GTM Sauce

Starter Story · 2026-09-13

This app replaced my 9-5 ($155K/year)

Ken Law, ex-Meta engineering manager and ex-Amazon engineer, built Harpagia, a solo-made text-based idle RPG for iOS and Android (free-to-play, in-app purchases). After a practice card game (Big 2 Wild, 6 weeks) he forced a launch at 6 months. Revenue sat near $1K/month until a heavily criticized Reddit post took it to ~$10K/month almost overnight; he quit Meta that month. Periodic Reddit update posts pushed it to an ~$18K/month peak. ~$13K/month average, >$150K last year, ~6% payer conversion, $0 ad spend, 3.5-4K MAU.

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7 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

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

~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

Big 2 Wild · B2C · Big 2 card game

Taught AI-assisted building and app store approval; lessons fed the main game

Before the main game, built a simple card game (Big 2 Wild, a game he played with friends in high school) in about 6 weeks with AI assistants, deliberately small in scope, to learn AI-assisted development, end-to-end building, app store approvals and launching.

Workedvalidation
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

Numbers mentioned

WhoMetricValueContextWhen
HarpagiarevenueUSD 13K/month
approximate
Average monthly revenue over the past year2:31
HarpagiarevenueUSD 150K/year
approximate
'Over 150,000' in the past year2:31
HarpagiarevenueUSD 155K/year
approximate
Title/description figure2:31
HarpagiaarpuUSD 3per active user /year
approximate
'Over $3' revenue per active user over the past year2:31
Harpagiausers3,500–4,000 users/month
approximate
Monthly active users2:31
Harpagiausers500–600 users/day
approximate
Daily active users2:31
Harpagiadownloads50K downloads
approximate
'Over 50,000' combined iOS + Android2:31
Harpagiaconversion rate6%
approximate
Share of downloads who made a purchase (download -> payer)2:31
benchmarkTypical download-to-payer conversion for mobile gamesconversion rate2–5%
approximate
2:31
HarpagiapriceUSD 2–10/one-time
approximate
Range of in-app purchase prices2:31
HarpagiapriceUSD 4.99–9.99/one-time
approximate
In-app purchase price band players will generally pay; above $9.99 converts worse2:31
HarpagiacostUSD 500/month
approximate
Operating expenses: purchased assets, freelance art, subscriptions2:31
Harpagiaad spendUSD 0No paid ads2:31
HarpagiarevenueUSD 150/month
approximate
Sales in first month after launch5:50
HarpagiarevenueUSD 1,500
approximate
Total sales by end of second month5:50
HarpagiarevenueUSD 1,000/month
approximate
Monthly revenue just before the first Reddit post (~6 months after launch)5:50
HarpagiarevenueUSD 10K/month
approximate
Monthly revenue right after the first Reddit post5:50
HarpagiarevenueUSD 18K/month
approximate
Peak monthly revenue7:59
HarpagiarevenueUSD 10K/month
goal
Organic revenue threshold set for quitting his job (reached)5:50
Big 2 Wildtime to milestone6 weeks
approximate
Time to build the first app with AI assistants3:42
Harpagiatime to milestone6 months
approximate
Building time before forced launch12:37
marketGlobal gaming industrymarket sizeUSD 100,000M
approximate
9:56