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.
🎮

Poki / Spatial / dot big bang

Ad Revenue + IAP Economy
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.

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

🎮

Poki / Spatial / dot big bang

Ad Revenue + IAP
💡 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.

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

🎮

Poki / Spatial / dot big bang

Ad Revenue + IAP
💡 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.

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

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

🎮

Poki / Spatial / dot big bang

Ad Revenue + IAP
⚠️ 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.

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

🎮

Poki / Spatial / dot big bang

Ad Revenue + IAP
💡 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.

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:

Studio Monthly Active Users (Projected 36 Months)

Total monthly active users generated by all active games in the studio's portfolio, separated by platform.

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 WEB

Timeframe: 1 Month | Budget: $1,500. Port your racing game to Web (HTML5/WebGL) to tap into the massive web portal audience and eliminate heavy server costs.

2

HyperCycle League ROBLOX

Timeframe: 1 Month | Budget: $1,500. Rebuilding the racing mechanics in Roblox Lua. Leverage Roblox's algorithm and physics engine to capture a new audience.

3

Marble Blast WEB

Timeframe: 1 Month | Budget: $1,500. Blue ocean on Web Portals (Poki/Coolmath). The user-generated content from the level editor provides infinite replayability.

4

Marble Blast ROBLOX

Timeframe: 1 Month | Budget: $1,500. Rebuild the physics engine in Roblox Lua. Puzzle platformers with custom levels drive massive Engagement-Based Payouts (EBP).

💰 4-Month Action Plan Summary

Total Estimated Time: 4 Months
Total Estimated Budget: $6,000 ($1.5k per port)
After completing these 4 primary ports, Phase 2 will focus on HyperCycle Beast, Retro Pixel VR, and Zombie Survival Co-op.

🎯 The Cost Advantage: Poki / Spatial.io & 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.

🎯 Studio Financial & User Acquisition Report

Required UA Spend
Per month
Platform ROAS
0.00x
Return on ad spend
True Monthly Net
After overhead & LiveOps
Break Even
0 Mo
To recover upfront sunk cost
💡

Strategic Verdict

Select a platform and target net above to run the report.

Shows what each game earns on the selected platform month-by-month, required UA spend, and Player Counts Needed.

The real UA economics for each game on every platform (CAC, ROAS, server burn, target ad budget).

Compare ad platforms (TikTok vs Reddit vs Meta) to see where to spend your UA budget.

Ad Channel Best For Avg CPC CVR % CAC Net/User ROAS Verdict Notes

Games ranked #1 → #6 by total 12-month net profit. Includes strategic conditions to maximize earnings.

Rank Game 12-Mo Net Platforms Why This Rank 🔑 How to Maximize Profit ⚠️ Biggest Risk

🔮 The Next Roblox: The Race for Web-Based UGC

While Roblox dominates the standalone app ecosystem with 380M+ MAU, there is a massive race to build the "Roblox of the Web" — platforms that don't require an app download and run purely in HTML5/WebGL via the browser. Lower friction means easier user acquisition. Here are the true numbers on the top competitors:

Poki & CrazyGames ~30M-50M MAU

Status: The Current Kings of Web

While technically "portals" rather than game engines, they function like Roblox for developers. They handle hosting and pay out a revenue split (ad revenue). They have the biggest web audience, but lack the unified social/avatar systems of true UGC platforms.

Spatial.io ~5M+ MAU

Status: The Strongest Contender

Raised +. Started as VR business meetings, pivoted entirely to a web/mobile UGC gaming platform. You build games in Unity and export to their web engine. They have a massive Gen Z audience and a functioning economy.

dot big bang ~1M-2M MAU

Status: Pure Browser Tech

A voxel-based UGC engine that runs 100% in the browser. Even the game editor runs in Chrome without downloads. Highly accessible, but the visual style and audience size are currently smaller.

YAHAHA ~1M MAU

Status: The VC Bet

Raised +. Pushing a heavily "no-code" 3D creation experience. Extremely ambitious graphics for web/mobile, but still struggling to hit the mainstream viral escape velocity needed for a UGC platform to survive.

The Proof of Concept: Krunker.io

The Krunker.io ecosystem proved that a purely browser-based 3D game can support a multi-million dollar skin economy, a custom modding community, and a massive e-sports scene without ever touching Steam or requiring an app store download. The technology is already here.

📈 Global Platform Dynamics: Monthly Active Users & Age Shift (2000 – 2040 Predictions)

Historical growth and 2040 market projections for Monthly Active Users (MAUs) and player average age across PlayStation, Xbox, Steam, Epic Games Store, Roblox, and Poki / CrazyGames / Spatial.io.

Global Active Users (MAUs in Millions)

Average Player Age Over Time (Years)

🔮 Strategic Predictions & Market Takeaways for 2030 – 2040

  • Roblox Crosses 1 Billion Users by 2040: Driven by spatial metaverse integration and AI UGC creation tools, Roblox is projected to hit 1.1 Billion MAU by 2040, becoming the primary global virtual environment.
  • Poki / CrazyGames / Spatial.io Top 900 Million: Zero-friction WebGPU instant gaming reaches 900M MAU by 2040 as mobile browsers natively run AAA-grade WebGL visuals with 0-second load times.
  • Roblox Player Base Reaches Full Adult Purchasing Age (28 yrs avg): The average Roblox user will reach 28 years old by 2040, transitioning Roblox from a kid's game into an adult economy with massive microtransaction spending.
  • Console Market Saturation (PSN 170M / Xbox 200M): High hardware costs freeze traditional console growth, shifting Sony & Xbox into cloud subscription apps on Smart TVs and AR/VR headsets.

🚀 Launch & Revenue Scenarios (HyperCycle League)

🔴 Low-End

Minimal organic reach. Player base struggles to surpass 5,000 MAU.

Revenue Breakdown:
  • Steam: <$50/mo
  • Poki: <$100/mo
  • Spatial: <$100/mo
  • Dot Big Bang: <$50/mo
  • Roblox: <$200/mo
Total: <$500 / mo

🟡 Medium

Solid steady community of ~50,000 MAU.

Revenue Breakdown:
  • Steam: $1k/mo
  • Poki: $2k/mo
  • Spatial: $1k/mo
  • Dot Big Bang: $500/mo
  • Roblox: $3.5k/mo
Total: ~$8,000 / mo

🟢 Good-End

Front-page placements. Reaching 250,000+ MAU.

Revenue Breakdown:
  • Steam: $5k/mo
  • Poki: $10k/mo
  • Spatial: $5k/mo
  • Dot Big Bang: $2k/mo
  • Roblox: $25k/mo
Total: ~$47,000 / mo
JACKPOT

🔥 Viral Scenario

Crosses 2M+ MAU instantly.

Revenue Breakdown:
  • Steam: $50k+/mo
  • Poki: $80k+/mo
  • Spatial: $30k+/mo
  • Dot Big Bang: $10k+/mo
  • Roblox: $150k+/mo
Total: $320k+ / mo

🚀 Launch & Revenue Scenarios (Marble Blast)

🔴 Low-End

Minimal organic reach. Player base struggles to surpass 5,000 MAU.

Revenue Breakdown:
  • Steam: <$100/mo
  • Poki: <$200/mo
  • Spatial: <$100/mo
  • Dot Big Bang: <$50/mo
  • Roblox: <$400/mo
Total: <$850 / mo

🟡 Medium

Solid steady community of ~50,000 MAU.

Revenue Breakdown:
  • Steam: $2k/mo
  • Poki: $4k/mo
  • Spatial: $2k/mo
  • Dot Big Bang: $1k/mo
  • Roblox: $6k/mo
Total: ~$15,000 / mo

🟢 Good-End

Front-page placements. Reaching 250,000+ MAU.

Revenue Breakdown:
  • Steam: $10k/mo
  • Poki: $20k/mo
  • Spatial: $10k/mo
  • Dot Big Bang: $5k/mo
  • Roblox: $35k/mo
Total: ~$80,000 / mo
JACKPOT

🔥 Viral Scenario

Crosses 2M+ MAU instantly.

Revenue Breakdown:
  • Steam: $80k+/mo
  • Poki: $100k+/mo
  • Spatial: $50k+/mo
  • Dot Big Bang: $20k+/mo
  • Roblox: $250k+/mo
Total: $500k+ / mo

🚀 Launch & Revenue Scenarios (HyperCycle Beast)

🔴 Low-End

Minimal organic reach. Player base struggles to surpass 5,000 MAU.

Revenue Breakdown:
  • Poki: <$50/mo
  • Spatial: <$50/mo
  • Dot Big Bang: <$20/mo
  • Roblox: <$100/mo
Total: <$220 / mo

🟡 Medium

Solid steady community of ~50,000 MAU.

Revenue Breakdown:
  • Poki: $1k/mo
  • Spatial: $500/mo
  • Dot Big Bang: $200/mo
  • Roblox: $2k/mo
Total: ~$3,700 / mo

🟢 Good-End

Front-page placements. Reaching 250,000+ MAU.

Revenue Breakdown:
  • Poki: $8k/mo
  • Spatial: $4k/mo
  • Dot Big Bang: $1.5k/mo
  • Roblox: $15k/mo
Total: ~$28,500 / mo
JACKPOT

🔥 Viral Scenario

Crosses 2M+ MAU instantly.

Revenue Breakdown:
  • Poki: $40k+/mo
  • Spatial: $20k+/mo
  • Dot Big Bang: $5k+/mo
  • Roblox: $80k+/mo
Total: $145k+ / mo

🚀 Launch & Revenue Scenarios (Retro Pixel VR)

🔴 Low-End

Minimal organic reach in saturated VR storefronts.

Revenue Breakdown:
  • Meta Quest: <$100/mo
  • Spatial VR: <$50/mo
Total: <$150 / mo

🟡 Medium

Solid dedicated player base on App Lab.

Revenue Breakdown:
  • Meta Quest: $2k/mo
  • Spatial VR: $500/mo
Total: ~$2,500 / mo

🟢 Good-End

Featured on Official Quest Store.

Revenue Breakdown:
  • Meta Quest: $15k/mo
  • Spatial VR: $3k/mo
Total: ~$18,000 / mo
JACKPOT

🔥 Viral Scenario

Explodes across VR headsets. Next Beat Saber.

Revenue Breakdown:
  • Meta Quest: $120k+/mo
  • Spatial VR: $30k+/mo
Total: $150k+ / mo

🚀 Launch & Revenue Scenarios (Blocky Battle Royale)

🔴 Low-End

Brutal retention. Players leave for Fortnite clones.

Revenue Breakdown:
  • Poki: <$100/mo
  • Spatial: <$50/mo
  • Dot Big Bang: <$20/mo
  • Roblox: <$150/mo
Total: <$320 / mo

🟡 Medium

Solid steady community of ~50,000 MAU.

Revenue Breakdown:
  • Poki: $2k/mo
  • Spatial: $500/mo
  • Dot Big Bang: $200/mo
  • Roblox: $3k/mo
Total: ~$5,700 / mo

🟢 Good-End

Front-page placements. Reaching 250,000+ MAU.

Revenue Breakdown:
  • Poki: $10k/mo
  • Spatial: $3k/mo
  • Dot Big Bang: $1k/mo
  • Roblox: $20k/mo
Total: ~$34,000 / mo
JACKPOT

🔥 Viral Scenario

Crosses 2M+ MAU instantly.

Revenue Breakdown:
  • Poki: $50k+/mo
  • Spatial: $15k+/mo
  • Dot Big Bang: $5k+/mo
  • Roblox: $100k+/mo
Total: $170k+ / mo

🚀 Launch & Revenue Scenarios (Left4Dead Zombie Survival)

🔴 Low-End

Minimal organic reach. Player base struggles to surpass 5,000 MAU.

Revenue Breakdown:
  • Poki: <$50/mo
  • Spatial: <$20/mo
  • Dot Big Bang: <$10/mo
  • Roblox: <$50/mo
Total: <$130 / mo

🟡 Medium

Solid steady community of ~50,000 MAU.

Revenue Breakdown:
  • Poki: $1k/mo
  • Spatial: $200/mo
  • Dot Big Bang: $100/mo
  • Roblox: $1.5k/mo
Total: ~$2,800 / mo

🟢 Good-End

Front-page placements. Reaching 250,000+ MAU.

Revenue Breakdown:
  • Poki: $5k/mo
  • Spatial: $2k/mo
  • Dot Big Bang: $500/mo
  • Roblox: $10k/mo
Total: ~$17,500 / mo
JACKPOT

🔥 Viral Scenario

Crosses 2M+ MAU instantly.

Revenue Breakdown:
  • Poki: $25k+/mo
  • Spatial: $10k+/mo
  • Dot Big Bang: $2k+/mo
  • Roblox: $50k+/mo
Total: $87k+ / mo

📉 Break-Even & Marketing Budget Analysis

🚨 HyperCycle League (Steam) — The $70k Investment

You have ~$70,000 invested in the core Steam racing game. To break even on Steam at $10.49 net revenue per copy, you need to sell 6,673 copies.

Marketing Plan to Break Even:
  • Organic TikTok/Shorts (Free): Required to get 10M+ views total. (0% Cost, 100% Sweat Equity)
  • Paid Ads/Influencers: Assuming a $5 CPA (Cost Per Acquisition), you would need an additional $33,365 in ad spend to drive 6,673 sales.
    Warning: Paid ads for Steam indie games are notoriously unprofitable unless the game is already viral. Do not spend $33k. Rely on organic shorts.

🌐 Web Ports (HyperCycle & Marble)

Investment: $1,500 each ($3k total)

Web portals like Poki and CrazyGames provide 100% of the marketing algorithms for free. You do NOT spend money on marketing here.

Break-Even Target:
  • At a conservative $3 CPM (Ads), you need ~500,000 ad impressions to make $1,500.
  • With decent algorithmic featuring, you can break even in 1 to 3 weeks post-launch.
  • Marketing Budget Needed: $0

🟥 Roblox Ports (HyperCycle & Marble)

Investment: $1,500 each ($3k total)

Roblox requires initial "seed" traffic to trigger the algorithm, usually via Roblox Sponsored Ads.

Break-Even Target:
  • Seed Marketing Budget: Set aside $500 to $1,000 (in Robux) per game to run Sponsored Ads on Launch Weekend.
  • This seed traffic gets players in. If your retention/EBP is strong, Roblox's organic algorithm takes over.
  • Total Cost = $1,500 dev + $1,000 marketing = $2,500 break-even per game.

🛣️ Staged Rollout Options (Risk Mitigation)

Option A: The "All-In" Sprint (4 Ports)

  • Budget: $6,000 Dev + $2,000 Roblox Ads = $8,000 Total
  • Strategy: Build HyperCycle & Marble Blast for both Web & Roblox concurrently over 4 months.
  • Pros: Maximizes chances of one game catching the algorithm (4 shots on goal).

Option B: Minimum Viable Test (1 Port)

  • Budget: $1,500 Dev + $1,000 Roblox Ads = $2,500 Total
  • Strategy: Port just Marble Blast to Roblox first.
  • Pros: Absolute lowest risk. If the $1,000 sponsorship seed traffic kicks off organic growth and breaks even, use the profits to fund the remaining 3 ports (HyperCycle & Web). Infinite runway if the first one hits.

Conclusion: Your strategy completely avoids the $30k+ paid marketing trap of Steam. By risking only $1.5k–$2.5k per port on Web and Roblox—where the platforms provide the traffic—you achieve a massive asymmetric upside. One viral hit pays for the entire $70k Steam investment 10x over.