Portfolio · 2026

The Fandom Infrastructure Platform — now building branded mini-games that deepen the loop.

Upcoming available games

The portfolio

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

The loop works. Here's the proof.

Four months of deliberate testing — not to maximize revenue, but to understand what drives it. Each month had a hypothesis. Each one held.

21%
Free-to-paid conversion
of engaged users · 10x industry avg (2%)
16.9%
D7 retention
1.3x industry avg (13%)
13.1%
D30 retention
1.9x industry avg (7%)
$7.08
Revenue per $1 ad spend
5.9x industry avg ($1.20)

The experiment — month by month

Month 1 · May
Launch — establish the loop

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.

Conversion
10.7%
D30
12.5%
D7
17.3%
Avg DAU
21.3
Month 2 · Jun · Test
Remove paid inventory

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.

Conversion
8.3%*
D30
14.3%
D1
42.9%
D7
17.9%
Month 3 · Jul · Test
Break the habit deliberately

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.

Conversion
7.7%**
D30
13.1%
D1
100%†
D7
33.3%†
Month 4 · Aug · Live
Price perception + rarity

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.

Conversion
38.4%
D1 retention
41.2%
Launch day
44%
Avg DAU
28.4
The insight

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.

Cross-campaign behavior
65.5%

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.

The shared audience pool
10.9×

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

Brands Are Renting Attention That Keeps Getting More Expensive.

Organic reach is collapsing

Facebook organic reach fell to 2.2% in 2025, down from 5.2% in 2020. Brands pay more to reach fewer people.

Campaigns don't compound

Traditional campaigns spike and die. Even top franchises see it — streaming churn sits at 47%, with only 29% of viewers sticking with a franchise.

Brands own no data

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.

Facebook organic reach: 2.2%, down from 5.2% in 2020CAC up 222% in 8 yearsTrue brand loyalty fell to 29% — sharpest drop on record

Why Streetteam

Why It's Hard To Copy.

Perpetual License, Already Built

  • 8 years in production, 11M registered users at peak — licensed perpetually from Animoca, royalty free.
  • Minimal Dev fees for upgrades, enhancements, and maintenance.

A Decade of Buyer-Psychology R&D

  • As Quidd's interim CEO, founder tested cards as reusable game pieces (rebuilt Clue) and rivalry mechanics (Man City vs. Newcastle) — the latter drove a 30% lift in dormant-pack sell-through.
  • Every Streetteam campaign continues that same research.

Multi-Vertical Founder-Operator

  • 14 years running an M&E Agency — Ozzy, KISS, Guns N' Roses, Disturbed.
  • Web3 – ConsenSys (Global Director of Social Media) & consultant (Mythical Games, Community Gaming). Former CEO of an 11M-user digital collector platform.
  • Previous digital collectible clients (Quidd): Manchester City FC, Newcastle United FC, Marvel, Star Trek, Teenage Mutant Ninja Turtles, Rugrats, Smurfs, PEZ, Valiant Comics, Game of Thrones.

Proven Relationships → Healthy Pipeline

  • Confirmed: Nu Metal Sucks Tour (completed), Humane World for Animals — 3rd consecutive campaign.
  • Active: Warheads Candy, SOiL, Alice Cooper's Solid Rock Fdn.
  • Warm: Universal Pictures, Q Prime roster (Metallica, Pantera, Disturbed), Sol Foundation (UFO/UAP conference).

Competitive Landscape

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.

Let's talk

Investor deck, live demos and metrics available on request.

jon@streetteam.net