Skill Game Or Rigged Game? The Gameskraft Collapse That Exposed The Rotting Core of India’s Real-Money Gaming Goldmine
Gameskraft and the Ghost in the Algorithm: How Alleged Bots, Bogus Expenses, and a Burj Khalifa Connection Brought Down India's Rummy Giant
From Silicon Valleys to ED Custody — The Rise and Reckoning of Gameskraft, and What It Reveals About the Rotten Architecture of Real-Money Gaming in India
It takes a particular kind of audacity to build a business worth hundreds of crores on the premise of “skill,” watch regulators circle it for years like hawks, survive one of the largest GST notices ever issued in independent India, and then end up with your founders in Enforcement Directorate custody, your bank accounts frozen to the tune of ₹526 crore, and your platform’s name appearing in FIRs linked to alleged suicides. This, in essence, is the story of Gameskraft Technologies Pvt. Ltd., the Bengaluru company that operated RummyCulture, RummyTime, and a clutch of other real-money gaming apps, and whose implosion in May 2026 has sent shockwaves through an industry that was already on life support.
But Gameskraft is not a story that exists in isolation. Place it alongside the Mahadev Online Book betting case, where the Enforcement Directorate attached apartments in the Burj Khalifa, luxury villas in Dubai Hills Estate, and properties in Business Bay worth nearly ₹1,700 crore in March 2026, and a far more disturbing picture begins to emerge. India’s real-money gaming industry, which had been quietly rebranding itself as a legitimate tech sector for the better part of a decade, appears to have been a much murkier body of water than any of its cheerful IPL advertisements ever suggested.
Let us begin with a figure that, in hindsight, was hiding in plain sight: ₹21,000 crore. That was the staggering amount that the Directorate General of GST Intelligence served on Gameskraft in September 2022 as a show cause notice for alleged tax evasion; at the time, among the single largest indirect tax demands ever raised against a private company in India. The DGGI’s argument was straightforward and, as it turns out, rather prescient: the company’s online rummy operations amounted to betting and gambling activities, not “skill games,” and were therefore liable for a 28% GST on the face value of total stakes collected, not merely the platform commission.
Gameskraft pushed back hard. The company challenged the notice in the Karnataka High Court, which ruled in its favour in May 2023, calling the ₹21,000 crore demand “illegal, arbitrary and without jurisdiction or authority of law.” The entire industry exhaled. Gameskraft declared it a vindication of the skill-game distinction. The All India Gaming Federation called it a milestone for the sector.
The Supreme Court, however, stayed the High Court’s order. As of May 2026, judgment in the case remains pending, with the court hearing arguments on whether online gaming platforms should be taxed as normal services or as gambling operations. To appreciate the scale of what this judgment could mean: the GST department is reportedly eyeing a recovery of up to ₹2.5 lakh crore from multiple online gaming companies combined, making this one of the largest tax disputes in India’s post-independence history.
What the GST battle established, even without a final verdict was that the very legal identity of real-money gaming in India was a contested question. The companies insisted they were offering skill-based entertainment. The tax authorities said they were facilitating betting. It would take the Enforcement Directorate’s money laundering investigation to allege that the reality was something far worse than either characterisation.
Inside the Alleged Machine: What ED Claims Gameskraft Was Actually Doing
From May 7 2026 onwards, the Enforcement Directorate conducted searches at 17 locations across Karnataka and the National Capital Region linked to Gameskraft group companies, its founders, and employees. The arrests that followed were dramatic: Deepak Singh and Prithvi Raj Singh were taken into custody from the Delhi-NCR region, and Vikas Taneja, a director of both Gameskraft Technologies and RummyCulture Technologies was arrested in Bengaluru. All three were taken under Section 19 of the Prevention of Money Laundering Act.
The ED’s allegations, as they emerge from the investigation and court proceedings, are worth reading carefully, because they describe a system that, if proven, would represent not merely financial fraud but a calculated exploitation of human psychology on an industrial scale. According to ED officials, the alleged scheme operated in phases.
New users were drawn in through a familiar battery of incentives: bonuses, referral rewards, instant cash payouts, and tournament access. The early experience was designed to be rewarding. New users were sometimes allowed to win smaller games initially, the agency alleged, to build confidence and encourage progressively larger deposits, which is nothing new but a classic retro-style trust-building mechanism that any psychologist of compulsive behaviour would recognise immediately; unfortunately what citizens of India who played this game failed to recognize!
Then, in higher-stakes games, the ED alleged, the rules changed. Despite public assurances that the platforms were transparent and free from automated manipulation, aka the chitti style bot (pun intended), investigation materials reportedly indicated the presence of duplicated cards, recurring score patterns, and collusion among players. Most significantly, the agency alleged the use of bots, the automated software programs, to manipulate gameplay outcomes in ways that disadvantaged real users without their knowledge, while the platforms continued to publicly deny any such practices.
The commission structure adds another layer of context. The ED alleged that the company charged commissions of 10% to 15% on user stakes. On a platform with nearly three crore registered users, Gameskraft’s own reported user base across RummyCulture, RummyPrime, RummyTime, Playship, and RummyCorner, even a fraction of active depositing users at those commission rates represents an extraordinary revenue pipeline. The investigation is reportedly tied to alleged online betting and gaming-linked fraud estimated at nearly ₹1,000 crore in total.
The geographic question is also damning in what it suggests about the company’s alleged priorities. The ED claimed that Gameskraft continued offering services in states where online real-money gaming is legally restricted or banned, specifically Telangana, Andhra Pradesh, and Tamil Nadu, by allegedly bypassing geolocation restrictions that were meant to prevent exactly this. In other words, users in states where these activities are explicitly illegal were allegedly able to access and lose money on these platforms anyway, with the company allegedly deploying technical workarounds to circumvent the law.
What happened to those losses? The ED alleges that proceeds of alleged crime were routed through bogus business expenditure entries and cash transactions, approximately ₹100 crore laundered as fictitious expenses, according to the agency’s statements in court. During searches conducted between May 7 to May 13, the agency seized 2.3 kg of gold bullion, diamond jewellery valued at approximately ₹3.5 crore, and ₹11 lakh in cash. Bank accounts were frozen. Assets worth ₹526.49 crore were ultimately attached.
In November 2025, even before the May 2026 arrests, the agency had frozen eight escrow bank accounts linked to the company, holding deposits worth ₹18.57 crore. The investigation, in other words, had been building for months. It is essential to note that all of the above reflects the ED’s allegations and claims made in the course of an ongoing investigation. Gameskraft and its founders have contested the agency’s actions; the founders approached the Karnataka High Court challenging the legality of the ED’s conduct following their arrests. All accused persons are presumed innocent until proven guilty by a court of law. But even as allegations, they demand serious reckoning.
What Is The Human Cost Hidden Inside Legal Language?
Any discussion of this case that reduces it to the language of crores and PMLA provisions risks missing what may be its most disturbing dimension. Among the multiple FIRs registered in different states, including in Telangana in early 2026, that form the basis of the ED’s money laundering case, some pertain to allegations involving individuals who allegedly died by suicide after suffering financial losses linked to online gaming activities on these platforms.
This is not a throwaway detail. This is the gravitational centre of the entire case. If the allegations are to be believed even partially, the mechanism being described is one where vulnerable people, lured by bonuses, manipulated by algorithmic advantages that allegedly favoured the house, unable to exercise informed judgement because they were not informed, lost not just money but, in some tragic instances, their lives.
India has over 155 million real-money gamers, according to the 2025 FICCI-EY Media and Entertainment Report, and that figure was recorded before the enactment of the Promotion and Regulation of Online Gaming Bill, 2025 which subsequently banned real-money gaming. The industry, valued at over ₹31,000 crore, had developed an advertising ecosystem so pervasive that during IPL seasons, gaming company logos appeared on jerseys, between overs, and in advertisements featuring some of the country’s most beloved celebrities. The normalization of real-money gaming as a leisure activity was, to put it bluntly, a masterclass in rebranding.
The industry argued with considerable legal success, at least temporarily, that rummy and fantasy sports are games of skill, not chance. But the ED’s allegations suggest that the “skill” framing may have been, at least in some instances, a legal shield for something quite different: a platform where the deck was allegedly stacked, sometimes literally, against the user.
Not Only Domestic, The Alleged Crime Reached Dubai As Well
To understand where the money allegedly went when it left these platforms, one need look no further than the Mahadev Online Betting case, which, while a separate investigation, maps the same terrain in more vivid detail.
In March 2026, the Enforcement Directorate announced the attachment of 18 immovable properties in Dubai and two in New Delhi, with a combined market value of nearly ₹1,700 crore. Among the attached properties were apartments in the Burj Khalifa, the world’s tallest building and arguably the most recognisable address on earth, along with luxury villas in Dubai Hills Estate, high-end apartments in Business Bay, and residences in the SLS Hotel and Residences. The properties were held in the names of entities controlled by Sourabh Chandrakar, identified as one of the main promoters of the Mahadev Online Book application, and associates.
The Mahadev case, according to the ED, involved an international betting syndicate that facilitated illegal betting through multiple platforms and domain names, which are Tiger Exchange, Gold365, and Laser247, operating through a franchise-based network of “Panels” or “Branches” across India. The main promoters allegedly ran the operation from Dubai, which by this point was becoming familiar as a destination for individuals operating India’s alleged illegal betting infrastructure. Illicit funds were allegedly transferred outside India through hawala channels, cryptocurrency transactions, and complex layering mechanisms, before being invested in the very trophy properties that the ED’s attachment orders have now frozen.
As of the March 2026 announcement, the total attachment, seizure, and freezing of assets in the Mahadev case alone stood at ₹4,336 crore. Thirteen persons had been arrested, 74 arraigned as accused, and applications filed to declare four individuals, including Chandrakar, as Fugitive Economic Offenders.
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What these two cases share, Gameskraft and Mahadev, is not merely a regulatory category but a structural logic: a system where large volumes of small financial losses from ordinary Indians were allegedly aggregated, processed through complex corporate and financial structures, and eventually converted into spectacular wealth parked far beyond the reach of ordinary enforcement. One alleged system used bots and coded gameplay. The other used a franchised betting syndicate. The financial destination in both cases appears to have been the same glittering skyline.
The Regulatory Architecture That Let This Happen
The honest question at the heart of this article is not simply what Gameskraft or Mahadev allegedly did; but it is how a regulatory environment allowed them to scale to the sizes they did before enforcement caught up.
For years, the legal status of online rummy and fantasy sports occupied a comfortable grey zone. Article 19 of the Indian Constitution protects the right to carry on a trade or business, and a series of judicial precedents, which goes back to the Supreme Court’s 1996 judgment in the Dr. K.R. Lakshmanan case, that had established that games of skill enjoy constitutional protection from anti-gambling laws. The online gaming industry spent considerable resources arguing, in courtrooms and Parliament corridors alike, that its offerings were squarely within this tradition.
State governments drew their own lines in different places. Telangana, Andhra Pradesh, Tamil Nadu, and Karnataka each had varying restrictions on online real-money gaming at different points, which is precisely why the ED’s allegations about Gameskraft allegedly bypassing geolocation restrictions in banned states are so legally significant. The patchwork nature of state-level regulation created an environment where companies could argue compliance in one jurisdiction while allegedly sidestepping restrictions in another.
The 28% GST applied to the full face value of bets from October 2023 onward was perhaps the clearest signal that the Union government no longer accepted the industry’s self-categorisation. But that fiscal corrective measure arrived years after the industry had already built its user base, its infrastructure, and, if the allegations are correct, the alleged money flows that investigators are now painstakingly tracing.

The Promotion and Regulation of Online Gaming Bill, 2025, which was passed by Parliament in August 2025 and received Presidential assent, ultimately imposed a blanket prohibition on online money games. Gameskraft suspended its “Add Cash” and gameplay services immediately after the law passed, announcing compliance. It did not challenge the law in court. The legal battle it had chosen not to fight was, in retrospect, telling. Within months, the ED’s investigation had moved from a financial probe to arrests.
Gameskraft, it should be remembered, was not some backroom operation. It was a Bengaluru-based technology company founded in 2017 that attracted institutional attention, built a user base of nearly three crore people across multiple apps, employed hundreds, and was until recently counted among India’s more significant gaming startups. The company was dealing with an alleged internal financial scandal of its own even before the ED case: in September 2025, it filed a complaint against its former Chief Financial Officer alleging unauthorised transactions and financial irregularities of more than ₹270 crore, with the company later acknowledging a “one-time accounting adjustment” in its financial statements.
The architecture of institutional legitimacy that surrounded this company raises uncomfortable questions. Auditors signed off on financial statements. Banking partners maintained escrow accounts. Legal teams filed sophisticated arguments in high courts. The company advertised nationally, recruited from engineering colleges, and positioned itself as a skill-gaming technology firm. At what point does the scaffolding of corporate respectability become a mechanism for obscuring the alleged underlying reality? That is not a rhetorical question. It is the specific question that PMLA investigators are now tasked with answering.
More broadly, India’s startup ecosystem has developed a habit of extending extraordinary benefit of the doubt to companies that deploy the language of technology and innovation. “Disruption,” “skill-based,” “fintech-adjacent,” and “platform economy” are phrases that have served as reputational buffers between business models and the scrutiny those models deserve. The ₹31,000 crore real-money gaming industry grew in the shadow of exactly this linguistic generosity.
What Comes Next?
As of May 2026, the investigation remains active and expanding. The ED has indicated that additional questioning, forensic analysis of financial records, and examination of digital evidence are expected. The Supreme Court continues to hear the GST matter, which will determine the legal character of these games independently of the criminal proceedings. The founders who were arrested in May 2026 remain in legal proceedings; any and all allegations against them remain subject to proof before a competent court.
What is already clear is the scale of the reckoning. Three crore registered users across a platform that, according to the ED, allegedly manipulated gameplay while publicly claiming transparency. Multiple FIRs. Allegations of deaths. ₹526 crore in frozen assets in one case. ₹4,336 crore in attachments in another. Burj Khalifa apartments. Bogus expense entries. Hawala channels. Cryptocurrency layering.
The house, as the saying goes, always wins. In the case of India’s real-money gaming industry, the question being asked in courtrooms across the country is whether it won by design — and whether the millions of ordinary Indians who downloaded these apps, deposited their savings, and walked away worse off were participants in a game of skill or the unwitting marks in something far less honest.

The Enforcement Directorate, for its part, has stated that it remains committed to dismantling what it calls the “entire illegal betting ecosystem and its international financial network.” That is, for now, the official answer. The judicial answer, and the full account of what happened to three crore Indians who played these games, is still being written.



