October 14 news: Bulgarian game supplier CT Interactive put its next step on the table at the SBC Lisbon Summit: aggregation. The summit ran from September 29 to October 1, and at their booth, alongside new games, was an aggregation expansion plan—games from a batch of studios acquired by parent company Telematic Interactive over the past two years will be unified into CT's distribution network.
The numbers are not complicated. Games from at least four newly acquired studios will enter the catalog, and together with CT's own products, an operator signing one commercial contract with the company will directly double the breadth of content it receives. Chief Operating Officer Martin Ivanov put it plainly: combining CT's legacy catalog with games from other studios within the group into a single commercial relationship gives partners more choices.
This is not the same as the common third-party aggregation on the market. Third-party aggregation means sourcing content externally and reselling it, with licensing fees and revenue shares negotiated layer by layer; CT's approach is in-house group loading—the parent company buys the studios, the content becomes its own asset, and it goes out through one pipeline. For owners building white-label platforms, the difference lies in the cost structure: with content produced in-house, there is far less room for price hikes and supply-cut negotiations.
Also on display at the booth was a companion product: Diamond Tree Jackpot, a multi-currency shared prize pool that strings ten top games into the same jackpot network. This kind of cross-game prize pool is an old tool for retention, and the highlight is that it is delivered bundled with the aggregation catalog. When selecting solutions, this can serve as a reference: check whether the content provider has companion retention tools, rather than just counting the number of games.
One line worth adding to the selection checklist: ask clearly where the content comes from. Though all called aggregation, some are external sourcing and resale, while others are in-house group production; the former may have a broader catalog, while the latter offers more stable supply. For teams starting with white-label platforms, first negotiating how much content one game API integration can obtain and whether adding content later requires renegotiation is more practical than looking at the total number on a promotional page. CT's move effectively puts the group-style aggregation option on the table.