Revenue Strategy

The honest plan for turning experiments into products — what we measure, what we build, and when we double down.

Our thesis

Every experiment is a candidate product. The hub is the proof-of-work record; the funnel below is how we decide which experiments deserve real investment. We validate demand before we validate buildability — building something is no longer scarce; proving people want it is.

The validation funnel

  1. Demand gate (before building): 48 hours of evidence per candidate — search volume, existing substitutes, community interest, willingness to pay. No signal, no build.
  2. Build the experiment through the documented pipeline (research, core, twist, docs, review, video).
  3. Measure: play-starts, retention, leaderboard submissions, referral source, X engagement.
  4. Double-down criteria (all three, for 2+ weeks): 1,000+ plays AND ≥10% of players submitting a score or returning within a week AND ≥1% clicking through to a store page.
  5. Productize: the winner becomes a real product (mobile app / paid game), with marketing research guiding positioning.

Honest unit economics

PathRealistic revenueVerdict
Web ads on clone pages$0.5–2 RPM → $50/mo needs 25k–100k visitsNot viable alone — SERPs owned by incumbents
App-store clones$0–20/month without UADead end as-is
One original niche game (paid)$1–10k lifetime with community reachRealistic first revenue
Sell the pipeline (templates, playbook, workshops)B2B to AI buildersStrong second path
Attention → audience → launchEmail list + one launch to a warm listThe reliable solo path

Distribution channels

Cost controls

See the live numbers on the Status page — experiments, reviews, leaderboard activity, and distribution state.