For Strategic Investors
MARKET &
SCALE
A defined opportunity in competitive multiplayer PC gaming — built to enter lean and compound toward a platform.
Stage
Pre-Seed
Target raise
$900K
Initial close
$500K
EA price
$20
// 01 — Market Size
THE COMPETITIVE PC OPPORTUNITY
Competitive PC is the most durable segment in gaming — long lifecycles, high retention, dense communities, and recurring monetization. Trivals is built for this segment.
$190B
TAM — Global Online Gaming
$43B
SAM — PC Multiplayer Gaming
The broadest addressable market, including mobile, console, and PC across all genres and monetization models.
Source: Newzoo via PCGamer
Competitive PC titles — shooters, MOBAs, battle royale, and skill-based sports — the segment Trivals directly enters. Approximately half the $86B PC gaming market.
Source: Newzoo via VGC
Competitive PC is the most durable segment in gaming: long lifecycles, high player retention, dense communities, and recurring monetization. Trivals is built specifically for this segment — not mass casual gaming. Our entry strategy is deliberate and focused.
02 — Entry Strategy
FOCUSED MARKET ENTRY
We are not targeting mass casual gaming. We are entering through a disciplined competitive niche — then compounding outward.
INITIAL TARGET
WHY THIS NICHE
300,000 PC players within 3–5 years of launch. Premium. Skill-based. No pay-to-win. No loot boxes.
This is a validated, reachable target for a well-executed competitive indie with the right distribution strategy. The base model succeeds at this number.
Competitive multiplayer players have the highest retention, highest LTV, and strongest community formation of any player segment.
They also have the clearest unmet need: a physics-driven hero sport with real depth. Trivals occupies an intersection with no direct competitor at this production quality.
03 — Revenue Model
BASE CASE REVENUE
Three revenue layers at 300K players. All figures are net after Steam's 30% platform fee.
Layer
Assumption
Net Revenue
Premium PC
300K copies × $14 net
$20 EA price · Steam 30% cut · $14 net per unit
$4.2M
Cosmetics & Season Pass
35% attach × 3 seasonal passes/year × $14 net
105K players × $42 net/year = $4.4M. Attach rate and pricing mirrors Rocket League and Valorant seasonal cadence.
$4.4M
Console Expansion
+150K console players × $14 net
Phase 3 expansion — not assumed in initial raise. Upside only.
$2.1M
3–5 YEAR OBTAINABLE REVENUE
All three layers combined at 300K + console expansion. Conservative net pricing throughout..
~$10.7M
04 — Growth Architecture
DESIGNED TO COMPOUND
The base model succeeds at 300K players. The architecture supports non-linear expansion well beyond that. Competitive PC titles historically show accelerating growth once community density crosses critical thresholds.
01
Years 1–2
COMPETITIVE DENSITY
02
Years 2–3
CCATEGORY EXPANSION
03
Years 3–5
PLATFORM & ESPORTS
Retention validation.
Community concentration.
Organic clip-driven discovery.
Core ranked ecosystem established.
Target: 300K players, D7 retention >35%
500K–750K players
Creator-driven growth at scale
Console port in development.
Target: 300K players, D7 retention >35%
1M+ players
Cross-platform scale
Tournament infrastructure.
Licensed esports circuit
Trivals becomes the category-defining hero sport.
Target: 300K players, D7 retention >35%
Upside Beyond Base Case
At 500K players the revenue model reaches approximately $17.8M net across all three layers.
At 1M players, platform revenue sharing unlocks at Steam's 75/25 tier, increasing per-unit net to ~$15, and the seasonal content flywheel compounds significantly. The base raise is sized for the 300K case
everything above that is upside on the same infrastructure.
05 — Structural Advantage
WHY A SMALL TEAM WINS HERE
Unlike traditional AAA studios, Trivals is built as a lean, AI-enabled competitive platform. We do not compete on $200M production budgets. We compete on speed, density, and design precision.
Team
Senior founding team
4 founders with full-time industry experience
Production
AI-accelerated workflows
60% faster character & assets production cycles vs. traditional pipelines. 50% faster iteration in early prototyping.
Internal benchmarks.
Development
Player-in-the-loop
Regular playtests from day one. Design decisions driven by real play data, not assumption. Feedback loop is faster than any AAA studio.
Capital
Capital-efficient execution
$900K total raise gets us through Early Access and to profitability. The raise funds the milestone, not the runway burn.
Ethics
No pay-to-win. No loot boxes.
A deliberate trust signal to the competitive player audience. Retention and community health both depend on players believing the game is fair.
Living on Ro Entertainment
NEXT STEPS
We are currently meeting with aligned partners for the initial $500K close — targeting investors with experience building and scaling multiplayer games. The current build is playable and available for a live demo session.
info@livingonro.com
For Strategic Investors
MARKET &
SCALE
A defined opportunity in competitive multiplayer PC gaming — built to enter lean and compound toward a platform.
Stage
Pre-Seed
Target raise
$900K
Initial close
$500K
EA price
$20
// 01 — Market Size
THE COMPETITIVE PC OPPORTUNITY
Competitive PC is the most durable segment in gaming — long lifecycles, high retention, dense communities, and recurring monetization. Trivals is built for this segment.
$190B
TAM — Global Online Gaming
$43B
SAM — PC Multiplayer Gaming
The broadest addressable market, including mobile, console, and PC across all genres and monetization models.
Source: Newzoo via PCGamer
Competitive PC titles — shooters, MOBAs, battle royale, and skill-based sports — the segment Trivals directly enters. Approximately half the $86B PC gaming market.
Source: Newzoo via VGC
Competitive PC is the most durable segment in gaming: long lifecycles, high player retention, dense communities, and recurring monetization. Trivals is built specifically for this segment — not mass casual gaming. Our entry strategy is deliberate and focused.
02 — Entry Strategy
FOCUSED MARKET ENTRY
We are not targeting mass casual gaming. We are entering through a disciplined competitive niche — then compounding outward.
INITIAL TARGET
WHY THIS NICHE
300,000 PC players within 3–5 years of launch. Premium. Skill-based. No pay-to-win. No loot boxes.
This is a validated, reachable target for a well-executed competitive indie with the right distribution strategy. The base model succeeds at this number.
Competitive multiplayer players have the highest retention, highest LTV, and strongest community formation of any player segment.
They also have the clearest unmet need: a physics-driven hero sport with real depth. Trivals occupies an intersection with no direct competitor at this production quality.
03 — Revenue Model
BASE CASE REVENUE
Three revenue layers at 300K players. All figures are net after Steam's 30% platform fee.
Layer
Assumption
Net Revenue
Premium PC
300K copies × $14 net
$20 EA price · Steam 30% cut · $14 net per unit
$4.2M
Cosmetics & Season Pass
35% attach × 3 seasonal passes/year × $14 net
105K players × $42 net/year = $4.4M. Attach rate and pricing mirrors Rocket League and Valorant seasonal cadence.
$4.4M
Console Expansion
+150K console players × $14 net
Phase 3 expansion — not assumed in initial raise. Upside only.
$2.1M
3–5 YEAR OBTAINABLE REVENUE
All three layers combined at 300K + console expansion. Conservative net pricing throughout..
~$10.7M
04 — Growth Architecture
DESIGNED TO COMPOUND
The base model succeeds at 300K players. The architecture supports non-linear expansion well beyond that. Competitive PC titles historically show accelerating growth once community density crosses critical thresholds.
01
Years 1–2
COMPETITIVE DENSITY
02
Years 2–3
CCATEGORY EXPANSION
03
Years 3–5
PLATFORM & ESPORTS
Retention validation.
Community concentration.
Organic clip-driven discovery.
Core ranked ecosystem established.
Target: 300K players, D7 retention >35%.
500K–750K players
Creator-driven growth at scale
Console port in development.
1M+ players
Cross-platform scale
Tournament infrastructure.
Licensed esports circuit
Trivals becomes the category-defining hero sport.
Upside Beyond Base Case
At 500K players the revenue model reaches approximately $17.8M net across all three layers.
At 1M players, platform revenue sharing unlocks at Steam's 75/25 tier, increasing per-unit net to ~$15, and the seasonal content flywheel compounds significantly. The base raise is sized for the 300K case
everything above that is upside on the same infrastructure.
Living on Ro Entertainment
NEXT STEPS
We are currently meeting with aligned partners for the initial $500K close — targeting investors with experience building and scaling multiplayer games. The current build is playable and available for a live demo session.
info@livingonro.com
For Strategic Investors
MARKET &
SCALE
A defined opportunity in competitive multiplayer PC gaming — built to enter lean and compound toward a platform.
Stage
Pre-Seed
Target raise
$900K
Initial close
$500K
EA price
$20
// 01 — Market Size
THE COMPETITIVE PC OPPORTUNITY
Competitive PC is the most durable segment in gaming — long lifecycles, high retention, dense communities, and recurring monetization. Trivals is built for this segment.
$190B
TAM — Global Online Gaming
$43B
SAM — PC Multiplayer Gaming
The broadest addressable market, including mobile, console, and PC across all genres and monetization models.
Source: Newzoo via PCGamer
Competitive PC titles — shooters, MOBAs, battle royale, and skill-based sports — the segment Trivals directly enters. Approximately half the $86B PC gaming market.
Source: Newzoo via VGC
Competitive PC is the most durable segment in gaming: long lifecycles, high player retention, dense communities, and recurring monetization. Trivals is built specifically for this segment — not mass casual gaming. Our entry strategy is deliberate and focused.
02 — Entry Strategy
FOCUSED MARKET ENTRY
We are not targeting mass casual gaming. We are entering through a disciplined competitive niche — then compounding outward.
INITIAL TARGET
WHY THIS NICHE
300,000 PC players within 3–5 years of launch. Premium. Skill-based. No pay-to-win. No loot boxes.
This is a validated, reachable target for a well-executed competitive indie with the right distribution strategy. The base model succeeds at this number.
Competitive multiplayer players have the highest retention, highest LTV, and strongest community formation of any player segment.
They also have the clearest unmet need: a physics-driven hero sport with real depth. Trivals occupies an intersection with no direct competitor at this production quality.
03 — Revenue Model
BASE CASE REVENUE
Three revenue layers at 300K players. All figures are net after Steam's 30% platform fee.
Layer
Assumption
Net Revenue
Premium PC
300K copies × $14 net
$20 EA price · Steam 30% cut · $14 net per unit
$4.2M
Cosmetics & Season Pass
35% attach × 3 seasonal passes/year × $14 net
105K players × $42 net/year = $4.4M. Attach rate and pricing mirrors Rocket League and Valorant seasonal cadence.
$4.4M
Console Expansion
+150K console players × $14 net
Phase 3 expansion — not assumed in initial raise. Upside only.
$2.1M
3–5 YEAR OBTAINABLE REVENUE
All three layers combined at 300K + console expansion. Conservative net pricing throughout..
~$10.7M
04 — Growth Architecture
DESIGNED TO COMPOUND
The base model succeeds at 300K players. The architecture supports non-linear expansion well beyond that. Competitive PC titles historically show accelerating growth once community density crosses critical thresholds.
01
Years 1–2
COMPETITIVE DENSITY
02
Years 2–3
CCATEGORY EXPANSION
03
Years 3–5
PLATFORM & ESPORTS
Retention validation.
Community concentration.
Organic clip-driven discovery.
Core ranked ecosystem established.
Target: 300K players, D7 retention >35%
500K–750K players
Creator-driven growth at scale
Console port in development.
1M+ players
Cross-platform scale
Tournament infrastructure.
Licensed esports circuit
Trivals becomes the category-defining hero sport.
Upside Beyond Base Case
At 500K players the revenue model reaches approximately $17.8M net across all three layers.
At 1M players, platform revenue sharing unlocks at Steam's 75/25 tier, increasing per-unit net to ~$15, and the seasonal content flywheel compounds significantly. The base raise is sized for the 300K case
everything above that is upside on the same infrastructure.
05 — Structural Advantage
WHY A SMALL TEAM WINS HERE
Unlike traditional AAA studios, Trivals is built as a lean, AI-enabled competitive platform. We do not compete on $200M production budgets. We compete on speed, density, and design precision.
Team
Senior founding team
4 founders with full-time industry experience
Production
AI-accelerated workflows
60% faster character & assets production cycles vs. traditional pipelines. 50% faster iteration in early prototyping.
Internal benchmarks.
Development
Player-in-the-loop
Regular playtests from day one. Design decisions driven by real play data, not assumption. Feedback loop is faster than any AAA studio.
Capital
Capital-efficient execution
$900K total raise gets us through Early Access and to profitability. The raise funds the milestone, not the runway burn.
Ethics
No pay-to-win. No loot boxes.
A deliberate trust signal to the competitive player audience. Retention and community health both depend on players believing the game is fair.
Living on Ro Entertainment
NEXT STEPS
We are currently meeting with aligned partners for the initial $500K close — targeting investors with experience building and scaling multiplayer games. The current build is playable and available for a live demo session.
info@livingonro.com
