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To understand the possible forecasted revenue streams, we first need to explain our business model. We have identified three important steps to building the project:
- Core product development
- Marketing and sales
As we’ve already discussed the first two steps, let’s focus on the last step which will be the financial bridge between the crypto world and VR users.
The revenue streams could come from five well-known VR online stores: Oculus Store, VivePort, Steam VR, Microsoft Store (Windows Mixed Reality) and SideQuest. Additionally, revenue will be generated from in game sales such as selling NFTs (booster packs and collector NFT based on event) and collecting a % fees on the marketplace on all transfers and trades involving NFTs.
Note at the moment that the game is FREE TO PLAY. Eventually, once the game is fully developed revenue can be generated through game sales.
The figures below are calculated through two elements: a monthly sales growth of 15%, justified by a rapid overall growth in the virtual reality market (see introduction page); and a 17€ price (~$20) which is calculated through a benchmark analysis including prices issued on existing VR libraries and advice from our partners.
From benchmark and analysis, we have determined that a game like Revomon should be sold for roughly $20. From that prediction, we have built our forecast conservatively with low sales numbers for the first year.
Based on this first year’s conservative estimate we took 1.8 as a growth index for the second year and 2.5 for the third year, based on marketing strategies and support from our partnerships to boost our global expansion. This will include new monetization of in-game items such as subscriptions and temporary item bundles.