GTM Sauce

B2C · idle RPG game

How Harpagia grows

6 tactics and 19 figures from 1 interview.

kayelleapps.com

Harpagia is a free-to-play idle RPG built by a solo developer, and nearly all of its growth came from Reddit. He launched a rough early version after six months, then posted screenshots and major updates on Reddit with no ad spend. He reported revenue rising from about $1K to a peak near $18K a month, and left his job at Meta along the way.

Summary written 2026-09-26 from the tactics below. Figures are as founders stated them.

About Harpagia

What it is
Text-based idle RPG mobile game (level skills, battle monsters, collect loot) for fans of incremental games like RuneScape
Who it's for
Fans of incremental/idle games like RuneScape
Business model
Free-to-play with optional in-app purchases that unlock premium features or speed up progression
Pricing
In-app purchases from ~$2 to ~$10; $4.99-$9.99 converts best
Launched
~early 2025 (a little over a year and a half before Sept 2026)
Team
Solo founder; freelancers from Fiverr/Upwork for screenshots, icons, video
Funding
bootstrapped
Outcome
~$13K/month average, peak ~$18K/month; founder left Meta to work on it full time

As described in the interviews, not independently verified.

Harpagia's 6 tactics

Harpagia · B2C · idle RPG game

Revenue jumped from ~$1K to ~$10K a month almost overnight, despite harsh comments

Six months after launch, with no audience or budget, made a first Reddit post about the game: a few screenshots, a short explanation of what the idle RPG is, and a few metrics about how free-to-play it is (gamers want to try before paying). The game was still rough; the post drew mostly critical comments, and the discussion itself pushed it in front of thousands of players.

Workedcommunityorganic-social
Starter Story · 2026-09-13

Harpagia · B2C · idle RPG game

Each post brought a jump in new players; revenue rose from $10K to a ~$18K/month peak

Reddit became the main (only) marketing channel after year one. Many subreddits cap developer self-promotion at once a month, so he only posted major updates, once every few months. Posts that sparked the most discussion, especially the most criticism, performed best. Results varied post to post.

Workedcommunityorganic-social
Starter Story · 2026-09-13

Harpagia · B2C · idle RPG game

~6% of downloads pay (games typically 2-5%); over $3 per active user a year

Harpagia is free on iOS and Android. Revenue comes from optional in-app purchases (~$2-$10) that unlock premium features or speed up progression in an idle RPG where players make progress while away and return to collect rewards.

Workedpricingpaywall
Starter Story · 2026-09-13

Harpagia · B2C · idle RPG game

First $10 sale within days; ~$150 in month one, ~$1,500 total by month two

Forced himself to launch after 6 months of building even though his vision was much bigger and the game was an early alpha. A small group of players found it and gave feedback that shaped later versions. Advice: get feedback from potential customers, not friends and family; if you're not embarrassed by V1 (or V5) you shipped too late.

Workedvalidationfeature-development
Starter Story · 2026-09-13

Harpagia · B2C · idle RPG game

Players buy readily in that band; above $9.99 converts worse. No test numbers given

Through repeated monetization experiments on in-app purchases (range ~$2-$10), found players generally pay $4.99-$9.99 without friction; items above $9.99 were harder to convert.

Workedpricing
Starter Story · 2026-09-13

Harpagia · B2C · idle RPG game

Founder credits it; no separate numbers

In the early stage, didn't worry much about monetization; prioritized retention and building a game people wanted to keep playing.

Unknownretentionfeature-development
Starter Story · 2026-09-13

Harpagia by the numbers

MetricValueContextSaid in
revenueUSD 13K/month
approximate
Average monthly revenue over the past yearStarter Story
2026-09-13
2:31
revenueUSD 150K/year
approximate
'Over 150,000' in the past yearStarter Story
2026-09-13
2:31
revenueUSD 155K/year
approximate
Title/description figureStarter Story
2026-09-13
2:31
arpuUSD 3per active user /year
approximate
'Over $3' revenue per active user over the past yearStarter Story
2026-09-13
2:31
users3,500–4,000 users/month
approximate
Monthly active usersStarter Story
2026-09-13
2:31
users500–600 users/day
approximate
Daily active usersStarter Story
2026-09-13
2:31
downloads50K downloads
approximate
'Over 50,000' combined iOS + AndroidStarter Story
2026-09-13
2:31
conversion rate6%
approximate
Share of downloads who made a purchase (download -> payer)Starter Story
2026-09-13
2:31
priceUSD 2–10/one-time
approximate
Range of in-app purchase pricesStarter Story
2026-09-13
2:31
priceUSD 4.99–9.99/one-time
approximate
In-app purchase price band players will generally pay; above $9.99 converts worseStarter Story
2026-09-13
2:31
costUSD 500/month
approximate
Operating expenses: purchased assets, freelance art, subscriptionsStarter Story
2026-09-13
2:31
ad spendUSD 0No paid adsStarter Story
2026-09-13
2:31
revenueUSD 150/month
approximate
Sales in first month after launchStarter Story
2026-09-13
5:50
revenueUSD 1,500
approximate
Total sales by end of second monthStarter Story
2026-09-13
5:50
revenueUSD 1,000/month
approximate
Monthly revenue just before the first Reddit post (~6 months after launch)Starter Story
2026-09-13
5:50
revenueUSD 10K/month
approximate
Monthly revenue right after the first Reddit postStarter Story
2026-09-13
5:50
revenueUSD 18K/month
approximate
Peak monthly revenueStarter Story
2026-09-13
7:59
revenueUSD 10K/month
goal
Organic revenue threshold set for quitting his job (reached)Starter Story
2026-09-13
5:50
time to milestone6 months
approximate
Building time before forced launchStarter Story
2026-09-13
12:37

Topics

Interviews