For Strategic Investors

MARKET & SCALE

The Competitive PC Opportunity

$190B
Global Online Gaming (TAM)

Source: Newzoo via PCGamer

$43B PC Multiplayer Gaming (SAM)

(shooter, MOBA, battle royale, and competitive titles on PC approximately half of the $86B PC gaming market)

Source: Newzoo via VGC

Competitive PC is the most durable segment in gaming
long lifecycles, high retention, dense communities, recurring monetization.

Trivals is built for this segment.

Focused Entry Strategy

We are not targeting mass casual gaming.

We are entering through a disciplined competitive niche.

Initial Target (3–5 Years)

300,000 PC players

Premium. Skill-based. No pay-to-win.

Revenue Model [Base Case]

Layer

Premium PC

Cosmetics & Season Pass

Console Expansion

Assumption

300K × $21 net

35% attach, 3 seasonal passes/year × $20

+150K players

Revenue

$6.3M

~$6.3M

~$3M

3–5 Year Obtainable Revenue: ~$15M–$20M

(The Season Pass assumption mirrors industry-standard seasonal cadence: 3 passes/year at $20 each = $60/year per attached player. Comparable titles including Rocket League and Valorant operate at similar attach rates and seasonal pricing.)

Designed to Compound

Designed to Compound

The base model succeeds at 300K players.
The architecture supports expansion beyond 1M+ players.

Phase 1 — Competitive Density
Retention validation. Community concentration.

Phase 2 — Category Expansion
500K–750K players. Creator-driven growth.

Phase 3 — Platform & Esports Leverage
1M+ players. Cross-platform scale.

Competitive PC titles historically show non-linear growth once density crosses critical thresholds.

Structural Advantage

Unlike traditional AAA studios, Trivals is built as a lean, AI-enabled competitive platform.

• Small, senior founding team
• AI-accelerated production workflows
• Faster iteration cycles
• Player-in-the-loop development
• Capital-efficient execution

We do not compete on $200M production budgets.
We compete on speed, density, and design precision.

Modern tools allow small teams to build competitive grade experiences
without AAA overhead.

livingonro@gmail.com

For Strategic Investors

MARKET & SCALE

The Competitive PC Opportunity

$190B
Global Online Gaming (TAM)

Source: Newzoo via PCGamer

$43B PC Multiplayer Gaming (SAM)

(shooter, MOBA, battle royale, and competitive titles on PC approximately half of the $86B PC gaming market)

Source: Newzoo via VGC

Competitive PC is the most durable segment in gaming
long lifecycles, high retention, dense communities, recurring monetization.

Trivals is built for this segment.

Focused Entry Strategy

We are not targeting mass casual gaming.

We are entering through a disciplined competitive niche.

Initial Target (3–5 Years)

300,000 PC players

Premium. Skill-based. No pay-to-win.

Revenue Model [Base Case]

Layer

Premium PC

Cosmetics & Season Pass

Console Expansion

Assumption

300K × $21 net

35% attach, 3 seasonal passes/year × $20

+150K players

Revenue

$6.3M

~$6.3M

~$3M

3–5 Year Obtainable Revenue: ~$15M–$20M

(The Season Pass assumption mirrors industry-standard seasonal cadence: 3 passes/year at $20 each = $60/year per attached player. Comparable titles including Rocket League and Valorant operate at similar attach rates and seasonal pricing.)

Designed to Compound

Designed to Compound

The base model succeeds at 300K players.
The architecture supports expansion beyond 1M+ players.

Phase 1 — Competitive Density
Retention validation. Community concentration.

Phase 2 — Category Expansion
500K–750K players. Creator-driven growth.

Phase 3 — Platform & Esports Leverage
1M+ players. Cross-platform scale.

Competitive PC titles historically show non-linear growth once density crosses critical thresholds.

Structural Advantage

Unlike traditional AAA studios, Trivals is built as a lean, AI-enabled competitive platform.

• Small, senior founding team
• AI-accelerated production workflows
• Faster iteration cycles
• Player-in-the-loop development
• Capital-efficient execution

We do not compete on $200M production budgets.
We compete on speed, density, and design precision.

Modern tools allow small teams to build competitive grade experiences
without AAA overhead.

livingonro@gmail.com

For Strategic Investors

MARKET & SCALE

The Competitive PC Opportunity

$190B
Global Online Gaming (TAM)

Source: Newzoo via PCGamer

$43B PC Multiplayer Gaming (SAM)

(shooter, MOBA, battle royale, and competitive titles on PC approximately half of the $86B PC gaming market)

Source: Newzoo via VGC

Competitive PC is the most durable segment in gaming
long lifecycles, high retention, dense communities, recurring monetization.

Trivals is built for this segment.

Focused Entry Strategy

We are not targeting mass casual gaming.

We are entering through a disciplined competitive niche.

Initial Target (3–5 Years)

300,000 PC players

Premium. Skill-based. No pay-to-win.

Revenue Model [Base Case]

Layer

Premium PC

Cosmetics & Season Pass

Console Expansion

Assumption

300K × $21 net

35% attach, 3 seasonal passes/year × $20

+150K players

Revenue

$6.3M

~$6.3M

~$3M

3–5 Year Obtainable Revenue: ~$15M–$20M

(The Season Pass assumption mirrors industry-standard seasonal cadence: 3 passes/year at $20 each = $60/year per attached player. Comparable titles including Rocket League and Valorant operate at similar attach rates and seasonal pricing.)

Designed to Compound

Designed to Compound

The base model succeeds at 300K players.
The architecture supports expansion beyond 1M+ players.

Phase 1 — Competitive Density
Retention validation. Community concentration.

Phase 2 — Category Expansion
500K–750K players. Creator-driven growth.

Phase 3 — Platform & Esports Leverage
1M+ players. Cross-platform scale.

Competitive PC titles historically show non-linear growth once density crosses critical thresholds.

Structural Advantage

Unlike traditional AAA studios, Trivals is built as a lean, AI-enabled competitive platform.

• Small, senior founding team
• AI-accelerated production workflows
• Faster iteration cycles
• Player-in-the-loop development
• Capital-efficient execution

We do not compete on $200M production budgets.
We compete on speed, density, and design precision.

Modern tools allow small teams to build competitive grade experiences
without AAA overhead.

livingonro@gmail.com