The Venture Codex Logo

The Venture Codex

AET Fund

1-43-7 Yoyogi, Hikari Bldg 4F, Tokyo, Shibuya-ku, 151-0053, Japan

Overview

The AET Fund is a venture capital fund specializing in the intersection of entertainment and technology. Through the creation of new entertainment, they aiming to realize a world where people everywhere can find experiences that move them and become happier for it. They support startups that share these values and hope that together and will move their world forward. AET Fund target investment area covers all forms of entertainment. The fund actively invests in new forms of entertainment such as streaming services, voice assist, the gamification of existing industries and spreads beyond the bounds of conventional categories such as games, music, sports, beauty, and fitness. They openly engage with all businesses that deliver emotional experiences.

Total investments
19
Lead investments
1
Investments · 12mo
0
Active investors
3

Sector focus

  • Information Technology
  • Media and Entertainment
  • Venture Capital
Visit website

Investment portfolio

  • SuperGaming

    Participated · Series B · Aug 2025

    SuperGaming is an Indian game development studio best known for titles such as Indus Battle Royale and Silly Royale, and for producing award-winning mobile experiences. The company develops proprietary technology including the Indus Engine and SuperPlatform, a cloud-based SaaS built in partnership with Google Cloud to power hyperscale, real-time multiplayer games for lower-end devices in emerging markets. SuperGaming has pursued Web3 integration through projects like Tower Conquest: Metaverse Edition on Polygon and a Layer-3 Superchain partnership with B3 GameChain on Base to enable asset continuity and interoperable progression. The new capital will be used to expand Indus internationally (starting with Latin America in partnership with LOUD.GG), scale game development capabilities, hire top-tier talent, create new original IP, and deepen publisher partnerships. Financially, the company closed a $15M Series B following a $5.5M Series A in October 2021, with returning backers reaffirming support. SuperGaming highlights strong market validation—Indus won Google Play's "Best Made in India" award for 2024—and positions SuperPlatform as the primary focus for global expansion and developer-facing monetization and live-ops tools. SuperGaming is a Pune-based game developer that builds and publishes mobile and multiplayer titles. It has developed its own game engine for running hyper-scale, real-time multiplayer games and holds the official PAC-MAN mobile game. Its catalogue includes MaskGun (which crossed 50 million installs), Devil Amongst Us (10 million installs within four months), and Tower Conquest. The company also offers Bored, a suite of games for remote teams used in over 2,500 Slack workspaces across the US, UK, Europe and India. SuperGaming raised $5.5M in a Series A and plans to use the proceeds to expand talent by 60%, build a publishing division and market existing titles. It intends to launch a battle royale, Indus, in early 2022. SuperGaming is building a social platform that serves as a party hub for casual gamers, offering a genre of casual, social and party games. The product targets a broader audience than hard-core titles, aiming for games played by a much larger and diverse audience. The company plans to use the newly raised capital to launch its social platform and to enter international markets within the next year. SuperGaming raised $1.3 million in a seed round to fund these efforts. Founders are Roby John (co-founder and chief executive), Navneet Waraich (director of technology), and Sanket Nadhani; John previously co-founded and led Pune-based June Gaming. The article cites a KPMG and Google study projecting India’s online gaming market to grow to $1 billion by 2021 from $290 million in 2017, highlighting the opportunity SuperGaming targets.

  • Joyn

    Participated · Seed · Apr 2022

    Joyn provides a collaborative platform that allows creators, collaborators, intellectual property holders, supporters, and patrons to connect and turn ideas into new Web3 media projects. Developed by Chestr Labs, the platform enables creators who collaborate on a project to share ownership, royalties, and clout. Joyn is preparing the launch of a closed alpha where initial collaborative projects will be incubated. The company raised US$3.5M in a Seed round led by IOSG Ventures and GBV Capital, with participation from Protocol Labs, ConsenSys, Axia8 Ventures, LongHash Ventures, Bixin Ventures, Akatsuki Entertainment Technology, Signum Capital, Kinsa Durst, Sandeep Nailwal, Geoff Renaud, Calvin Chu, Travis Wu, TN Lee, Mohak Agarwal, and Keith Rumjahn. It intends to use the funds to scale the platform and fund community development. The company is based in Toronto, Canada.

  • Questt

    Participated · Series A · Oct 2021

    Questt is a homework and assessment app founded in December 2020 by Akhil Singh, Mohsin M, and Rohit Pande. The platform uses AI to understand students' learning patterns, gamifies homework, and aims to enable predictive and adaptive learning. Questt reports two lakh students and 10,000 teachers on its platform. The company says it seeks to replace the need for expensive coursework by helping students identify and correct mistakes over time. With the new funding, Questt plans to build tech capabilities, expand its user base, and hire more experts. The founders emphasize leveraging AI to deliver meaningful and effective learning regardless of students' locations. Questt builds an education data stack and a mobile-first app that streamlines homework: assignments take less than 10 seconds and over 80% of questions are auto-evaluated. The product is aimed at empowering teachers with deep insights across six assessment parameters including cognitive abilities, concepts and skills. Founders Akhil Singh, Mohsin, and Rohit Pande say the company is focused on replacing time-consuming manual grading workflows adopted during the pandemic. Questt targets teachers and learners pan‑India and seeks to make learning more customised and effective. The company plans to use new funding to grow its user base, add features to the app, and hire talent. Chiratae Ventures characterized the market as a multibillion-dollar edtech opportunity and expressed support for the team’s growth plans.

  • Carry1st

    Participated · Series A · May 2021

    Carry1st operates as a game publisher and a digital commerce platform, using its proprietary Pay1st alternative payments platform and online marketplace to monetize gaming goods. The company develops, licenses, and publishes games and has launched titles such as Africa Glam, Mancala Adventures, SpongeBob Krusty Cook-Off, Ludo Blitz and Mine Rescue. Carry1st has partnered with Activision, Supercell and Riot Games to scale titles including Call of Duty: Mobile and Valorant in the region. Led by CEO Cordel Robbin-Coker, the firm intends to use new funding to support growth of its entertainment businesses and to expand gaming across Africa. Financially, Carry1st has raised over $60M since being founded in 2018. Carry1st publishes, acquires and licenses mobile and social games while operating Pay1st, an embedded monetization-as-a-service platform and the Carry1st Shop marketplace for virtual goods. The company builds and relaunches owned titles (eg, Mine Rescue, Gebeta) and licenses third‑party games, and it runs the CrazyHubs accelerator that produced The President, a top‑downloaded game. Carry1st has commercial partnerships with major publishers including Riot Games (payments partner in Africa) and executed a Call of Duty: Mobile pilot in South Africa. Its Carry1st Shop supports 100+ products across 120 payment methods including bank transfers, crypto and mobile money, and the product was the fastest‑growing last year with users and revenues surging fivefold. Games like The President drove overall revenues to grow roughly 10x year‑over‑year. The company is developing a beta Play1st platform to support web3/play‑to‑earn discovery and community features, while continuing to expand Pay1st and its licensing and publishing business. Founded in 2018 and headquartered in South Africa, Carry1st began as a game studio and evolved into a hybrid publisher that handles distribution, marketing, live operations and monetization for partner studios. The company provides a full-stack publishing solution, including user acquisition, community management and embedded payments that accept bank transfers, mobile money and crypto. Carry1st recently launched Carry1st Shop, an online marketplace for virtual goods such as airtime, mobile data, vouchers and gaming currency. Games revenue has increased 90% month-on-month since the second half of last year, and the marketplace is growing even faster, especially in South Africa and Nigeria. The team of 37 people across 18 countries plans to use new capital to expand its content portfolio, grow product and engineering teams, acquire “tens of millions” of new users, and pursue game co-development and play-to-earn/web3 infrastructure (including on- and off-ramps and crypto point-of-sale). Carry1st operates a full‑stack mobile games publishing platform that handles localization, distribution, user acquisition, monetization and customer experience for partner studios, licensing games on exclusive, long‑term contracts. The company has also developed an in‑house payments product, Pay1st, via partnerships with Paystack, Safaricom and Cellulant to enable local payment methods. Carry1st funds user acquisition and pays partners royalties, and since its seed round has signed seven games with studios including Raketspel, Cosi Games and Ethiopia’s Qene Games. Founded in 2018 with offices in Cape Town and New York, the team has grown from 18 to 26 employees across 11 countries. Financially, Carry1st has raised $9.5M to date, comprising a $2.5M seed and a $6M Series A. The company plans to use the new capital to expand product, engineering and growth teams, secure additional global studio partnerships, and launch and scale titles such as Carry1st Trivia and All‑Star Soccer. Leadership’s longer‑term aim is to build a dominant consumer internet company in Africa by combining social games and payments to catalyze regional digital growth. Carry1st is a gaming development startup that builds and publishes mobile games for African audiences. The company has launched titles including Hyper! and Carry1st Trivia, which reached about 1.5 million downloads and was the number one game in Nigeria and Kenya for much of the year. Carry1st operates offices in New York, Lagos and South Africa and was co-founded in 2018 by Cordel Robbin-Coker, Lucy Parry and Tinotenda Mundangepfupfu. It plans to use capital to sign and finance game developers, expand distribution through mobile-operator partnerships and a Brand Ambassador sales network, and to build a broader tech platform with multiple revenue channels. The company intends to dedicate at least $1 million to user acquisition and scaling its user base. Carry1st positions itself as a regional publisher and app-store-like distribution platform for both African-origin and international games.

  • The Meta

    Participated · Equity · Feb 2020

    The Meta is a training platform for gamers that builds on Kovaak’s FPS Aim Trainer. Its product comprises two parts: a self-guided training platform with branches focused on specific skills and Kovaak’s Sandbox, the aim trainer with more than 2,600 user-created scenarios. The self-guided side currently focuses on flicking (click timing), with more than 40 sub-levels and support for Overwatch and Fortnite, and it provides players insights about their deficiencies. The company plans to introduce tracking and scoping skill branches and to launch on consoles in the future; it is currently available on Steam for PC. The Meta charges a one-time $9.99 price and says it is averaging 20,000 units sold per month. The startup was founded by Duncan Haberly, Jay Brown and Chris Olson and joined forces with Kovaak, a former Quake pro.

Team