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.
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 trialTwo 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.
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.
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 calculationBusiness 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.
Business viability assessment
Read the supplied assessment of market opportunity, competitive positioning, operational viability, risks, defensibility and validation milestones.
Open business viabilityFinancial model and projections
Keep the numbers in their dedicated report: two London operating areas, 20,000 registrations, 60 target venues, break-even, scenarios, funding and sensitivities.
Read reportRisks
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.