Gaming startup · monthly resolution

The hockey stick of a
viral gaming startup

Two-phase growth: for a while the user base barely moves (the slow handle), then at the inflection point it goes viral and climbs in a straight, steep line (the blade). You set how many new users arrive each month before and after the kink — that is what makes the curve bend, then rise linearly. The horizontal axis is time (months).

Inflection month
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Blade slope (linear rise)
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Net revenue / user (ARPU)
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Break-even month
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Monthly revenue (the hockey stick) Monthly cashflow Users Break-even · inflection
Users: U(t) = U(t-1) + (t ≤ T ? slow : viral)  ·  Net ARPU: ad/user + 0.7·IAP/user
Revenue: R(t) = ARPU·U(t)  ·  Cashflow: π(t) = R(t) − fixed − adSpend  ·  Blade slope: ARPU·viral