Portfolio · 2026
Upcoming available games
Each title is a standalone product that gives more opportunity for your users to engage with your product and win prizes.
Beta Results · May – Aug 2026
Four months of deliberate testing — not to maximize revenue, but to understand what drives it. Each month had a hypothesis. Each one held.
The experiment — month by month
Can we build a habit that brings fans back on their own?
DAU grew 10x. Retention held above industry avg from week one. Loop established.
Does free-only engagement sustain retention without anything to buy?
D1 jumped to 42.9%. D30 improved to 14.3%. The habit held without monetization.
4-day blackout — no packs at all. Does the loop survive disruption?
Conversion held at 7.7% — 3.9x industry avg even after intentional disruption.
Double the price. Add rare prizes. Does perceived value drive conversion higher?
Conversion hit 38.4%. Rare campaign launched at 44% on day one. Price didn't suppress demand — it amplified it.
This isn't a collectibles business — it's a fan access business. The product that converts isn't the card or the pack. It's the feeling of being closer to something you love that most people can't get. When you frame it that way, pricing, prize selection, and audience targeting all follow from the same principle.
of fans engage with 2 or more campaigns — majority behavior, not a niche one. Multi-campaign users convert at 15.3% vs 1.4% for single-campaign users.
more transactions per user across multiple campaigns vs single-campaign users. One fan base. Every campaign shares it. This should compound as campaign count grows.
* Month 2: No paid inventory available — deliberate test. Conversion reflects free-only engagement.
** Month 3: Intentional 4-day blackout Jul 24–27, no packs free or paid — friction test.
Conversion = unique paid users ÷ total engaged users. Industry benchmarks: D1 26%, D7 13%, D30 7%, Conversion 2%.
All metrics May 1 – Aug 15, 2026. Month 4 cohort still building.
The Problem
Facebook organic reach fell to 2.2% in 2025, down from 5.2% in 2020. Brands pay more to reach fewer people.
Traditional campaigns spike and die. Even top franchises see it — streaming churn sits at 47%, with only 29% of viewers sticking with a franchise.
Audiences live on rented platforms. True brand loyalty just saw its steepest single-year drop on record — and 90 of the top 100 CPG brands lost share to churn.
Why Streetteam
Most perceived competitors sell trading cards — digital, physical, or RWA — where the card is the product.
Others are fandom-only platforms — engagement with no brand outcome attached.
Streetteam is different: the card is a tool, not the end game — it drives social reach via engage-to-earn and doubles as a campaign game piece.
Our competitors are closer to McDonalds Monopoly, Labubu and Willy Wonka than traditional collectible channels.
Investor deck, live demos and metrics available on request.
jon@streetteam.net