For investors

A density-first network for real-world play

MeetYourMatch plans to launch in two London locations — local operating catchments, not two individual venues — and is built on how often people play locally rather than how many sign up. Here is the concept, the proposed revenue model, and what still has to be proved.

Planning assumptions onlyNo verified tractionSterling model

Why it could work

Player value and host value reinforce each other

Players and venues are not two businesses here. Each one makes the other easier, and both are local.

Player value creates frequency

The easier it is to get a good game, the more often a person plays. Frequency, not sign-ups, is what the model runs on.

Venue value creates supply

Hosts gain relevant visitors and better use of quiet hours, so more places are willing to take games.

Density makes both easier

More players and places within each of the two planned local catchments means faster fills, which raises frequency again.

Structural strengths

  • Venue cost exposure is limited — no venue hire, subsidy or minimum guarantee is assumed anywhere in this model.
  • Venue incentives are aligned: the venue sets and collects its own minimum spend directly and keeps it.
  • Repeat potential and local density — a payer who plays four times a month is worth far more than a single acquisition.

Revenue model

One revenue line: player coordination fees

Players each pay a coordination fee for the matchmaking and organising. Whatever a venue charges — court or table time, or a minimum spend — is set and collected by the venue and is not platform revenue.

£4.50

Coordination fee per player per game, planning assumption

20,000

Combined registration target by Month 12

60

Combined participating venue target by the end of the trial

£34,359

Monthly operating cost assumption

One-year overview

Central planning assumptions · 12-month paid trial
Trial scope

Two areas · London

Trial duration
12 months
Registered users by year end
20,000
Venue target by year end
60

Both areas start together and registrations grow throughout the year. The coordination fee is £4.50 per paid player appearance.

Year-one performance

Central participation assumption

Revenue
£497,813
Operating costs
£412,310
Operating surplus
£85,502

Assumes 25% pay monthly at full activity, with four games each. Surplus is before additional setup costs and tax.

Funding & break-even

Cash needed to support the trial

Peak operating cash deficit
£113,343
Central funding envelope
£230,000
Monthly / cumulative break-even
Month 7 / Month 11

Funding includes illustrative setup and contingency allowances. The central envelope does not cover a full year under weak demand.

Actual traction has not been supplied or verified for this projection. The model assumes 2 planned London locations, each treated as a neighbourhood operating catchment rather than an individual venue, with 10,000 registrations and 30 target venues per area (20,000 registrations and 60 target venues overall).

The operating cost base and equipment prices use euro-denominated planning inputs converted once at the European Central Bank euro reference rate of 9 September 2026, EUR 1 = GBP 0.85898. The average coordination fee of £4.50 per player per game is a separate, direct sterling assumption for the London launch — not a conversion.

Two-location financial report, with every calculation

Business viability

A separate assessment of the market context

The financial model stays separate. This companion page covers market opportunity, competitor signals, operational viability, risks and the evidence still required before the proposition could be called validated.

Risks

What could stop this working

Stated plainly rather than buried. None of them is settled by the model itself.

Player bypass

Once players have met each other once, they can arrange the next game between themselves and pay nothing.

Total spend

The customer feels the coordination fee plus the venue minimum together. Total spend, not £4.50, sets willingness to pay.

Fragmented demand

Demand splits across venues, times and ten different games. Density in each slice is what fills a game, not headline registrations.

No-shows & refunds

Cancellations, no-shows and refund handling all attack realised revenue per confirmed appearance.

Acquisition cost

Acquisition cost has not been separately estimated or validated within the £34,359 all-in monthly operating budget; additional pre-launch acquisition spending, if outside this allowance, must be funded separately.

Cost base growth

£34,359 a month is a flat assumption. Support, staffing and payment processing fees all grow with volume.

Registrations ≠ payers

20,000 registrations are not 2,000 repeat paying customers. The conversion between the two is the whole model.

Validation

What a beta has to measure

The planned two-location trial is there to replace each assumption above with an observed number. Expansion beyond those locations depends on that evidence.

Registration → first paid game

The single most diagnostic conversion in the trial.

30 / 60 / 90-day repeat paid retention

Whether a payer comes back at all.

Games per payer per month

The frequency term in the revenue formula.

Contribution per appearance

£4.50 average less observed direct cost per appearance.

CAC per paying player

Not per registration.

Payback on observed retention

CAC against real, measured repeat behaviour.

Fill rate

Share of created games that reach a full paid roster.

Time to fill

From game creation to the last required payment.

Cancellation, no-show and refund rate

Realised versus booked appearances.

Venue retention

Venues still hosting games after 30, 60 and 90 days.

Total-spend sensitivity

Behaviour when the fee and venue minimum are seen together.

Read the underlying material

The deck, the two-location financial report and the mission document are all available in full.

Start with the audiences the network serves: players and venues & hosts.