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Perplex

USA, California
Market: Internet and IT, Information and media, Entertainment, Virtual and Augmented Reality
Stage of the project: Prototype or product is ready

Date of last change: 15.01.2024
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Idea

We are creating, and helping others create, better 3D games and experiences on the web

Current Status

- We are pre-revenue. Physics engine about 80% of the way to MVP launch (Q2 2024)
- Announced first product with live demo, announcement tweet got 19K views (Dec 2023)
- We are also dogfooding our tech, with two games under development: one is a mini-game which is about 50% complete and being developed in public (spacepizza, physics to be added next). The other is more ambitious and not yet announced.
- Hired and trained exceptional engineer who is passionate about the mission

Problem or Opportunity

Today, the problem with 3D development on the web is mainly due to the lack of great tools available for developers. We have started with solving 3D physics simulation and spatial querying for real-time games (launching early summer, live demo at perplex), because it is a foundational technology that we will built atop of.

Longer term, we plan to create a full game creation suite targeted at game studios. Even further in the future, the plan is to greatly lower the barrier to create content, eventually creating a platform for user generated content to be shared and enjoyed by all!

Solution (product or service)

Our rough timeline:
2024 - Bounce Physics available, best physics lib for the web (live demo at perplex)
2027 - Game engine w/ advanced editor & dev tools
2030 - Game platform (Steam meets Roblox/Fortnite, on the web)

Business model

B2B side will start with per-project licenses for the physics engine ($15k per game/project). May introduce a cheaper version with less features, targeting web studios/agencies. We will transition to charging per-seat and/or royalty-based, once we launch our game engine.

B2C side will start with display ad revenue from game #1, followed by premium model (game #2 sold at a fixed price), followed by live service model and revenue sharing once we launch our game platform.
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