Before Twitch (fka Justin.TV) cemented its empire, Hitbox, Azubu, and Smashcast were three of the last major attempts to build esports-native streaming platforms. Their rise and collapse foreshadowed today’s battles over latency, rights inflation, and creator economics.
In October 2013, Hitbox entered the live game-streaming industry at a moment when Twitch was rapidly becoming the dominant platform for gaming culture. Hitbox tried to differentiate itself with lower latency, deeper interactivity, and a creator-first atmosphere. Co-founder Martin Klimscha often emphasized the company’s mission to move beyond the basic model of streamer plus chatbox and create a more immersive live-streaming experience.
By 2015, the company had secured $4 million from SeedInvest, Wargaming, and North Base Media. This influx of capital enabled Hitbox to experiment aggressively and position itself as the faster, more responsive alternative to Twitch. When Twitch introduced automated muting for archived streams with unlicensed music, Hitbox briefly became an appealing refuge for creators looking for more flexibility.
Building Momentum Through Partnerships
Hitbox’s profile grew through strategic alliances with major esports organizers. A two-year deal with ESL Gaming, DreamHack, and Wargaming marked a turning point, especially since two of those partners had previously worked exclusively with Twitch. The company expanded into South America through Nav TV and launched mobile apps across Android, iOS, and Windows. By late 2016, Hitbox reached around six million monthly active users and modernized its platform by shifting from Flash to an HTML-based player. Plans for 60 FPS and 4K support were underway, reflecting a determination to stay technologically ambitious even as financial pressure mounted.
An Esports Vision Backed by Millions
Azubu entered the space earlier, in 2012, with major backing from Lars Windhorst’s Sapinda Group. Over four years, the company received more than 40 million dollars and attempted to position itself as a global esports destination. Azubu earned early legitimacy by signing top League of Legends stars such as Faker and MadLife in 2014, but instability grew as funding tightened and employees began leaving throughout 2016. Windhorst later admitted that Azubu had been financed inefficiently, with money arriving in unpredictable bursts that made sustainable growth difficult.
The problems accelerated in early 2017 when Azubu lost the rights to stream League of Legends due to a sharp price increase. The company also faced criticism for unpaid tournament winnings, which CEO Mike McGarvey attributed to commitments made by prior leadership that exceeded the company’s financial capabilities.
The Merger That Reimagined Both Platforms
In January 2017, Hitbox announced it had been acquired by Azubu. The companies planned to merge their strengths into a unified, esports-centric service. On May 9, 2017, Hitbox and Azubu shut down and redirected all users to a new platform: Smashcast.
Smashcast launched with updated design, better engagement tools, and a combined staff from both companies. Features such as the Hype o Meter, Discord integration, and personalized social feeds attempted to deepen community interaction. McGarvey described Smashcast as the largest independent esports broadcaster outside Asia, with more than ten million users at launch.
A Platform With Potential but Limited Time
Despite its promising restart, Smashcast faced pressures neither predecessor had solved. The streaming landscape was consolidating under tech giants with far deeper pockets. Licensing fees were rising. Infrastructure costs were intensifying. And the platform carried unresolved issues from Azubu, including tournament prize payouts that had not been fully settled.
Without long-term funding, exclusive rights, or meaningful differentiation, Smashcast struggled to build sustained momentum. You can’t win esports without premium rights. Latency leadership isn’t enough once larger players match the technology. And inconsistent funding destroys operational confidence in a category that burns cash just to stand still.
Smashcast officially ceased support on November 22, 2020, marking the end of one of the last major independent esports streaming services.
What Smashcast Leaves Behind
The story of Smashcast reflects the combined ambition of three platforms that tried to reshape the future of esports broadcasting. Hitbox contributed innovation, technical experimentation, and a push toward low-latency experiences. Azubu brought funding, global aspirations, and high-profile esports partnerships. Smashcast attempted to unite these strengths into a single destination built around dedicated gaming communities.
Although short-lived, many of Smashcast’s ideas later influenced broader live-streaming norms. Real-time engagement tools, integrated social features, and lower latency expectations became industry standards. Smashcast wasn’t just a failed merger; it was the last gasp of the independent esports platform era before big-tech economics locked the field.
Its rise and fall capture a distinctive chapter in game broadcasting, one defined by ambition, experimentation, and the belief that esports deserved platforms built specifically for its own culture.





