Making Fun
[Closed for Investment] Making Fun, with a valuation of $13 million, is raising funds on Wefunder. It is a veteran game studio that created an action role-playing game franchise, Eternium. Eternium is one of the top action role-playing games live on phones, tablets, and computers, with 37 million downloads, 22 million ratings, 6,000 organic installs per day, and $20 million in lifetime revenues. Making Fun is rebuilding Eternium and creating Project Artemis, another multiplayer RPG. John Welch founded Making Fun in December 2009. The current crowdfunding campaign has a minimum target of $150,000 and a maximum target of $1.24 million. The campaign proceeds will be used for salaries and contractor expenses related to the development of Project Artemis and the new Eternium game and operational expenses.
Investment Overview
$751,070 - Total
Deal Terms
Company & Team
Company
- Year Founded
- 2009
- Industry
- Media, Entertainment & Publishing
- Tech Sector
- Distribution Model
- B2C
- Margin
- High
- Capital Intensity
- Low
Financials
- Revenue -8% YoY
- $2,622,054
- Monthly Burn
- $82,000
- Cash on Hand
- $642,000
- Gross Margin
- 88%
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Synopsis
Making Fun is a video game development company that has significantly impacted the mobile gaming market. The company's flagship game, Eternium, is one of the top action role-playing games available on phones, tablets, and computers. Since its launch, Eternium has been downloaded 37 million times and has received 22 million ratings. The game also generates 6,000 organic installs daily and $20 million in lifetime revenues. These impressive figures demonstrate the game's popularity and the company's ability to create engaging lucrative games.
Making Fun is rebuilding Eternium and developing a new game, Project Artemis. The company plans to use the funds raised in this crowdfunding campaign to pay for salaries and contractor expenses related to developing these two games. The funds will also be used for operational expenses.
Given the company's track record of creating successful games and the growing popularity of the video game industry, Making Fun is well-positioned to continue its success.
Price
With annual revenue of $2.6 million, Making Fun has a revenue multiple of 4.96. This multiple is relatively low compared to other companies in the equity crowdfunding space. However, it's important to note that Making Fun experienced an 8% decline in annual revenue growth. This decline could be a cause for concern, especially considering the competitive nature of the video game market.
Despite the decline in revenue growth, Making Fun is profitable and has a high margin level. Additionally, the company has a medium capital intensity level, suggesting that it doesn't require massive investments to maintain its operations and develop new games.
Investors should consider the valuation of $13 million when evaluating this opportunity. While Making Fun has a successful game franchise and a dedicated user base, the decline in revenue growth and the competitive nature of the industry may impact the company's future performance. It's important to assess the potential for future game releases, such as Project Artemis and the new Eternium game, and the company's ability to attract and retain users.
Market
Video gaming is a massive industry, with the US market alone being valued at $92.3 billion in 2023. The market is expected to grow at a compound annual growth rate (CAGR) of 7.82%, indicating a large and growing market for Making Fun's offerings. However, the competitive landscape is extremely intense, with large players like Electronic Arts, Activision Blizzard, and numerous smaller studios all vying for player attention and dollars.
However, it's worth noting the challenges that Making Fun faces. While the video game market is large, it's also highly fragmented and fiercely competitive. Success often depends on a game's ability to stand out in a crowded marketplace and retain users over time. Given the nature of the industry, market potential can be high for a breakout hit but can also be quite low if a game fails to gain traction. Making Fun's continued success will depend on its ability to innovate, engage players, and adapt to changing market trends.
In conclusion, Making Fun operates in a large and growing market and has demonstrated its ability to create popular and engaging games. However, the competitive landscape and the hit-driven nature of the video game industry present significant challenges. The company's future performance will likely depend on its ability to create compelling new games and continue to engage its player base.
Team
Making Fun was founded by CEO John Welch in December 2009. Welch has an impressive 25 years of relevant industry experience, making him a seasoned veteran in the gaming industry. He strongly understands game mechanics, art, narrative, and technology, all crucial elements in creating successful video games. Welch is dedicated to improving the art and science of video games and has a passion for collaborative relationships with player communities.
The Making Fun team consists of 15 members who are dedicated to the company's growth and success. While the specific details about the team members and their roles are unavailable, their collective efforts have contributed to the company's profitability and growth. Making Fun's valuation of $13 million is a testament to the team's ability to create successful games and attract a significant player base.
Differentiation
Making Fun operates in the highly competitive video game market. The company's primary differentiator is its experience and success in creating the action role-playing game franchise, Eternium. Eternium has achieved impressive metrics, including 37 million downloads, 22 million ratings, and $20 million in lifetime revenues. These numbers demonstrate the popularity and market acceptance of Making Fun's games.
The competitive landscape in the video game industry is extremely crowded, with over 100 direct competitors, including major players such as Electronic Arts, Activision, and Blizzard. Making Fun acknowledges the highly competitive nature of the industry, which implies that it faces challenges in standing out and capturing market share.
Despite the intense competition, Making Fun has a proven track record of profitability, indicating that it has been able to generate revenue and sustain its operations. The company's focus on clever mechanics, beautiful art, rich narrative, and collaborative relationships with player communities aligns with industry trends and preferences.
Overall, Making Fun's success in creating popular games and its profitability demonstrate its ability to compete in the highly competitive video game market. The company's focus on delivering engaging game experiences and its ongoing investment in new projects indicate its commitment to staying relevant in the industry.
Performance
Making Fun has demonstrated strong performance in the gaming industry. The company has achieved profitability, with two consecutive years of positive earnings. Making Fun's flagship game, Eternium has been a major success, with 37 million downloads, 22 million ratings, and $20 million in lifetime revenues. The game has a broad reach, being available on phones, tablets, and computers. Additionally, Eternium continues attracting new players, with 6,000 organic installs daily. Additionally, the company has raised around $504,000 in prior rounds.
Making Fun is not resting on its laurels and is actively working on expanding its product offerings. The company is rebuilding Eternium and developing a new multiplayer RPG called Project Artemis. These initiatives demonstrate Making Fun's commitment to innovation and ability to adapt to evolving market trends.
Financially, Making Fun has generated solid revenue. The company reported annual revenue of $2.6 million in 2022. While the revenue growth rate is negative at -8%, it's important to note that Making Fun is in a highly competitive industry, and maintaining revenue stability is an achievement.
Making Fun has a strong user base and a dedicated player community. The company's focus on creating games with clever mechanics, beautiful art, and rich narratives has resonated with gamers. Making Fun's emphasis on fair PvP competition and collaborative relationships with players further strengthens its position in the market.
Overall, Making Fun's performance in the gaming industry, profitability, and successful game franchise position the company for continued growth and success.
Risk
Making Fun operates in an extremely competitive industry, facing competition from well-established gaming studios such as Electronic Arts, Activision, and Blizzard. These companies have significant market presence and resources, which can pose a challenge for Making Fun in terms of market share and revenue growth. Additionally, the company's flagship game, Eternium, although successful with millions of downloads and positive ratings, may face difficulty maintaining its current popularity level and attracting new players. The competitive landscape and the need for constant innovation and updates in the gaming industry present risks for Making Fun's long-term growth prospects.
Furthermore, Making Fun's annual revenue decline rate -of 8% indicates potential challenges, and the company will need to demonstrate its ability to stay competitive and capture a larger share of the US video game market in the future.
Overall, Making Fun operates in a highly competitive market and faces challenges in maintaining and growing its player base. Investors should consider these risks when evaluating the investment opportunity.
Bullish Outlook
Making Fun has already established a strong presence in the gaming industry with its flagship game franchise, Eternium. Eternium has gained significant traction with 37 million downloads and $20 million in lifetime revenues, demonstrating the company's ability to create successful and popular games. The game's impressive metrics, including 22 million ratings and 6,000 organic installs per day, highlight its strong appeal to gamers across multiple platforms.
Founder John Welch has a solid track record in the gaming industry, having founded Making Fun in 2009. His experience and expertise in game development and publishing contribute to the company's strong foundation and potential for future success.
Overall, Making Fun's proven success with Eternium, coupled with its ongoing development efforts and dedicated team, positions the company for positive growth in the competitive gaming industry. Investors can be part of an established game studio with a strong foundation and potential for future success.
Bearish Outlook
Despite having 37 million downloads and $20 million in lifetime revenues, the company's annual revenue has declined, with a negative growth rate of -8%. This indicates that Making Fun struggles to maintain and grow its user base and generate consistent revenue streams from its existing products.
Also, Making Fun operates in an extremely competitive landscape, with major players like Electronic Arts, Activision, and Blizzard dominating the industry. These established companies have significant resources, well-established franchises, and a loyal customer base, making it challenging for smaller studios like Making Fun to compete effectively. The barriers to entry in the gaming industry may be low, but the barriers to success and profitability are high.
Executive Summary
Making Fun, an independent game developer and publisher, has made a significant footprint in the gaming industry with its action role-playing game franchise, Eternium. With 37 million downloads, 22 million ratings, and $20 million in lifetime revenues, Eternium has proven a successful venture for Making Fun. The company's current focus is on rebuilding Eternium and creating Project Artemis, another multiplayer RPG.
Despite the competitive landscape of the gaming industry, Making Fun has managed to carve out a niche for itself. Its profitability further demonstrates The company's success, with a net income of $188,761 in the most recent fiscal year. However, it's worth noting that the company's annual revenue saw an 8% decline, which could be a cause for concern.
The company's valuation of $13 million seems reasonable given its track record and profitability. The funds raised in this round will be used primarily for salaries and contractor expenses related to the development of Project Artemis and the new Eternium game and operational expenses. This suggests that the company is heavily invested in fostering growth and innovation, which could potentially lead to more tremendous success in the future.
Overall, Making Fun presents an interesting investment opportunity in the gaming industry, especially for those interested in developing action role-playing games. However, potential investors should consider the industry's competitive nature and the company's recent decline in annual revenue.
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Company Funding & Growth
Funding history
- Total Prior Capital Raised
- $503,639
- VC Backed?
- No
Growth Charts
Revenue History
Note: Revenue data points reflect the latest of either the most recent fiscal year's financials, or updated revenues directly from the founder, at each raise's close date.
Valuation History
Price per Share History
Note: Share prices shown in earlier rounds may not be indicative of any stock splits.
Employee History
Founder Profile
The Innovative Quest of Making Fun: An Interview with John Welch
The gaming world constantly evolves, and few have demonstrated the tenacity, insight, and innovation as John Welch, CEO of Making Fun. From pioneering milestones at SEGA to the thrilling world of Eternium, Welch gives us a rare glimpse into the mind behind some of our most cherished gaming experiences.