Five great games · three ways to earn · it runs itself

THE LINDY
EFFECT

The app store we own. Five of the best games ever made, that earn three ways at once: players who pay a little, creators who share for half, and businesses who fund their own game. Paid in any currency, found by search, run by one AI.

Built by one operator · engineered to run itself
The thesis

An app store.
Except we own every layer.

Apple and Google take 30%, decide who lives, and pay the people who drive installs almost nothing. We own the games, the storefront, the checkout, the payouts, and the crypto rails. No landlord. No 30% tax. We set the price and the payout.

Same idea

A store of great games

One place, a tight catalog, an audience that keeps coming back to play.

Except

We control it

Our rails end to end. We keep the 30% the stores take, and we choose where it goes.

So

It pays everyone

That recovered margin funds the highest payout in the market, and a way for anyone to buy in.

The product · five great games

Five games. The best ever made.

We don't chase trends or pile up shovelware. We take the most timeless, most-loved games in the world and build five of them, done impeccably. Free to play, fun in one second, made to be shared. The games are the easy part.

Timeless, not trendy

Always in demand

Games people have loved for decades never go stale, and people search for them every single day.

Five, not five hundred

A perfect shelf

A small, flawless catalog beats an endless pile. Quality is the brand and the moat.

Already live

The build works

Live titles on the open web, with the first paying customer already logged.

▶ Play one now · Life Number

Five games in our own store. The volume comes from a different place: everyone else's games.

Angle one · the consumer

Play free. Pay a dollar to unlock.

There are ads while you play. About a dollar turns them off or unlocks everything. One dollar is nothing to one person, but a dollar from a flood of players adds up, and search sends that flood for free.

Play

Free, then $0.99 to $1.99

Ads between rounds plus a one-tap unlock. The lowest price point in the market.

Pay

Any way, even crypto

Card and wallet today, stablecoin next, so anyone anywhere can buy with no bank and no chargebacks.

Proven

Closed end to end

Live on Stripe with the first paying customer logged. The plumbing works.

Angle two · the creator

Share a game. Keep half. Forever.

Anyone becomes a creator in one tap. Grab a link to any game and drop it on a TikTok, a Discord, a stream, a text. If someone buys from your link, you keep half. We pay more than anyone, so people share harder, and the links spread on their own.

50%
Of every sale to the creator. The highest cut in the market.
1 tap
To become a creator. Email only, instant link, no gatekeeping.
$10
Payout floor today. Lower and faster once crypto rails are on.

We can pay the most because we own the rails, skip the 30% store tax, and the worker runs payouts for free.

The unit economics

We pay creators the most and keep more

One $1.99 unlock, three ways to sell it.

Per $1.99 unlock
App Store
Us · card
Us · crypto
Sale price
$1.99
$1.99
$1.99
Platform tax (30%)
−$0.60
$0.00
$0.00
Payment fee
in tax
−$0.36
−$0.02
Creator earns
~$0.00
$1.00
$1.00
Company keeps
$1.39
$0.63
$0.97

On the App Store that $1.39 goes to the developer and no affiliate gets paid. We pay creators 50% and still keep margin, because we skip the 30% tax. On crypto we nearly match the store while paying an army it can't. Ads are upside, not counted.

Why crypto changes the math

It unlocks price points no store can serve

Card fees have a fixed 30¢. On a $0.99 sale that is a third of the price gone before anyone is paid. Stablecoin rails are a flat ~1%. Crypto makes sub-dollar products actually profitable.

~33%
Card fee on a $0.99 sale. 2.9% plus a fixed 30¢.
~1%
Crypto fee. No fixed cost, no chargebacks, instant settlement.
190+
Countries reachable. No bank account required to buy or get paid.

Sell to anyone, anywhere, any way. Lower prices, higher payouts, wider reach, all from the same rails.

Angle three · the investor

Buy in by funding your own game

Here is the scale with no ceiling. A business pays us to build them their own game. Their brand, their product, baked into something people actually want to play. The game earns them income, and markets them from the inside, every play. We charge to build it and take a share forever.

They earn

A new income line

Their game sells unlocks and runs ads. Revenue that did not exist before, on rails we already run.

They market

Brand inside the play

Their logo, their product, in front of customers who hold it and play it for fun every day.

We scale

No ceiling

Build fee up front, revenue share forever. Unlimited businesses, one engine, the worker builds each one.

Five games are the showcase. The investor games are the line that never ends.

Three angles · one machine

Everyone in the loop makes money

The same machine pays three people at once, and each one feeds the next. Consumers bring the money. Creators bring the reach. Investors bring the capital and the next game.

Consumer

Plays and pays

A dollar to unlock, times a flood of players that search sends for free.

Creator

Shares and earns

Half of every sale. Distribution that spreads itself, at zero acquisition cost.

Investor

Funds and owns

Their own income and marketing game. The capital that compounds the whole network.

Each angle makes the others bigger. That is why it compounds quickly.

The scale model

Five games stay. The investor line explodes.

Our store stays at five. The growth is businesses funding their own games, and net margin holds because one AI runs it.

Stage
Flagship
Investor games
Creators
Revenue / mo
Net / mo
Today
3 live
first
first
first sales
reinvest
Year 1
5
25
250
$50K
$22K
Year 2
5
150
2,000
$255K
$115K
Scale
5
1,000
20,000
$1.6M
$720K

Illustrative. ~$1.5K/mo per investor game (build amortized + revenue share + management) plus consumer and creator sales on the five flagship games. SEO brings the traffic free, the worker runs it, net holds ~45%. Year 2 ≈ ~$3M/yr, Scale ≈ ~$19M/yr.

It runs itself

SEO brings them. The worker runs it.

Timeless games are searched for every day, so the right SEO and steady output bring a river of free players with no ad spend. And one AI builds the games, mints the links, tracks every referral, and pays everyone out. Free to find, automated to run, so the system runs itself and compounds.

Free traffic

Search does the marketing

Classic games rank and get searched forever. SEO and output replace an ad budget, so acquisition cost stays near zero.

Zero-overhead labor

One AI, the whole network

~53 services in one brain build the games, run the payouts, and ship the investor games, without a payroll under it.

Free to find. Cheap to run. That is how a low price point still makes a lot, compounded quickly.

The opportunity

Where a partner plugs in

The rails run today. Capital and the right partner do not build it from scratch, they pour fuel on a fire that is already lit.

Capital

Perfect the five flagship games and sign the first wave of investor games. Every dollar buys output and reach.

Fund the engine

Infrastructure

Harden the rails: crypto checkout, instant payouts, the SEO and content output that feeds free traffic.

Scale the operator

Distribution

Seed the creator network and bring the businesses who want their own income and marketing game.

Open the investor line
The invitation

Five great games. Three ways everyone earns. A machine that runs itself.

Play it, share it, or fund your own. Then multiply that by everyone.

The Lindy Effect Tyler Lopez · (520) 462-6023 The name is the business model
The Lindy Effect
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