| Facility Rent |
Fixed |
Use $25,000 per month from Month 1 through Month 60. |
Spreading launch build-out into rent instead of keeping capital spending separate. |
| General Manager Payroll |
Fixed |
Include the $85,000 annual salary as baseline coverage in the monthly break-even floor. |
Ignoring salaried management because early session volume is low. |
| VR Technician, Fitness Coach, Customer Service Representative, and Part-Time Staff |
Semi-fixed |
Step staffing up as utilization rises; Year 1 starts with 2.0 technicians, 3.0 coaches, 2.0 service reps, and 4.0 part-time FTE. |
Treating all labor as fully fixed when coverage needs rise with capacity. |
| VR Hardware Maintenance & Replacement |
Variable |
Use 8% of revenue in the first year, declining to 6% by Year 5. |
Burying headset wear and controller replacement in startup capital spending only. |
| VR Software Licensing Fees |
Variable |
Use 12% of revenue in the first year, declining to 8% by Year 5. |
Treating all content access as a fixed subscription. |
| Payment Processing Fees |
Variable |
Use 3% of revenue in the first year, falling to 2.2% by Year 5. |
Omitting merchant fees from member and pass revenue. |
| Digital Marketing & Advertising |
Variable |
Model 15% of revenue in Year 1 and check it against the $180,000 annual marketing budget. |
Assuming customer acquisition cost stays flat as demand scales. |
| Cleaning & Maintenance Services |
Semi-variable |
Start with the $1,500 monthly base, then pressure-test added cleaning as sessions and headset turnover rise. |
Missing the sanitization workload tied to higher member traffic. |