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