After 15 years in E-commerce, gaming and the manufacturing industry, Rucept’s co founders have created a merchandising-as-a-service platform. The platform democratizes the merchandising supply chain by eliminating costs and inventory, as well as, creating an immersive in-game merchandise buying experience so gamers can own a piece of the game they love, and so games can monetize, retain and engage their audience.
Why Us?
The Problem
Merchandise licensing does not work for Mid-size gaming studios. Angry Birds and Roblox could easily license their IP however it’s a tough sell for studios below that threshold. Larger AAA titles can work with licensees and other partners however the supply chain includes many moving parts like manufacturing, logistics, customer services in multiple geographies.
In the absence of a licensee, studios are unable to dedicate resources in-house to make and sell merchandise. Studios prioritize resources on developing new games and concepts to release the next “hit” title.Studios are more comfortable with direct monetization models like in-app ads, in-app purchases or direct downloads. Merchandising is primarily an offline operation and currently cannot be featured in-game.
The Solution
Rucept publishes physical product renders for personalized merchandise and branded products inside the app, as well as handles fulfillment from its network of brands, licensees and 40 3D printing and other on-demand factories worldwide. Products are seamlessly placed as close to the content as possible. A single image can turn into 250+ unique products, and digital assets can be brought to life on proprietary media platforms.
Proprietary Value
Rucept’s Unity SDK and Web CMS enables games to make and sell physical items in the game. We are a unique in-app and omni-channel merchandising solution for video games and other content producers.
Market Opportunity
2.7B+ players globally are actively playing video games on mobile and other platforms. 96% of the video game industry’s $150B ($300B by 2025) revenue comes from in-app monetization via in-app purchases and ads. Rucept aims to convert 0.5% of these users across multiple games.
With an AOV of $15, Rucept can build a $10B+ business with merchandise and brand partnerships. Our clients use an easy plug and play SDK for Unity and Unreal engines and can start selling in less than 72 hours of set up time.
2 Revenue Streams
Model 1
With a subscription, companies will be able to list their merchandise on our platform in a fluid cataloguing process.
Model 2
Rucept would earn between 25% and 30% on commission from sales of merchandise
Traction
Rucept is already generating revenue with exclusive contracts with 4 of the best known mid-size studios internationally. We are in the process of signing 10 more titles, with a waitlist of 30+ prominent names like Tilting Point, Riot Games, Wargaming, Google Play Store/Stadia, Microsoft etc. with 350M+ MAUs
In addition to that, Rucept has
- Avg. 25% commission on retail price paid to current pilots.
- 0.3% conversion in early pilots.
- Patent Pending in-game merchandising features
- 10M+ MAUs under implementation and a Total of 50M+ MAUs.
Future
In 2021, we aim to integrate with 30+ titles and grow our MAU exposure to 50M+ MAUs. In the next 18 months, Rucept will achieve $10M annualized GMV. Factories, brands and categories will be added to the platform across multiple geographies.
A Veteran Execution Team
The team collectively has 50 years of experience working in top gaming, e-commerce and tech companies. This team has the capability of managing more than $100 million in e-commerce operations.
Company Information & Investment Opportunity:
Delaware C-corp Corporate Structure
We are optimistic and confident that this effort will lead to long term partnerships with gaming companies across the industry landscape. Finally, we are seeking to increase the scope of our reach to multiple platforms like PC, Consoles, VR, as well as across video game influencers, e-sports, and e-sport athletes.
Ask
raising $1M for this round with 50%+ already raised.
Use of funds
Retaining and expanding the product and development team, building processes, iterating and building software features, building a brand that current and prospective clients can trust.