For Strategic Investors

MARKET &
SCALE

A focused entry into competitive PC gaming, designed to grow from a concentrated player community into a broader competitive platform.

Stage

Pre-Seed

Target raise

$900K

EA price

$20

// 01 — Market Size

THE COMPETITIVE PC OPPORTUNITY

PC gaming is a large and growing market where competitive titles can support long product lifecycles, strong communities and recurring engagement.

Trivals enters through a focused audience of players drawn to team competition, mechanical mastery, hero identity and long-term improvement.

$201B

The global games market across PC, console and mobile.

$43B

Global PC Games Market
2025 market size

The broadest addressable market, including mobile, console, and PC across all genres and monetization models.

Source: Newzoo, Global Games Market, 2025 results published June 2026.

Trivals is not designed for the entire PC market. Our initial audience is the intersection of competitive multiplayer, team sports, physics-driven games and hero-based experiences.

We will validate that audience through retention, recurring player density and acquisition efficiency before expanding the product or increasing spend.

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 trying to reach the entire PC market at launch.

We are starting with a focused audience of players who value team competition, mechanical mastery, hero identity and repeat play. We will expand only after retention and reliable player density are proven.

3–5 YEAR TARGET

WHY THIS NICHE

300,000 cumulative PC copies sold

Premium entry price. Skill-based competition. Optional cosmetic and seasonal content. No pay-to-win. No loot boxes.

This is our medium-term commercial target, not a launch assumption.

Trivals sits at the intersection of competitive multiplayer, team sports, physics-driven gameplay and hero-based games.

The objective is immediately understandable, but team passing, ball physics, hero abilities and an evolving Guardian create room for mastery and replayability.

Our first goal is not mass adoption. It is proving that a concentrated group of players returns consistently, supports healthy matchmaking and brings new players into the community.

03 — Revenue Model

Revenue Architecture

Illustrative 3–5 year cumulative revenue potential. Premium PC sales form the base case. Seasonal content and console expansion represent additional growth layers and are not required for the base case.

Scenario

Premium Game Revenue

Premium Game Revenue

Live Content Revenue

Total Illustrative Net Revenue

Validation Case

300K cumulative paid PC copies

~$3.6M

Not included

~$3.6M

Target Case

750K PC copies + 250K console copies

~$12M

~$4M–$8M

~$16M–$20M

Breakout Case

1.5M PC copies + 500K console copies

~$24M

~$10M–$20M

~$34M–$44M

CORE ASSUMPTIONS:

  • ~$12 blended net revenue per game sale

  • Console launch follows PC validation

  • Live content launches after retention is proven

  • Estimates will be updated using real player data


LIVE CONTENT ASSUMPTIONS

  • Target Case: $4M–$8M/; 350K–450K active players × 15%–20% payer conversion × $35–$45 annual net spend × 2 years.

    Breakout Case: $10M–$20M

  • 900K–1.1M active players × 18%–22% payer conversion × $35–$45 annual net spend × 2 years.


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 >25%

  • 500K–750K players

  • Creator-driven growth at scale

  • Console port in development.





Target: 500K–750K players

· D30 retention >20%

· 2 ranked seasons shipped

  • 1M+ players

  • Cross-platform scale

  • Tournament infrastructure.

  • Licensed esports circuit

  • Trivals becomes the category-defining hero sport.


Target: 1M+ players

· Steam’s 75/25 revenue (applies to revenue generated above the $10M threshold).

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

The $900K pre-seed round provides approximately 18 months of runway to bring the founding team full-time, validate retention and player density, launch Trivals in Steam Early Access to an initial paid audience, and prepare the product for broader market expansion.


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.


info@livingonro.com

For Strategic Investors

MARKET &
SCALE

A focused entry into competitive PC gaming, designed to grow from a concentrated player community into a broader competitive platform.

Stage

Pre-Seed

Target raise

$900K

EA price

$20

// 01 — Market Size

THE COMPETITIVE PC OPPORTUNITY

PC gaming is a large and growing market where competitive titles can support long product lifecycles, strong communities and recurring engagement.

Trivals enters through a focused audience of players drawn to team competition, mechanical mastery, hero identity and long-term improvement.

$201B

The global games market across PC, console and mobile.

$43B

Global PC Games Market
2025 market size

The broadest addressable market, including mobile, console, and PC across all genres and monetization models.


Source: Newzoo via PCGamer

Trivals is not designed for the entire PC market. Our initial audience is the intersection of competitive multiplayer, team sports, physics-driven games and hero-based experiences.

We will validate that audience through retention, recurring player density and acquisition efficiency before expanding the product or increasing spend.

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 trying to reach the entire PC market at launch.

We are starting with a focused audience of players who value team competition, mechanical mastery, hero identity and repeat play. We will expand only after retention and reliable player density are proven.

3–5 YEAR TARGET

WHY THIS NICHE

300,000 cumulative PC copies sold

Premium entry price. Skill-based competition. Optional cosmetic and seasonal content. No pay-to-win. No loot boxes.

This is our medium-term commercial target, not a launch assumption.

Trivals sits at the intersection of competitive multiplayer, team sports, physics-driven gameplay and hero-based games.

The objective is immediately understandable, but team passing, ball physics, hero abilities and an evolving Guardian create room for mastery and replayability.

Our first goal is not mass adoption. It is proving that a concentrated group of players returns consistently, supports healthy matchmaking and brings new players into the community.

03 — Revenue Model

Revenue Architecture

Illustrative 3–5 year cumulative revenue potential. Premium PC sales form the base case. Seasonal content and console expansion represent additional growth layers and are not required for the base case.

Scenario

Premium Game Revenue

Premium Game Revenue

Live Content Revenue

Total Illustrative Net Revenue

Validation Case

300K cumulative paid PC copies

~$3.6M

Not included

~$3.6M

Target Case

750K PC copies + 250K console copies

~$12M

~$4M–$8M

~$16M–$20M

Breakout Case

1.5M PC copies + 500K console copies

~$24M

~$10M–$20M

~$34M–$44M

CORE ASSUMPTIONS:

  • ~$12 blended net revenue per game sale

  • Console launch follows PC validation

  • Live content launches after retention is proven

  • Estimates will be updated using real player data


LIVE CONTENT ASSUMPTIONS

  • Target Case: $4M–$8M/; 350K–450K active players × 15%–20% payer conversion × $35–$45 annual net spend × 2 years.

    Breakout Case: $10M–$20M

  • 900K–1.1M active players × 18%–22% payer conversion × $35–$45 annual net spend × 2 years.


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 >25%.

  • 500K–750K players

  • Creator-driven growth at scale

  • Console port in development



Target: 500K–750K players

· D30 retention >20%

· 2 ranked seasons shipped


  • 1M+ players

  • Cross-platform scale

  • Tournament infrastructure.

  • Licensed esports circuit

  • Trivals becomes the category-defining hero sport.


Target: 1M+ players

·Steam’s 75/25 revenue-share tier applies to revenue generated above the $10M threshold.


info@livingonro.com

For Strategic Investors

MARKET &
SCALE

A focused entry into competitive PC gaming, designed to grow from a concentrated player community into a broader competitive platform.

Stage

Pre-Seed

Target raise

$900K

EA price

$20

// 01 — Market Size

THE COMPETITIVE PC OPPORTUNITY

PC gaming is a large and growing market where competitive titles can support long product lifecycles, strong communities and recurring engagement.

Trivals enters through a focused audience of players drawn to team competition, mechanical mastery, hero identity and long-term improvement.

$201B

The global games market across PC, console and mobile.

$43B

Global PC Games Market
2025 market size

The broadest addressable market, including mobile, console, and PC across all genres and monetization models.

Source: Newzoo, Global Games Market, 2025 results published June 2026.

Trivals is not designed for the entire PC market. Our initial audience is the intersection of competitive multiplayer, team sports, physics-driven games and hero-based experiences.

We will validate that audience through retention, recurring player density and acquisition efficiency before expanding the product or increasing spend.

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 trying to reach the entire PC market at launch.

We are starting with a focused audience of players who value team competition, mechanical mastery, hero identity and repeat play. We will expand only after retention and reliable player density are proven.

3–5 YEAR TARGET

WHY THIS NICHE

300,000 cumulative PC copies sold

Premium entry price. Skill-based competition. Optional cosmetic and seasonal content. No pay-to-win. No loot boxes.

This is our medium-term commercial target, not a launch assumption.

Trivals sits at the intersection of competitive multiplayer, team sports, physics-driven gameplay and hero-based games.

The objective is immediately understandable, but team passing, ball physics, hero abilities and an evolving Guardian create room for mastery and replayability.

Our first goal is not mass adoption. It is proving that a concentrated group of players returns consistently, supports healthy matchmaking and brings new players into the community.

03 — Revenue Model

Revenue Architecture

Illustrative 3–5 year cumulative revenue potential. Premium PC sales form the base case. Seasonal content and console expansion represent additional growth layers and are not required for the base case.

Scenario

Premium Game Revenue

Premium Game Revenue

Live Content Revenue

Total Illustrative Net Revenue

Validation Case

300K cumulative paid PC copies

~$3.6M

Not included

~$3.6M

Target Case

750K PC copies + 250K console copies

~$12M

~$4M–$8M

~$16M–$20M

Breakout Case

1.5M PC copies + 500K console copies

~$24M

~$10M–$20M

~$34M–$44M

CORE ASSUMPTIONS:

  • ~$12 blended net revenue per game sale

  • Console launch follows PC validation

  • Live content launches after retention is proven

  • Estimates will be updated using real player data


LIVE CONTENT ASSUMPTIONS

  • Target Case: $4M–$8M/; 350K–450K active players × 15%–20% payer conversion × $35–$45 annual net spend × 2 years.

    Breakout Case: $10M–$20M

  • 900K–1.1M active players × 18%–22% payer conversion × $35–$45 annual net spend × 2 years.


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 >25%

  • 500K–750K players

  • Creator-driven growth at scale

  • Console port in development.






Target: 500K–750K players

· D30 retention >20%

· 2 ranked seasons shipped

  • 1M+ players

  • Cross-platform scale

  • Tournament infrastructure.

  • Licensed esports circuit

  • Trivals becomes the category-defining hero sport.


    Target: 1M+ players

    · Steam’s 75/25 revenue-share tier applies to revenue generated above the $10M threshold.


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

The $900K pre-seed round provides approximately 18 months of runway to bring the founding team full-time, validate retention and player density, launch Trivals in Steam Early Access to an initial paid audience, and prepare the product for broader market expansion.


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.


info@livingonro.com