operates three cloud regions in India.

In a statement today, PUBG Corporation said, “privacy and security of Indian player data being a top priority for PUBG Corporation, the company will conduct regular audits and verifications on the storage systems holding Indian users’ personally identifiable information to reinforce security and ensure that their data is safely managed.”

Prior to the ban in early September, PUBG Mobile had amassed over 50 million monthly active users in India, more than any other mobile game in the country. It helped establish an entire ecosystem of esports organisations and even a cottage industry of streamers that made the most of its spectator sport-friendly gameplay, said Rishi Alwani, a longtime analyst of the Indian gaming market and publisher of news outlet The Mako Reactor.

PUBG Corporation’s move today could also set a precedence for other impacted apps to chart their returns to the country. One thing — and perhaps the most crucial element in all of this — that remains unclear for now is whether the Indian government has approved PUBG Corporation’s move.

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Indian logistics startup Xpressbees raises $110 million

Xpressbees, an Indian logistics firm that works with several e-commerce firms in the country, said on Monday it has raised $110 million in a new financing round as online shopping booms in the world’s second largest internet market.

The Pune-headquartered startup’s Series E financing round was led by private equity firms Investcorp, Norwest Venture Partners and Gaja Capital, the five-year-old startup said. Xpressbees, which concluded its Series D round three years ago, has raised $175.8 million to date, according to research firm Tracxn. The new round valued the startup at more than $350 million.

Xpressbees helps more than 1,000 customers — including financial and e-commerce services giant Paytm, social commerce startup Meesho, eyewear seller Lenskart, phone maker Xiaomi, online pharmacy NetMeds and online marketplace Snapdeal — deliver their products across the country. It has presence in over 2,000 cities and towns, and it processes more than 2.5 million orders a day — up from about 600,000 daily orders last year.

“We have been truly impressed by their strong customer centricity and capital efficiency which has resulted in exceptional feedback from top players in the e-commerce sector!” said Niren Shah, managing director and head of Norwest Venture Partners in India, in a statement.

Xpressbees started its journey within FirstCry, an e-commerce for baby products, in 2012. But in 2015, it became an independent company with Amitava Saha, co-founder and chief operating officer of FirstCry, moving out of FirstCry to become chief executive of Xpressbees. Supam Maheshwari, who co-founded FirstCry and serves as its chief executive, is the other co-founder of Xpressbees.

The startup said it plans to deploy the fresh capital to further automate its hubs and sorting centres, and expand its delivery footprint to cover the entire country. “I am delighted to see the impact we are making in the logistics ecosystem in the country,” said Saha in a statement.

At stake is India’s growing logistics industry, which NVP’s Shah estimated to be worth $200 billion. “We continue to believe that new age technology led logistics players such as Xpressbees will continue to play a pivotal role both in the growth of the e-commerce sector in India,” he added.

E-commerce sales, which account for less than 5% of all retail sales in India, skyrocketed during the pandemic after New Delhi enforced a two-month nationwide lockdown. During their festival sales last month, Amazon India and Walmart-owned Flipkart reported a record surge in their sales. The firms have created more than 150,000 seasonal jobs to accommodate the growing demand of orders. Xpressbees works with over 30,000 delivery staff.

Xpressbees competes with a handful of established firms and startups, including SoftBank-backed Delhivery, which became a unicorn last year, and Ecom Express, which has presence in about 2,400 Indian cities and towns. 

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PUBG Mobile plots return to India following ban

PUBG Mobile, the sleeper hit title that was banned in India two months ago over cybersecurity concerns, is plotting to make a return in the world’s second largest internet market, two sources familiar with the matter told TechCrunch.

The South Korean firm has engaged with global cloud service providers in recent weeks to store Indian users’ data within the country to allay New Delhi’s concerns about user data residency and security, one of the sources said.

The gaming giant has privately informed some high-profile streamers in the country that it expects to resume the service in India before the end of this year, the other source said. Both the sources requested anonymity as they are not authorized to speak to the press. PUBG Corporation did not respond to a request for comment Thursday.

The company could make an announcement about its future plans for India as soon as this week. It also plans to run a marketing campaign in the country during the festival of Diwali next week, one of the sources said.

In recent weeks, PUBG has also engaged with a number of local firms, including SoftBank-backed Paytm and telecom giant Airtel, to explore whether they would be interested in publishing the popular mobile game in the country, an industry executive said. A Paytm spokesperson declined to comment.

Chinese giant Tencent initially published PUBG Mobile apps in India. After New Delhi banned PUBG Mobile, the gaming firm cut publishing ties with Tencent in the country. Prior to the ban, PUBG Mobile’s content was hosted on Tencent Cloud.

Late last month, two months after the ban order, PUBG Mobile terminated its service for Indian users. “Protecting user data has always been a top priority and we have always complied with applicable data protection laws and regulations in India. All users’ gameplay information is processed in a transparent manner as disclosed in our privacy policy,” it said at the time.

With more than 50 million monthly active users in India, PUBG Mobile was by far the most popular mobile game in the country before it was banned. It helped establish an entire ecosystem of esports organisations and even a cottage industry of streamers that made the most of its spectator sport-friendly gameplay, said Rishi Alwani, a long-time analyst of Indian gaming market and publisher of news outlet The Mako Reactor.

PUBG Mobile’s return, however, could complicate matters for several industry players, including some that are currently building similar games to cash in on its absence and their conversations with venture capital firms over ongoing financing rounds.

It would also suggest that more than 200 other Chinese apps that India has banned in recent months could hope to allay New Delhi’s concerns by making some changes to where they store their users’ data. (That was also the understanding between TikTok and Reliance when they engaged in investment opportunities earlier this year.)

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