For Strategic Investors
Trivals – Pre-Seed Round
Raise: Up to $900,000
Targeting
Initial Close Target: $500,000
Sustainability
Runway: 9–16 months
Efficiency
Monthly Burn: ~$47K–$55K
// Current Position
Built to scale.
Ready for deployment.
The core competitive system is built and playable.The remaining validation variable at this stage is sustained competitive player density.
This round is structured to address that variable directly through controlled player acquisition, structured play windows, and rapid iteration.
Phase A – Player Density & Competitive Activation
Team:
Focus Areas
Validation Targets (Month 6)
4 founders full-time, Lean burn structure
• Onboarding clarity and friction removal
• Structured weekly play windows to concentrate density
• Targeted acquisition of competitive players
• Core match flow polish based on live sessions
• 150+ recurring weekly players within structured play windows
• Stable multi-match sessions per active player
• ≥ 45-minute average session length
Expected Outcome : Validated competitive density with repeat weekly participation inside structured play environments.
Milestone Discipline: Advancement to expansion is strictly validation-driven. If density targets are not achieved,the team continues focused iteration without scaling burn.
Phase A – Player Density & Competitive Activation (Months 0–6)
Team: 4 founders full-time
Lean burn structure
Phase B – Conditional Expansion (Months 6–12)
Activated only if validation targets are met.
Team:
Focus Areas
Validation Targets (Month 6)
4 founders full-time, Lean burn structure
Steam Next Fest demo execution — developer livestreams, micro-creator seeding, organic clip amplification
Early Access launch at $9.99 into a pre-warmed wishlist audience
Content expansion: 4th hero (Warrick), pass-streak arena ability, map visual polish
Full matchmaking pipeline live with analytics and D7 retention tracking
Private lobbies enabling streamer-audience match filling — primary organic growth mechanic
50,000+ Steam wishlists generated through Next Fest
500–1,000 paying Early Access players
35%+ D7 player retention (the primary investor unlock metric)
Server cost coverage from EA revenue
Expected Outcome : Validated competitive density with repeat weekly participation inside structured play environments.
Capital Allocation
60%
15%
10%
5%
10%
60%
Product/Team
15%
Infrastructure
10%
Player Acquisition
5%
Legal
10%
Operational Buffer

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
Raise: Up to $900,000
Targeting
Initial Close Target: $500,000
Sustainability
Runway: 9–16 months
Efficiency
Monthly Burn: ~$47K–$55K
// Current Position
Built to scale.
Ready for deployment.
The core competitive system is built and playable.The remaining validation variable at this stage is sustained competitive player density.
This round is structured to address that variable directly through controlled player acquisition, structured play windows, and rapid iteration.
Phase A – Player Density & Competitive Activation
Team:
Focus Areas
Validation Targets (Month 6)
4 founders full-time, Lean burn structure
• Onboarding clarity and friction removal
• Structured weekly play windows to concentrate density
• Targeted acquisition of competitive players
• Core match flow polish based on live sessions
• 150+ recurring weekly players within structured play windows
• Stable multi-match sessions per active player
• ≥ 45-minute average session length
Expected Outcome : Validated competitive density with repeat weekly participation inside structured play environments.
Milestone Discipline: Advancement to expansion is strictly validation-driven. If density targets are not achieved,the team continues focused iteration without scaling burn.
Phase A – Player Density & Competitive Activation (Months 0–6)
Team: 4 founders full-time
Lean burn structure
Phase B – Conditional Expansion (Months 6–12)
Activated only if validation targets are met.
Team:
Focus Areas
Validation Targets (Month 6)
4 founders full-time, Lean burn structure
Steam Next Fest demo execution — developer livestreams, micro-creator seeding, organic clip amplification
Early Access launch at $9.99 into a pre-warmed wishlist audience
Content expansion: 4th hero (Warrick), pass-streak arena ability, map visual polish
Full matchmaking pipeline live with analytics and D7 retention tracking
Private lobbies enabling streamer-audience match filling — primary organic growth mechanic
50,000+ Steam wishlists generated through Next Fest
500–1,000 paying Early Access players
35%+ D7 player retention (the primary investor unlock metric)
Server cost coverage from EA revenue
Expected Outcome : Validated competitive density with repeat weekly participation inside structured play environments.
Capital Allocation
60%
15%
10%
5%
10%
60%
Product/Team
15%
Infrastructure
10%
Player Acquisition
5%
Legal
10%
Operational Buffer

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
Raise: Up to $900,000
Targeting
Initial Close Target: $500,000
Sustainability
Runway: 9–16 months
Efficiency
Monthly Burn: ~$47K–$55K
// Current Position
Built to scale.
Ready for deployment.
The core competitive system is built and playable.The remaining validation variable at this stage is sustained competitive player density.
This round is structured to address that variable directly through controlled player acquisition, structured play windows, and rapid iteration.
Phase A – Player Density & Competitive Activation
Team:
Focus Areas
Validation Targets (Month 6)
4 founders full-time, Lean burn structure
• Onboarding clarity and friction removal
• Structured weekly play windows to concentrate density
• Targeted acquisition of competitive players
• Core match flow polish based on live sessions
• 150+ recurring weekly players within structured play windows
• Stable multi-match sessions per active player
• ≥ 45-minute average session length
Expected Outcome : Validated competitive density with repeat weekly participation inside structured play environments.
Milestone Discipline: Advancement to expansion is strictly validation-driven. If density targets are not achieved,the team continues focused iteration without scaling burn.
Phase A – Player Density & Competitive Activation (Months 0–6)
Team: 4 founders full-time
Lean burn structure
Phase B – Conditional Expansion (Months 6–12)
Activated only if validation targets are met.
Team:
Focus Areas
Validation Targets (Month 6)
4 founders full-time, Lean burn structure
Steam Next Fest demo execution — developer livestreams, micro-creator seeding, organic clip amplification
Early Access launch at $9.99 into a pre-warmed wishlist audience
Content expansion: 4th hero (Warrick), pass-streak arena ability, map visual polish
Full matchmaking pipeline live with analytics and D7 retention tracking
Private lobbies enabling streamer-audience match filling — primary organic growth mechanic
50,000+ Steam wishlists generated through Next Fest
500–1,000 paying Early Access players
35%+ D7 player retention (the primary investor unlock metric)
Server cost coverage from EA revenue
Expected Outcome : Validated competitive density with repeat weekly participation inside structured play environments.
Capital Allocation
60%
15%
10%
5%
10%
60%
Product/Team
15%
Infrastructure
10%
Player Acquisition
5%
Legal
10%
Operational Buffer

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
