| Platform Maintenance |
Fixed |
Use $2,500 per month from Month 1 through Month 60 as fixed overhead before contribution margin. |
Linking the full platform bill to sessions when the base platform spend stays in place. |
| Cloud Hosting Per Session |
Variable |
Deduct 1.5% of first-year revenue as a usage-linked charge that falls to 1.0% by Year 5. |
Treating hosting as fully fixed and overstating margin as session volume grows. |
| Payment Processing Fees |
Variable |
Deduct 2.5% of first-year revenue before fixed overhead; the rate improves to 2.0% by Year 5. |
Leaving card fees below the break-even line and making each booking look too profitable. |
| Marketing & Sales Commissions |
Variable |
Deduct 6.0% of first-year revenue as selling expense tied to bookings and package sales. |
Budgeting paid acquisition as a flat monthly spend even when sales volume rises. |
| Game Master Fees |
Variable |
Deduct 8.0% of first-year revenue for session delivery labor that moves with activity. |
Treating all delivery labor as variable when payroll roles still create a staffing floor. |
| Game Master Payroll |
Semi-fixed |
Model $50,000 annual salary per full-time equivalent, rising from 1.0 FTE in Year 1 to 5.0 FTE in Year 5. |
Spreading payroll evenly across sessions and missing the step-up when capacity is added. |
| Game Design Labor |
Semi-fixed |
Include Lead Game Designer payroll at $90,000 annually plus Content Development at $3,000 per month; staffing rises in later years. |
Calling all puzzle and content work one-time build spend instead of ongoing operating load. |
| Customer Support Payroll |
Semi-fixed |
Start at 0.5 FTE on a $45,000 annual salary, then increase support capacity as volume scales. |
Assuming support scales penny-for-penny with bookings instead of moving in hiring steps. |