Leverage, NODWIN Gaming, and nCore Games have announced the second edition of the FAU-G Bharat League (FBL 2.0), an esports competition centred on FAU-G: Domination. The tournament will feature a prize pool of Rs 50 lakh and no entry fee for participants. Additionally, winners across different tiers will receive cash rewards as well as non-monetary prizes.

Notably, the launch of FBL 2.0 follows the introduction of the Promotion and Regulation of Online Gaming Act, 2025 . The law formally recognises esports as distinct from online money games and introduces definitions, registration requirements, and compliance measures for entities operating in the sector.

The FBL 2.0 announcement states that it fully complies with this legislation, making it one of the first major esports events organised under the new framework.

For context, India’s homegrown esports scene remains limited compared to international titles, but several Indian-made games have entered the competitive space. For instance, FAU-G gained early traction, crossing 1 million pre-registrations within three weeks of launch, while ScarFall: The Royale Combat has recorded over 10 million downloads on Android and supports competitive play.

Despite this progress, foreign titles such as Battlegrounds Mobile India (BGMI), Free Fire, Counter Strike, EA FC, and Valorant still dominate most large-scale and amateur esports competitions in India, highlighting the challenge for indigenous games to maintain a sustained competitive presence.

India’s Online Gaming Act And E-Sports

The Promotion and Regulation of Online Gaming Act, 2025, gives a detailed statutory definition of e-sports. It defines such a sport as an online game that forms part of multi-sports events, involves organised competitive play between individuals or teams, and takes place in multiplayer formats under pre-defined rules.

To qualify, a game must also receive recognition under the forthcoming National Sports Governance Act, 2025, and register with the new regulatory authority.

Furthermore, the legislation makes clear that outcomes in e-sports must be determined solely by factors such as physical dexterity, mental agility, strategic thinking or similar skills. It allows organisers to charge registration or participation fees to cover competition costs and to award performance-based prize money, but strictly prohibits any betting, wagering or staking of money in relation to these events.

Beyond definitions, the bill sets out the framework for recognising and promoting e-sports. It gives the Central Government the power to issue guidelines on running tournaments, establish training academies and research centres, and coordinate with state governments and sporting federations to integrate e-sports into broader sports policy. It also provides for incentive schemes and awareness campaigns to expand the ecosystem.

Furthermore, the Central Government will appoint a new Authority on Online Gaming to…


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Last Update: October 1, 2025