Demand & Revenue - Daily revenue is estimated at ~$900 thousand - $1 million based on moving ~18 thousand - 20 thousand packs/day at $50 each [1] - Gross run rate is roughly $30 million/month, despite supply bottlenecks [1] - Demand significantly outweighs supply, which is considered bullish for the company [1] - 17% of total users contributed to 928% of total gachapon spending [1] - 496% of users spent > $1 thousand [1] Margins & Profitability - Some estimates put net profit at ~10% of gross sales, resulting in $85 thousand - $100 thousand/day profit [1] - Benchmarks show a true margin of ~215% net of buybacks across $203 million spent, suggesting the company's model could be significantly more profitable [2] - Base case: $25 million/month net profit is achievable with current constrained operations [4] - Bull case: With supply normalized + recurring buybacks, the company could easily scale into $7-10 million/month net profit [4] Recurring Revenue & Business Model - 95%+ of cards are sold back within 24 hours [2] - One-time sales yield ~10%, but recurring buy-sell loops create compounding 5% margins each cycle [2] - The company is evolving into a recurring revenue marketplace with margins closer to 20%+ [3] - The company is now more of an exchange or perpetual yield machine, monetizing trading flow continuously [2] Strategic Outlook - The key question is how much of the revenue/profit flows into the $CARDS token [3] - The company needs to onboard more fresh card inventory to keep up with demand [4] - Proper infrastructure would allow them to handle 9-figure inventory inflows [4]
X @Ansem 🧸💸
Ansem 🧸💸·2025-09-07 14:49