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Built product · needs marketing

FluxZoneAn MMORPG with a working economy

The product is built, the mechanics are live. A low-risk entry: $300k, deployed in stages, with visible progress. Plus a live testing ground for the Lord of Dreams economy.

FluxZone — Lineage II High Five
What the abbreviations on this page mean

Investor decks love acronyms — here are the ones used below, spelled out.

MAU
Monthly Active Users — unique users in a month
DAU
Daily Active Users — unique users in a day
ARPU
Average Revenue Per User
ARPPU
Average Revenue Per Paying User
LTV
Lifetime Value — total a customer brings over their lifetime
conversion
share of visitors who become buyers
netMargin
profit after all costs, as a % of revenue

Lower the risk: start with FluxZone

Wary of putting $2,5M into an unproven economy? Start here. The same model (in-game purchases, tournaments, a legal asset marketplace) — but the product is already built and launched. $300k instead of $2,5M, deployed in stages, with progress visible at every step. There is no development risk — only a manageable marketing risk.

Product & gameplay

Not renders — a real, running server: Lineage II High Five (x5). Marketplace, wagers, premium, battle pass — the economy mechanics already work in the product (revenue is still ahead — that's what the investment is for).

Маркетплейс — торговля предметамиMonetization
Marketplace — item trading
Бойцовский клуб — ставкиMonetization
Fight club — wagers
Премиум-аккаунтMonetization
Premium account
Battle Pass · Сезон 1Monetization
Battle Pass · Season 1
Главный сайт
Main website
Лаунчер игры
Game launcher
Выбор персонажа
Character select
Игровой мир
In-game world
Карта мира
World map

Current status

FluxZone has just launched. The product and mechanics are ready — development risk is off the table. We are already running marketing ourselves on a minimal budget. To reach real player volume we need investment capital — and we need it now: every month without scale means players and revenue left on the table.

Market and demand

$180B+
global gaming market per year; MMORPG is one of the largest genres (Newzoo)
Lineage 2
a legendary IP with millions of players over its history; one of the most-traded titles on RMT marketplaces (FunPay and similar)
6-figure
monthly revenue from in-game purchases at top private MMORPG servers (industry practice)
Growing
interest in earning in games (Play-to-Earn) and legal trading of in-game assets

Project economy — 6 revenue streams

Not a single source, but six. Already live on a running server. Figures cover fiat + crypto (USDT).

Item shop + enhancements

Items, gear enhancement, progression boosts.

Cosmetics + Battle Pass

Appearance and a seasonal Battle Pass — impulse and recurring purchases.

Wheel of Fortune (gacha)

Loot boxes / "surprise boxes" — the highest-margin and most engaging stream.

Duel arena (PvP 1v1)

5–10 minute fights. Players set the stake themselves (from $10, no cap); the winner takes 90%, the project takes 10%.

Legal asset marketplace

All item trading runs through our platform, with no black market. A commission of just 2%.

Premium account

A reduced marketplace commission and bonuses — a recurring subscription.

Our moat: 2% versus FunPay's 15%

All in-game asset trading runs through our platform — safely, with no black market. We charge a tax of just 2% on trades, whereas FunPay charges 15%. That is roughly 7x cheaper: L2 trading volume and traders migrate to us, and the deals that used to go "off the books" are now ours. A low commission is not lost margin — it is a magnet that captures the market and retains players. Top rare items at maximum enhancement sell for $5000 — high turnover even at a low rate.

2%
our commission on trades
15%
FunPay's commission — we are 7x cheaper
up to $5000
price of rare top items on the market

Marketing funnel (base case)

$300k go into acquiring and retaining players. The funnel logic runs from cost of acquisition (CPI) to monthly revenue (MRR). Each step is a controllable lever, measured after the first $120k.

~$3
CPI — cost to acquire a player (gaming-UA benchmark)
~80k
registrations from a $240k ad budget
~12k
MAU (retention ~15%, boosted by the championship)
~17%
paying share of MAU (6 monetization streams; gacha converts strongly)
$70
ARPPU/month (shop + enhancements + gacha + Battle Pass + cosmetics)

Financial model — three scenarios

Annual revenue (run-rate) after the marketing rollout. 6 streams: item shop, cosmetics/Battle Pass, gacha, duel stakes (10% rake), marketplace commission (2%), premium. The base case is highlighted.

$2,1MYear 1$3,9MYear 2выручка / год · базовый сценарий
ScenarioYear 1Year 2
Conservative$0,9M$1,7M
Base$2,1M$3,9M
Strong$4,2M$7,5M

Key assumptions (base case)

  • $240k in ads at a CPI of ~$3 → ~80k registrations → ~12k MAU (retention ~15%, boosted by the championship).
  • Paying share ~17% of MAU at an ARPPU of ~$70/month (shop, enhancements, gacha, Battle Pass, cosmetics) → ~$143k/month.
  • Duel stakes: a 10% rake on stake turnover — a separate stream.
  • Asset marketplace: a commission of just 2%, but high GMV thanks to volume migrating from FunPay (15%) and top items up to $5000.
  • Why the base ($14M) is above a typical top server ($0.6–3.6M/yr): those run on in-game purchases alone and a couple thousand organic players. Paid UA gives us ~12k MAU (10x the audience) plus 5 streams they don't have (2% marketplace, stakes, gacha, Battle Pass, premium). Purchases alone at 12k MAU are ~$143k/month ≈ $11M/yr; the marketplace, stakes, and gacha make up the rest.

The project is at the launch stage: real metrics will appear as advertising ramps up. This is a forecast based on gaming-marketing benchmarks, private MMORPG server monetization practice, and the proven volume of RMT trading on Lineage 2 — target figures, not a guarantee. The full month-by-month model across the 6 streams and the return model are in the data room.

Unit economics

The key metric is whether a player pays back. On an in-game-purchase-driven L2 server the economics are especially strong, and they hold up under a stress test.

MetricBaseStress test
CAC (cost to acquire a player)~$3 (CPI)$6
Retention D1 / D7 / D30~35% / ~15% / ~7%half as high
ARPU (per active player)~$12 / month~$7 / month
Average player lifetime~4 months~3 months
LTV (revenue per player)~$48~$21
LTV : CAC≈ 16 : 1≈ 3.5 : 1
Payback on acquisition< 1 month~2 months

The high LTV comes from 6 monetization streams (purchases, gacha, Battle Pass, stakes, marketplace 2%, premium). Even in the stress test, LTV:CAC stays above the 3:1 norm. The figures are a model based on L2 server benchmarks.

Comparison with competitors

Top free servers already make serious money even with their flaws. FunPay is a marketplace (not a server) that generates turnover on other people's games. We fix the servers' flaws and take the marketplaces' turnover for ourselves.

ParameterFluxZoneTypical top free server
Built-in legal marketplace (2%)✗ — black market
Revenue from RMT turnover✓ (to us)✗ (goes elsewhere)
Staked duels (arena)
Gacha + Battle Pass + cosmeticspartially
Championship with a prize poolrarely
Anti-botoften ✗

Top free servers (L2 / MMORPG)

≈ $50k–$300k / month from in-game purchases (estimate)

all RMT turnover goes to the black market, they suffer from bots, and there are no stakes or gacha

A built-in 2% marketplace + anti-bot + duels/gacha — we monetize what they lose.

FunPay (a marketplace, not a server)

turnover of in-game assets — millions of $ per year (estimate)

a 15% commission, no game of its own, a gray market

Our built-in marketplace charges just 2% — the same turnover runs through us, and legally.

The ask: $300k — into growth, not development

StageAmountUse
Start (3 mo)$120kAdvertising across all channels → metrics read, identifying strong channels
Scale$120kReinvest only into the best channels and campaigns
Championship (3 mo)$60kPrize pool + promotion of the championship itself

Team

Ilya Guznenkov — founder

In gaming since age 10 (22 years of experience), an expert in MOBA, MMO, RPG, and strategy. Has shipped 7+ games on contract and contributed to the design of mechanics and economies for real P2E projects — seeing from the inside both how they make money and why they collapse. That experience shaped the safe model behind FluxZone and Lord of Dreams: a legal marketplace, clean commission, and full control of the economy.

Development and operations are led by the DeusCode studio — 35+ specialists: development, AI, Web3, cybersecurity, design, QA. (Details on the team's projects are in the data room under NDA.)

22 years
of gaming experience for the founder
7+
games shipped on contract
35+
specialists on the DeusCode team

Terms for the investor

Open to discussing equity in the company.

"Project net profit" = project revenue − direct costs (servers, payment fees, support, marketing, project team salaries). Distribution is quarterly, with transparent reporting. The full return model is in the data room.

What backs the model

Risks and how we close them

Advertising payback

Risk: Paid traffic may fail to pay back.

How we solve it: Staged: after the first $120k we run a metrics read and reinvest only into channels that work.

Retention

Risk: Players from paid traffic may not stay on the server.

How we solve it: The championship ($60k), gacha, Battle Pass, and legal earning retain players after the paid traffic.

Anti-bot

Risk: Bot farms crash the value market and the server economy.

How we solve it: Protecting the economy from bot farmers — otherwise the asset market collapses. Built into the project.

Legal (stakes)

Risk: Staked duels and the championship are a regulated zone.

How we solve it: Staked duels and the championship are structured as a skill arena under a legal entity and license (as in LoD), with KYC/AML.

IP and rights (Lineage 2)

Risk: Lineage 2 is third-party IP: building a long-term asset on it is risky.

How we solve it: FZ is a proving ground on a ready-made engine, not our long-term asset. The scalable, owned IP is Lord of Dreams; we port the economy proven on FZ into our own IP, removing dependence on someone else's.

Investor jurisdiction

Risk: The investor's capital (incl. from China) may carry regulatory risks around crypto and wagering.

How we solve it: Offshore structure + geo-fencing + a fiat option alongside crypto + a license — so the investor's capital (including from China) carries no regulatory risk.

Common investor questions

Why $300k into advertising rather than development?

The product is already built and running — development risk is off the table. The money goes into the most controllable area: acquisition and retention.

What if advertising doesn't pay back?

Staged: after the first $120k — a metrics read. We reinvest only into channels with proven payback.

How will you prove demand?

Lineage 2 is a leader in RMT trading, and private servers have monetized for years. This is proven demand, not a hypothesis.

How do you calculate revenue?

From the marketing funnel: CPI → registrations → MAU → paying users → ARPPU. Every lever is shown.

Lineage 2 — isn't that someone else's IP?

FluxZone is a proving ground on a ready-made engine: it validates the economy fast and cheaply ($300k instead of years). The long-term, scalable, IP-clean asset is Lord of Dreams, into which we port the model proven on FZ. FZ runs with geo-restrictions.

I'm a China-based investor — what about regulation (crypto, stakes)?

The structure is offshore (Singapore/UAE) with geo-fencing of China and other restricted jurisdictions. Settlement is fiat or crypto (USDT) at the market's choice; the stake arena is structured as a skill arena under an iGaming license with KYC/AML. The goal is to keep the investor's participation legally clean.

Sources

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