For Strategic Investors

Trivals – Pre-Seed Round

Targeting

Close Target: $900,000

Sustainability

Runway: ~18 months

Efficiency

Monthly Burn: ~$43,000

// Current Position

Built to scale.
Ready for deployment.

The core product is playable. The next stage is validating retention, reliable player density and an efficient acquisition loop.

This round is structured to address that variable directly through controlled player acquisition, structured play windows, and rapid iteration.

// 18-Month Execution Plan

Months 0–6 : Prove The Loop

Team:

Focus Areas


Milestone checkpoint (Month 6):

4 founders full-time, Lean burn structure

• Improve onboarding clarity and remove early-player friction

  • Polish the core competitive match loop through recurring external playtests

  • Run structured weekly play windows to concentrate player density

  • Build analytics and feedback systems around retention, session behavior and match completion

  • Recruit competitive players who match the game’s initial target audience

  • Reach 500 activated external players

  • At least 30% return for another scheduled session within 14 days

  • At least 50% of returning players complete a third session

  • Reach an average of 150 weekly active players during the final month

  • Reach an average session length of at least 45 minutes

  • Reach an average of at least three completed matches per session



Months 7–12 : VALIDATE PAID DEMAND

Execution expands into audience building and paid validation once Phase A retention targets are achieved.

Focus Areas


Milestone checkpoint (Month 12):

  • Build a qualified Steam wishlist audience ahead of launch

  • Execute the Steam Next Fest campaign through livestreams, creator seeding and organic gameplay content

  • Complete the matchmaking, private-lobby and player-analytics pipelines

  • Expand gameplay content and competitive depth

  • Launch a controlled paid Early Access cohort

  • Test store conversion and early acquisition channels

  • Reach 20,000 qualified Steam wishlists, with 50,000 as a stretch target

  • Launch Trivals in Steam Early Access and acquire an initial paid cohort of 500–1,000 players.

  • At least 30% of activated players return within 14 days

  • At least 50% of returning players complete a third session

  • Maintain a weekly active rate of at least 25%, with a minimum of 150 weekly active players

  • Maintain an average session length of at least 45 minutes

  • Maintain a median matchmaking time of three minutes or less during scheduled play windows

  • Establish initial benchmarks for store conversion, acquisition cost and paid-player retention

Months 13–18 : Operate, Learn, Grow

Focus Areas


Milestone checkpoint (Month 18):

  • Expand Early Access distribution beyond the initial paid cohort.

  • Establish a consistent cadence of balance patches, content updates and community events

  • Improve D7 and D30 retention using live player-behavior data

  • Grow creator-led and community-led player acquisition

  • Improve matchmaking density across broader play windows

  • Introduce optional cosmetics and seasonal content after retention is validated

  • Prepare the company for its next financing or growth stage

  • Accumulate at least six months of live product and commercial data

  • Establish clear D7 and D30 retention benchmarks

  • Demonstrate stable matchmaking and recurring player density across a broader audience

  • Establish measurable acquisition, store-conversion and revenue benchmarks

  • Demonstrate an initial revenue trajectory from Early Access sales and optional cosmetic purchases

  • Identify repeatable player-acquisition and community-growth channels

  • Position the company for a seed round supported by live retention, engagement and revenue data

Activated player = an external player who completes onboarding and at least one full match.

Capital Allocation

51%

16%

13%

5%

15%

51%
Core Team ~$460K

16%
Infrastructure
~$145K

13%
PR & Marketing ~$117K

5%
Legal
~$45K

15%
Operational Buffer ~$133K

Market Positioning & Upside

Trivals targets the PC competitive multiplayer segment
a category defined by high replay depth, strong community formation, and multi-year product lifecycles.

Once competitive density is achieved, engagement compounds through:

• Player mastery
• Team coordination
• Creator-driven visibility
• Community-driven growth

Competitive PC titles that achieve density benefit from long product lifecycles and community-driven growth dynamics.

This round focuses on activating that compounding loop.

info@livingonro.com

For Strategic Investors

Trivals – Pre-Seed Round

Targeting

Close Target: $900,000

Sustainability

Runway: ~18 months

Efficiency

Monthly Burn: ~$43,000

// Current Position

Built to scale.
Ready for deployment.

The core product is playable. The next stage is validating retention, reliable player density and an efficient acquisition loop.

This round is structured to address that variable directly through controlled player acquisition, structured play windows, and rapid iteration.

// 18-Month Execution Plan

Months 0–6 : Prove The Loop

Team:

Focus Areas


Milestone checkpoint (Month 6):

4 founders full-time, Lean burn structure

• Improve onboarding clarity and remove early-player friction

  • Polish the core competitive match loop through recurring external playtests

  • Run structured weekly play windows to concentrate player density

  • Build analytics and feedback systems around retention, session behavior and match completion

  • Recruit competitive players who match the game’s initial target audience

  • Reach 500 activated external players

  • At least 30% return for another scheduled session within 14 days

  • At least 50% of returning players complete a third session

  • Reach an average of 150 weekly active players during the final month

  • Reach an average session length of at least 45 minutes

  • Reach an average of at least three completed matches per session



Months 7–12 : VALIDATE PAID DEMAND

Execution expands into audience building and paid validation once Phase A retention targets are achieved.

Focus Areas


Milestone checkpoint (Month 12):

  • Build a qualified Steam wishlist audience ahead of launch

  • Execute the Steam Next Fest campaign through livestreams, creator seeding and organic gameplay content

  • Complete the matchmaking, private-lobby and player-analytics pipelines

  • Expand gameplay content and competitive depth

  • Launch a controlled paid Early Access cohort

  • Test store conversion and early acquisition channels

  • Reach 20,000 qualified Steam wishlists, with 50,000 as a stretch target

  • Launch Trivals in Steam Early Access and acquire an initial paid cohort of 500–1,000 players.

  • At least 30% of activated players return within 14 days

  • At least 50% of returning players complete a third session

  • Maintain a weekly active rate of at least 25%, with a minimum of 150 weekly active players

  • Maintain an average session length of at least 45 minutes

  • Maintain a median matchmaking time of three minutes or less during scheduled play windows

  • Establish initial benchmarks for store conversion, acquisition cost and paid-player retention

Months 13–18 : Operate, Learn, Grow

Focus Areas


Milestone checkpoint (Month 18):

  • Expand Early Access distribution beyond the initial paid cohort.

  • Establish a consistent cadence of balance patches, content updates and community events

  • Improve D7 and D30 retention using live player-behavior data

  • Grow creator-led and community-led player acquisition

  • Improve matchmaking density across broader play windows

  • Introduce optional cosmetics and seasonal content after retention is validated

  • Prepare the company for its next financing or growth stage

  • Accumulate at least six months of live product and commercial data

  • Establish clear D7 and D30 retention benchmarks

  • Demonstrate stable matchmaking and recurring player density across a broader audience

  • Establish measurable acquisition, store-conversion and revenue benchmarks

  • Demonstrate an initial revenue trajectory from Early Access sales and optional cosmetic purchases

  • Identify repeatable player-acquisition and community-growth channels

  • Position the company for a seed round supported by live retention, engagement and revenue data

Activated player = an external player who completes onboarding and at least one full match.

Capital Allocation

51%

16%

13%

5%

15%

51%
Core Team
~$460k

16%
Infrastructure
~$145K

13%
PR & Marketing ~$117K

5%
Legal
~$45K

15%
Operational Buffer~$133K

Market Positioning & Upside

Trivals targets the PC competitive multiplayer segment
a category defined by high replay depth, strong community formation, and multi-year product lifecycles.

Once competitive density is achieved, engagement compounds through:

• Player mastery
• Team coordination
• Creator-driven visibility
• Community-driven growth

Competitive PC titles that achieve density benefit from long product lifecycles and community-driven growth dynamics.

This round focuses on activating that compounding loop.

info@livingonro.com

For Strategic Investors

Trivals – Pre-Seed Round

Targeting

Close Target:


$900,000

Sustainability


Runway: ~18 months

Efficiency


Monthly Burn: ~$43,000

// Current Position

Built to scale.
Ready for deployment.

The core product is playable. The next stage is validating retention, reliable player density and an efficient acquisition loop.

This round is structured to address that variable directly through controlled player acquisition, structured play windows, and rapid iteration.

// 18-Month Execution Plan

Months 0–6 : Prove The Loop

Team:

Focus Areas


Milestone checkpoint (Month 6):

4 founders full-time, Lean burn structure

• Improve onboarding clarity and remove early-player friction

  • Polish the core competitive match loop through recurring external playtests

  • Run structured weekly play windows to concentrate player density

  • Build analytics and feedback systems around retention, session behavior and match completion

  • Recruit competitive players who match the game’s initial target audience

  • Reach 500 activated external players

  • At least 30% return for another scheduled session within 14 days

  • At least 50% of returning players complete a third session

  • Reach an average of 150 weekly active players during the final month

  • Reach an average session length of at least 45 minutes

  • Reach an average of at least three completed matches per session



Months 7–12 : VALIDATE PAID DEMAND

Execution expands into audience building and paid validation once Phase A retention targets are achieved.

Focus Areas


Milestone checkpoint (Month 12):

  • Steam Next Fest demo execution: developer livestreams, micro-creator seeding, organic clip amplification

  • Early Access launch into a pre-warmed wishlist audience

  • Full matchmaking pipeline live with analytics and D7 retention tracking

  • Private lobbies enabling streamer-audience match filling

  • Content expansion

  • Reach 20,000 qualified Steam wishlists, with 50,000 as a stretch target

  • Launch Trivals in Steam Early Access and acquire an initial paid cohort of 500–1,000 players.

  • At least 30% of activated players return within 14 days

  • At least 50% of returning players complete a third session

  • Maintain a weekly active rate of at least 25%, with a minimum of 150 weekly active players

  • Maintain an average session length of at least 45 minutes

  • Maintain a median matchmaking time of three minutes or less during scheduled play windows

  • Establish initial benchmarks for store conversion, acquisition cost and paid-player retention

Months 13–18 : Operate, Learn, Grow

Focus Areas


Milestone checkpoint (Month 18):

  • Expand Early Access distribution beyond the initial paid cohort.

  • Establish a consistent cadence of balance patches, content updates and community events

  • Improve D7 and D30 retention using live player-behavior data

  • Grow creator-led and community-led player acquisition

  • Improve matchmaking density across broader play windows

  • Introduce optional cosmetics and seasonal content after retention is validated

  • Prepare the company for its next financing or growth stage

  • Accumulate at least six months of live product and commercial data

  • Establish clear D7 and D30 retention benchmarks

  • Demonstrate stable matchmaking and recurring player density across a broader audience

  • Establish measurable acquisition, store-conversion and revenue benchmarks

  • Demonstrate an initial revenue trajectory from Early Access sales and optional cosmetic purchases

  • Identify repeatable player-acquisition and community-growth channels

  • Position the company for a seed round supported by live retention, engagement and revenue data

Activated player = an external player who completes onboarding and at least one full match.

Capital Allocation

51%

16%

13%

5%

15%

51%
Core Team
~$460k

16%
Infrastructure
~$145K

13%
PR & Marketing
~$117K

5%
Legal
~$45K

15%
Operational Buffer
~$133K

Market Positioning & Upside

Trivals targets the PC competitive multiplayer segment
a category defined by high replay depth, strong community formation, and multi-year product lifecycles.

Once competitive density is achieved, engagement compounds through:

• Player mastery
• Team coordination
• Creator-driven visibility
• Community-driven growth

Competitive PC titles that achieve density benefit from long product lifecycles and community-driven growth dynamics.

This round focuses on activating that compounding loop.

info@livingonro.com