For Strategic Investors
Trivals – Pre-Seed Round
// 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.
For Strategic Investors
Trivals – Pre-Seed Round
// 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.
For Strategic Investors
Trivals – Pre-Seed Round
// 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.
