RESERVE
min $100
A Future Equity Agreement (SAFE) gives you the right to future shares in the company. If you invest, you're betting the company will be worth more than $25M eventually.
The only reason anyone fails to learn a language is because they quit...
... But learning a language doesn't have to be boring.
Video games are one of the hardest things to quit on earth, so why not use one to learn a language?
... And Fluyo doesn't just gamify endless practice, we're building a true game that's fun and exciting to play every time you log on!
Our highlights:
Inside Fluyo, You'll...
Fluyo delivers a unique learning loop. Unlike many gamified education apps, we don't shy away from actually teaching learners. Instead, we make it fun and engaging - then make it worth the effort with a rewarding gameplay progression.
First, you'll learn grammar in our unique, interactive audio lessons, next you'll learn vocabulary in dedicated, simple learning sessions, finally, you'll practice it all a ton in our games and challenges!
And early next year, we'll be launching an AI toolkit with even more personalized learning, including:
We're launching on a Freemium model designed to optimize retention while capturing revenue from the users who are getting the most daily value from the app.
We believe each active user will be invaluable in the long run as we test and iterate over the next year, and as we build an audience that makes our social tools and online games really come alive. To back up that belief, we're sacrificing some short term revenue to keep as many users on the app as possible.
Duolingo is our main competition.
Despite Duolingo's excellent gamification and huge growth engine, the owl has pretty poor retention, weak monetization, and lackluster educational value.
And that means we've got a plan.
Improving retention
Elevating daily engagement
Optimizing Features
We're launching small cohorts of new users through promotional beta-access giveaways to get fresh eyes and feedback along the way.
Fluyo targets 14-42 year old individuals in the online market who are interested in games. Pricing has been validated by our competitors and our Kickstarter pricing.
About 50% of the market is made up of individual learners, and about 75% of the market fits our target age. Finally, about 67% of our age range plays mobile games.
SOM: 14.75B x 50% x 75% x 67% ≈ $3.7B
And the individual online market is expected to make up most of the overall growth for the next few years.
Launching in December to target end-of-year excitement and New Year's resolutions
Our team is made up of former founders, polyglots, and language learners.
(not guaranteed)
Have questions? Email Zack Smith, Co-CEO at [email protected], or tag @Fluyo_Zack in our Discord.