Pixel P&L: Maharashtra Pushes Centre for Online Gaming Regulation

Welcome to another Pixel P&L edition. This issue takes 5 minutes to read. If you only have one, here are the 5 most important things:

  • Maharashtra calls for central government intervention on online gaming.

  • Roblox rolls out AI-powered age verification and new safety features to protect its 98 million daily users, many of them minors.

  • Netflix finally greenlights live-action Assassin's Creed series five years after initial announcement — Westworld and Halo showrunners attached.

  • Nearly 7% of Steam games now disclose AI usage, up from just 1.1% last April.

  • Tencent unveils China's first VALORANT Mobile national esports circuit, pioneering mobile competitive gaming. 

Let's get into it.

Maharashtra Seeks Central Action on Online Gaming

Maharashtra Chief Minister Devendra Fadnavis has called for central government intervention to regulate online gaming after a heated Legislative Assembly session highlighted devastating cases of addiction and financial ruin across the state.

The urgency became apparent when Shiv Sena MLA Kailash Patil shared a tragic incident from his constituency where an addict sold his property, accumulated massive debt, and ultimately killed his pregnant wife, toddler son, and himself. "Just like the state banned dance bars to protect youth, it must now act against online gaming," Patil declared. It remains unclear from Patil's account whether this tragic case involved real-money gaming or regular video gaming.

Fadnavis acknowledged the state's limited jurisdiction over internationally-hosted gaming websites, explaining that "only the Centre has the power to take effective legal action." He confirmed discussions with Union IT Minister Ashwini Vaishnaw and correspondence urging federal action.

The regulatory push primarily targets real-money gaming platforms, though traditional video game developers may face collateral damage from broad-brush policies.

Roblox Introduces AI Age Verification to Boost Teen Safety

Roblox unveiled new safety measures including artificial intelligence-powered age estimation technology to better protect its nearly 98 million daily users, many of whom are minors.

The gaming platform's "Trusted Connections" feature allows verified users 13 and older to communicate more freely with known contacts through unfiltered chat and voice communication. Access requires passing facial age estimation via video selfie, analyzed against a diverse dataset to confirm users' ages.

Chief Safety Officer Matt Kaufman said the tools aim to reduce incentives for teens to move conversations off-platform, where risks may be greater. The company partnered with identity verification firm Persona for secure biometric data handling, with information deleted after 30 days.

Additional features include parental oversight tools for teen accounts, screen-time controls, and "Do Not Disturb" modes. Teens aged 13-17 can only add adult users they know in real life as trusted connections through QR codes or contact importing, maintaining safety barriers while enabling authentic relationships.

⚡️Quick Bytes

Netflix Greenlights Live-Action 'Assassin's Creed' Series

Netflix has approved a live-action adaptation of Ubisoft's Assassin's Creed video game franchise, five years after the companies initially announced their partnership. The series will be helmed by Robert Patino (Westworld) and David Wiener (Halo) as showrunners and executive producers. Ubisoft describes the show as a "high-octane thriller" exploring themes of control versus free will.

7% of Steam Games Now Disclose AI Usage

Nearly 7% of Steam games now disclose generative AI usage, totaling 7,818 titles out of 114,126 games, according to Totally Human Media research. This marks a dramatic increase from 1.1% in April 2024, with one-fifth of 2025 releases featuring AI disclosure. About 60% use visual asset generation, while others employ audio, narrative text, marketing materials, and game code. Notable titles include inZOI for textures and character AI, Liar's Bar for voices, and Comedy Night for content moderation, highlighting growing industry adoption.

Tencent Unveils VALORANT Mobile Esports Circuit for China

Tencent revealed plans for VALORANT Mobile's first national esports circuit during China's fourth National Competition Finals for the PC version. Operated through Teng Jing Sports, a Tencent-Riot Games joint venture, the initiative includes a nationwide "Show Cup" running until September, followed by the inaugural VALORANT Mobile China National Circuit in Q4 2025. The circuit will mirror global PC VALORANT tournament formats and feature a dedicated in-game tournament center for team registration and participation, establishing China as the mobile version's esports pioneer.

⚔️Side Quest

Credits: Glass Muffin

📺 Watch: Linus Tech Tips’ comprehensive PlayStation retrospective perfectly showcases gaming's evolution across three decades. Linus expertly balances nostalgic hardware deep-dives with practical collecting advice, making obscure variants like the Net Yaroze accessible to newcomers. Essential viewing for retro gaming enthusiasts, console collectors, or anyone curious about PlayStation's revolutionary impact on the industry.

🎮 Play: This prison escape game completely won me over with its stunning visuals and deeply compelling characters. You'll find yourself genuinely caring about your fellow inmates as you strategically plan your breakout. The time pressure system creates real urgency that makes every decision matter. If you enjoyed Disco Elysium's character depth or love strategic gameplay with emotional stakes, this brutal yet rewarding experience is absolutely worth your time.

📚 Read: This LinkedIn post from Streamforge co-founder Nick Lombardi on Splitgate 2's $408K influencer campaign reveals how even solid marketing execution can't save flawed product strategy. The 96% player drop within a month despite 27 million views shows that authentic gameplay and community fit trump budget allocation. Essential reading for understanding when marketing meets reality in competitive gaming markets.

💡Did You Know

Yu-Gi-Oh wasn't originally about card dueling! Kazuki Takahashi's manga began as a broader story about various tabletop games, with protagonist Yugi challenging bullies to all sorts of games: dice and blocks, board games, and puzzles. The trading card game was just one plot device among many in this supernatural gaming anthology. However, when the Duel Monsters card game arc appeared, reader response was so overwhelmingly positive that Takahashi shifted the entire series' focus. What started as a diverse gaming manga transformed into the card-centric franchise we know today, spawning a global phenomenon and competitive scene.

📜 Quote of the Day

"If we keep holding onto yesterday, what are we going to be tomorrow?"

- Heisuke Riseki, Haikyu!!

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