1 VIRAL HIT STRATEGY

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.

SECURED FUNDING PIPELINE

$15,200
4GD (Own): $4,000
Edipthin (Own): $3,200
4GD UFSH: $8,000

Incoming pipeline fully subsidizes the $1,000/mo max development burn rate.

Max Dev Budget

$1,000/mo

Lean execution

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Scale Engine

Edge

Cloudflare infrastructure

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Target MRR

$5k-$10k

Month 7.5 Target

GO-TO-MARKET & DISTRIBUTION

01

Zero-CAC Publishing

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.

02

Algorithmic Push

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.

03

The Monetization Funnel

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.

GLOBAL GAMING MARKET BY PLATFORM (1998 - 2030)

Visualizing the historical rise of gaming platforms and the massive U-shaped resurgence of Web Games driven by zero-friction viral portals and modern WebGL.

Why Web is the Best Option Right Now The Mobile App Store is highly lucrative but extremely saturated—launching a new game requires massive, risky user acquisition (UA) budgets to break through the noise. Therefore, the Web is the absolute best place to launch a new IP today. By developing natively for the Web first, we bypass gatekeepers and tap into organic, zero-CAC traffic from massive browser portals. We use this frictionless environment to prove the game's virality and retention. Only once a title is a proven hit do we wrap or port it to Mobile, completely eliminating upfront platform risk.
Explosive Growth Vectors While PC & Console flatlined post-COVID and Mobile slowed to ~30%, zero-friction tech is causing a massive reset:
  • Web Games: Up 300% recently, projecting 212% growth by 2030 (Modern WebGL / Portals).
  • VR (Meta Quest): Up 150% recently, projecting 200% growth by 2030 (Mass consumer adoption).

WEB GAMES: PC VS MOBILE DISTRIBUTION (MAU)

While mobile browsers dominate raw user volume for hyper-casual games, Desktop/PC web browsers generate significantly longer session times and higher monetization for immersive, high-fidelity titles.

The Hardware & Native Slowdown Traditional hardware-bound markets—Console, PC, and Handhelds—experienced massive spikes during COVID but have since effectively flatlined. Similarly, the Native Mobile market is suffering from extreme saturation and stagnating growth rates. As legacy platforms slow down, capital and player attention are violently rotating back into frictionless, zero-install Web ecosystems.

PORTFOLIO FINANCIALS

Toggle projects below to dynamically calculate the ecosystem development budget.

TOTAL DEV BUDGET $0
ESTIMATED RUNWAY 0 Months
AVERAGE BURN RATE $0/mo
INFRASTRUCTURE COST $0/mo
Cloudflare (Web): $5
AWS EC2 (Steam): $0
AWS RDS (Steam): $0
AWS Bandwidth (Steam): $0

The Market Opportunity

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.

EXECUTION ROADMAP

Gantt timeline targeting $5k MRR by Month 7.5, and live Kanban tracking.

10-Month Timeline & MRR Target

Production Kanban

Backlog

In Development

Released

THE 1-HIT PROFIT PREDICTION

7 games active. Maximum probability to hit target. If just 1 game hits our $5k MRR target, cumulative revenue rapidly eclipses cumulative development spend.

$15k+ $7.5k $0

12-MONTH INDIVIDUAL PROFIT TRAJECTORY

Toggle specific titles to isolate their 12-month net profit curves. Hypercycle League starts in deep negative due to the sunk investment debt.

$10k+ $0 -$70k

CUMULATIVE NET PROFIT

GROSS REVENUE (MRR SALES)

UNIT ECONOMICS & ACQUISITION MATH

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:

ACTIVE CUSTOMERS TRAJECTORY

Visualizing the required monthly active buyers/subscribers over 12 months to achieve the revenue targets above.

1,500+ 500 0