Dynamic Zero Marketing Guide (Net Profit)

💸 Conservative Modeling: Platform Revenue Cuts are ALREADY Subtracted

🧠 Why We Don't Need Marketing on Web & Roblox

The fatal mistake most indie devs make is treating all platforms like Steam.

⚠️ REALITY CHECK: Brutal Truth About Zero Marketing

Are these numbers realistic? Yes, but ONLY if you understand the algorithms.

How this math works:

The numbers in the tables below are highly conservative. The data arrays in this model represent the "Payout" (the money sent to your bank account) AFTER Steam has taken their 30% cut, and AFTER Roblox has taken their ~70% DevEx cut. Then, we subtract your Server Costs to find the True Net Profit.

📊 Revenue Audit — What's Included vs. What's NOT

This model is intentionally conservative. We only count the primary revenue stream for each platform. Several additional income sources are excluded, meaning the real numbers could be significantly higher.

Revenue Stream Steam Web Roblox Quest
💰 Game Sales (one-time purchase) ✅ $14.99 — Free — Free ✅ $4.99
📺 Ad Revenue (interstitial + rewarded video) — N/A ✅ $3-$8 CPM — N/A — N/A
🛒 Cosmetic Microtransactions (skins, trails, etc.) ❌ Not modeled ✅ $0.99-$4.99 ✅ 50-800 R$ ❌ Not modeled
⏱️ Engagement-Based Payouts (Roblox EBP) — N/A — N/A ✅ Modeled (~10-15% bonus) — N/A
📢 Immersive Ads (Roblox in-game ad placements) — N/A — N/A ✅ Modeled (~5-10% bonus) — N/A
🔄 Subscriptions / VIP Pass (monthly recurring) ❌ Not modeled ✅ Modeled ($2.99-$6.99) ✅ Modeled (200-800 R$) ❌ Not modeled
🎁 DLC / Expansion Packs ❌ Not modeled — N/A — N/A ❌ Not modeled
🤝 Sponsorship Deals (portal featured placement) — N/A ❌ Not modeled — N/A — N/A

💎 All Major Revenue Streams Included (Plus Remaining Upside)

Our model now directly incorporates Cosmetics, Web IAP, Roblox Engagement-Based Payouts (EBP), Immersive Ads, and VIP Subscriptions into baseline projections. Extra unmodeled upside includes:

⚠️ Bottom line: Projections include all standard platform income pillars. Actual earnings will easily exceed these figures with seasonal events and portal features.

⏱️ Dev Time: Already Built
🎮 600+ Discord Pre-Launch
💰 Server: ~$200/mo (Steam)
📊 Comp: High

⚡ Game 1: HyperCycle League ($14.99)

Niche & Competition: Niche arcade racing. High competition on Steam. With no marketing, organic discovery is near zero. Our polished visuals are great, but Steam players demand deep progression systems. ADVANTAGE: 600+ Discord members pre-launch = guaranteed ~50 Day 1 sales (~8% conversion).

1. The Revenue Cut (How We Make Money)

S

Steam

One-Time Purchase Only
1
Player buys the game for $14.99 (one-time).
2
-30% Steam Revenue Cut
3
Our Payout: ~$10.50 per sale
⚠️ No cosmetics/DLC modeled. Steam revenue = game sales only. No recurring income.
W

Web Portals

Poki, CrazyGames, Yandex, Coolmath
1
Player watches interstitial ads between rounds + rewarded video ads for boosts.
2
-50% Ad Network Cut (Portal keeps half)
💡 Revenue = Ads + In-Game Shop (~85% ads / ~15% purchases). Avg session: 15-25 min = ~8-12 ad views. Plus optional cosmetics via Stripe/PayPal (we keep ~70% after portal + payment fees).
🚫 Remove Ads Pass$2.99→ $2.09
🏎️ Premium Vehicle Pack$1.99→ $1.39
⭐ VIP Pass (no ads + skins)$4.99→ $3.49
~1-2% of web players pay. Low conversion but high margin (70% kept vs Roblox's 30%).
R

Roblox

Cosmetics + EBP + Immersive Ads + Subscriptions
1
Player buys cosmetics & VIP passes with Robux.
2
Roblox pays Engagement-Based Payouts (EBP) for Premium play time (+10-15% bonus).
3
In-game Immersive Video & Billboard Ads (+5-10% bonus).
4
Our Payout: ~$0.0035 per Robux spent + direct EBP/Ad earnings
🛒 In-Game Shop Items (HyperCycle League):
🏎️ Vehicle Skin150 R$ (~$1.88)→ $0.53
✨ Neon Trail Effect400 R$ (~$5.00)→ $1.40
⭐ VIP Game Pass / Sub800 R$ (~$10.00)→ $2.80
⚡ Speed Boost (temp)75 R$ (~$0.94)→ $0.26
🎵 Custom Horn50 R$ (~$0.63)→ $0.18
Total Roblox Payout = Robux DevEx + EBP + Immersive Ads.
EBP adds automatic payout whenever Premium users play. Immersive ads monetize non-paying users.

Steam (Post-Cut Payout)

Web Portals (Multiplied Reach)

Roblox (Post-Cut Payout)

Detailed Monthly Revenue (NET PROFIT)

⏱️ Dev Time: ~2-3 Months
💰 Server: $0 - $2/mo
📊 Comp: Low (Blue Ocean)

🔮 Game 2: Marble Blast + Custom Editor

Niche & Competition: Physics platformers with level editors. This is a massive blue ocean on Web and Roblox. Everyone builds shooters; very few build high-quality, physics-based puzzle games. If we bring Top 1% visual polish and a buttery smooth physics engine to this niche, we will completely dominate the search results.

Revenue Model

W

Web Portals

100% Ad Revenue
💡 Ads + In-Game Shop. Avg session: 20-35 min = ~10-15 ad views. Level editor = daily return visits.
🚫 Remove Ads Pass$2.99→ $2.09
🔮 Premium Marble Pack (5 skins)$1.99→ $1.39
✏️ Pro Level Editor Tools$3.99→ $2.79
⭐ VIP Creator Pass (all skins + tools)$6.99→ $4.89
~2-3% conversion (higher than avg because level editor creators are invested). Pro tools = whale magnet on web too.
R

Roblox

Cosmetics + EBP + Immersive Ads + Subscriptions
🛒 Shop & Revenue Streams (Marble Blast):
🔮 Premium Marble Skin200 R$ (~$2.50)→ $0.70
✨ Particle Trail Effect350 R$ (~$4.38)→ $1.23
⭐ Level Editor VIP Pass600 R$ (~$7.50)→ $2.10
⏱️ EBP (Premium Playtime)Auto-Payout→ +15% Boost
📢 Immersive Portal AdsImpressions→ +8% Boost
Level editor VIP pass is the whale magnet. Combined with high EBP from long puzzle sessions.

Steam

Web Portals (Poki, CrazyGames, Coolmath)

Roblox

Detailed Monthly Revenue (NET PROFIT)

⏱️ Dev Time: ~2-4 Weeks
💰 Server: $0 - $2/mo
📊 Comp: Medium

🐍 Game 3: HyperCycle Beast (Web/Roblox)

Niche & Competition: .io style hyper-casual games. High search volume on Web portals. The competition is numerous but extremely low-quality. Bringing Top 1% visual polish (neon lights, smooth trails, satisfying sound design) to an .io game will instantly make it the highest-converting game in its category.

Revenue Model

W

Web Portals

100% Ad Revenue
💡 Ads + In-Game Shop. Avg session: 8-15 min = ~4-8 ad views. Massive player volume.
🚫 Remove Ads$1.99→ $1.39
🐍 Creature Skin Pack$0.99→ $0.69
⚡ Starter Boost (2x size)$0.99→ $0.69
~1% conversion. Low price = impulse buy. Volume makes up for low rate.
R

Roblox

Cosmetics + EBP + Immersive Ads + Subscriptions
🛒 Shop & Revenue Streams (HyperCycle Beast):
🐍 Creature Skin150 R$ (~$1.88)→ $0.53
🌈 Neon Glow Trail250 R$ (~$3.13)→ $0.88
👑 Kill Effect (crown pop)300 R$ (~$3.75)→ $1.05
⏱️ EBP (Premium Playtime)Auto-Payout→ +10% Boost
📢 Billboard / Portal AdsImpressions→ +8% Boost
Fast rounds drive skin impulse buys + billboard ad impressions.

Web Portals (Poki, CrazyGames, Yandex)

Roblox

Detailed Monthly Revenue (NET PROFIT)

⏱️ Dev Time: Already Built
💰 Server: $0
📊 Comp: Medium

🥽 Game 4: Retro Pixel VR ($4.99)

Niche & Competition: Quest VR arcade. Moderate competition. VR players are starved for highly polished, bug-free experiences. Our game is already built and fits perfectly.

1. The Revenue Cut

M

Meta Quest Store

1
Player buys for $4.99.
2
-30% Meta Store Cut
3
Our Payout: ~$3.50

Meta Quest Only

Detailed Monthly Revenue (NET PROFIT)

⏱️ Dev Time: 6-12 Months
💰 Server: $0 - $2/mo
📊 Comp: Death Trap

🪂 Game 5: Blocky Battle Royale

Niche & Competition: Battle Royale. Death Trap. Even with Top 1% visual polish, you are competing against multi-million dollar studios (Fortnite clones, Krunker). The dev time is massive (6-12 months) and the expectations for gunplay mechanics are impossibly high for a small indie team to maintain without a budget.

Revenue Model

W

Web Portals

100% Ad Revenue
⚠️ Ads + In-Game Shop. Avg session: 15-30 min = ~8-12 ad views. Brutal retention.
🚫 Remove Ads$2.99→ $2.09
🎭 Character Skin Pack$1.99→ $1.39
🔫 Weapon Camo Bundle$2.99→ $2.09
~1-2% conversion. BR players who stick around ARE the spenders.
R

Roblox

Cosmetics + EBP + Immersive Ads + Subscriptions
🛒 Shop & Revenue Streams (Battle Royale):
🎭 Character Outfit400 R$ (~$5.00)→ $1.40
🔫 Weapon Skin (camo/neon)250 R$ (~$3.13)→ $0.88
⏱️ EBP (Long Match Sessions)Auto-Payout→ +12% Boost
📢 Immersive Ads (Lobby Billboards)Impressions→ +6% Boost
BR players flex wins & cosmetics. High session length drives solid EBP payouts.

Web Portals (Poki, CrazyGames, Yandex)

Roblox

Detailed Monthly Revenue (NET PROFIT)

⏱️ Dev Time: 6-9 Months
💰 Server: $0 - $2/mo
📊 Comp: Medium

🧟 Game 6: Zombie Survival Co-op

Niche & Competition: Co-op PvE Survival (Left4Dead style). Highly lucrative on Roblox. There is solid competition, but most of them look like 2012 Minecraft clones. Delivering a Top 1% visually polished zombie game (great lighting, satisfying gore, modern UI) will absolutely dominate this niche. However, the dev time is substantial.

Revenue Model

W

Web Portals

100% Ad Revenue
💡 Ads + In-Game Shop. Avg session: 25-45 min = ~12-20 ad views. Highest engagement.
🚫 Remove Ads$2.99→ $2.09
🔫 Weapon Skin Bundle (3 skins)$2.99→ $2.09
💉 Revive Pack (5 extra lives)$0.99→ $0.69
⭐ VIP Co-op Pass (all skins + lives)$5.99→ $4.19
~2-3% conversion. Survival players BUY revive packs. Consumables = repeat purchases. Highest web IAP potential.
R

Roblox

Cosmetics + EBP + Immersive Ads + Subscriptions
🛒 Shop & Revenue Streams (Zombie Survival):
🔫 Weapon Skin (gold/neon)300 R$ (~$3.75)→ $1.05
⭐ VIP Pass (2x XP + loot)800 R$ (~$10.00)→ $2.80
💉 Revive Token (consumable)50 R$ (~$0.63)→ $0.18
⏱️ EBP (Highest Session Time)Auto-Payout→ +15% Boost
📢 Immersive Ads (Safezone Screens)Impressions→ +7% Boost
Co-op survival has the HIGHEST session length = max EBP payout. VIP pass + consumable revives create massive recurring revenue.

Web Portals (Poki, CrazyGames, Yandex)

Roblox

Detailed Monthly Revenue (NET PROFIT)

🏆 Grand Total Portfolio Net Profit

1. Cumulative Net Profit by Platform

Running total of money banked per platform. Use the checkboxes to toggle time period and platforms. The Y-axis auto-adjusts to your selection.

📅 Period: | 📊 Platforms:

2. Year-by-Year Monthly Breakdown (Net Profit per Month)

Every single month, per platform. Year 1 = actual data. Year 2 & 3 = 2.5%/mo decay from Month 12 baseline.

3. Portfolio Snapshot (Toggle Games)

Use the toggles below to see how shutting down unprofitable games saves you money. Or use the universal buttons to toggle ALL games on a platform at once.

⚡ TOGGLE ALL:
GameActive Platforms (Click to Toggle)Total Payout (Post-Cut)Server CostsTrue Net Profit

4. 💰 3-Year Cumulative Portfolio Profit

Total cash banked after 12, 24, and 36 months — broken down by platform.

Period 🔵 Steam (Net) 🟠 Web (Net) 🔴 Roblox (Net) 🟣 Quest (Net) 💰 COMBINED NET

✅ Revenue Share Verification (All Cuts Confirmed)

🔵 SteamPlayer pays $14.99-30% cut= $10.49 payout ✅
🟠 Web Ads$3-$8 CPM-50% ad network= $1.50-$4 per 1K views ✅
🟠 Web IAPPlayer pays $0.99-$6.99-30% portal fee= ~70% kept ✅
🔴 RobloxCosmetics + EBP + Immersive Ads + Subs-70% DevEx cut= $0.0035/Robux + EBP & Ad payouts ✅
🟣 Meta QuestPlayer pays $4.99-30% Meta cut= $3.49 payout ✅

🏆 Recommended Build Order (By Platform)

Building a game for Web (HTML5/JS), Roblox (Lua), or Steam (C#/C++) requires completely different technologies. Therefore, every platform port is treated as its own separate project. Here is the recommended chronological order based on your current progress.

1

HyperCycle League STEAM

Finish What You Started. You are only 2 weeks away from finishing it. Ship it, learn from it, but don't spend money on marketing. Be prepared to shut down the servers if it bleeds money.

2

Retro Pixel VR QUEST

Already Built. Since it's done, do the final polish and release it to the Meta Quest store to start generating passive revenue.

3

HyperCycle Beast WEB

Fastest Cash Flow. (2-4 weeks dev time). The .io niche is massive on web portals. Build this next to secure quick algorithmic traction and fund larger projects.

4

Marble Blast WEB

Highest ROI. (2-3 months). Blue ocean on Coolmath/Poki. User-generated content from the level editor means infinite replayability.

5

Marble Blast ROBLOX

Proven Port. Once the Web version succeeds, rebuild the physics engine in Roblox Lua to capture a completely different audience.

6

HyperCycle Beast ROBLOX

Proven Port. Porting the web .io game into Roblox. The mechanics are simple enough that this should be a fast rebuild in Lua.

7

HyperCycle League WEB

Stop the Bleeding. Port your Steam racing game to Web (HTML5) to eliminate the $200/mo server costs and start generating ad revenue.

8

HyperCycle League ROBLOX

Roblox Racing. Rebuilding the racing mechanics in Roblox. High potential if the visuals are Top 1%.

9

Zombie Survival Co-op ROBLOX

High Revenue Ceiling. (6-9 months). Once the first 8 projects provide stable cash flow, build this massive Left4Dead clone for Roblox.

10

Zombie Survival Co-op WEB

Hard Web Port. Porting a 3D multiplayer survival game to browser HTML5 is technically very difficult. Do this last.

11

Blocky Battle Royale ALL

Do Not Build. Massive dev time (6-12 months) and "Death Trap" competition against multi-million dollar studios. Wait until you have a huge budget.

🎯 The Cost Advantage: Web Portals & Roblox

Your biggest strategic advantage is that you can deploy to massive organic platforms with almost zero server costs.

The "Web" Revenue Multiplier

When we calculate "Web" revenue, we are combining the projected algorithmic traffic of 2 to 3 major portals at the same time (e.g. CrazyGames + Poki, or Poki + Coolmath). Because the game runs in a browser via HTML5, you can instantly export and upload the exact same build to multiple portals simultaneously, multiplying your organic reach while your server costs stay locked at $5-10/month. If you hit all 5 major portals, these projections are extremely conservative.

Roblox Server Costs = $0

Roblox takes a massive ~70% cut of revenue, but in exchange, they pay for the servers, the databases, the networking, and the DDoS protection. You could have 100,000 players in your Battle Royale, and your server bill will still be $0. This completely eliminates the financial risk of building large multiplayer games.

The Danger of Steam Server Burn

HyperCycle League on Steam costs $200/month for servers. As you can see in the data, once the game stops selling organically after Month 2, those server costs don't stop. You immediately start losing money every single month just to keep the game alive. You must either shut down the Steam servers or push an update to get sales.

⚡ Paid Marketing & Break-Even Simulator

Simulate what happens if you spend money on paid ads (TikTok, Meta, Roblox Ads, Portal Boosts) or calculate the exact sales/players needed to break even on server & marketing costs.

$500/mo
$0 (Organic) $2.5K $5K $10K/mo
Required Monthly Sales / Users
0
to hit target net goal
Simulated Monthly Net Profit
$0
after ad spend & server costs
Estimated Ad ROAS Multiplier
1.55x
$1.55 back per $1.00 spent

Strategic Verdict

Select a platform and budget above to run live marketing & break-even calculations.