Rapid prototyping across the web and VR to capture a massive audience. The goal: 1 Viral Hit generating $5,000 - $10,000 MRR to fund the entire ecosystem.
Incoming pipeline fully subsidizes the $1,000/mo max development burn rate.
Lean execution
Cloudflare infrastructure
Month 7.5 Target
We do not buy ads. Web games are published directly to massive organic aggregators where millions of players already exist: CrazyGames, Poki, Kongregate, and Itch.io.
Portals rely on "New Games" algorithms. By building in high-retention tech (UE5 / Three.js), the algorithms naturally surface our games to the front page, delivering massive organic volume.
Portals handle the free traffic; we handle monetization. Players purchase Customization Skins, Battle Passes, or Editor Packs to unlock the full game, routing revenue back to the Intherion Forge Hub.
Toggle projects below to dynamically calculate the ecosystem development budget.
The current landscape of web games is saturated with notoriously low-effort, low-quality experiences. Our strategy is simple and highly disruptive: We are bringing AAA-level fidelity, polish, and mechanics directly to the browser. By deploying high-quality flagship web titles, we will effortlessly dominate portal algorithms, completely bypass traditional user acquisition costs, and obliterate the competition.
Gantt timeline targeting $5k MRR by Month 7.5, and live Kanban tracking.
7 games active. Maximum probability to hit target. If just 1 game hits our $5k MRR target, cumulative revenue rapidly eclipses cumulative development spend.
Toggle specific titles to isolate their 12-month net profit curves. Hypercycle League starts in deep negative due to the sunk investment debt.
To achieve our $5,000 MRR cap per title, the required customer base is remarkably small due to our targeted pricing models. Here is the exact math to reach our recurring targets:
Visualizing the required monthly active buyers/subscribers over 12 months to achieve the revenue targets above.