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
