Welcome to the 100th stadium deck teardown! This week, I’m taking a look at Mega mod Pitch surface at seed stage. MegaMod appears to be the latest darling in the gaming industry and has just taken in $1.9 million, bringing its after-money valuation to $27 million. With a mission to revolutionize the game creation process, Mega Mod says It plans to spend on improving its go-to-market strategy and testing its retention and monetization model.
In an industry where creators are often overlooked like yesterday’s loot boxes, MegaMod enters with a heroic promise to put them front and center — a knight-in-shining-armor vibe that slightly taints the first screen on the company’s website.
So, what’s the real story behind the MegaMod pitch that charmed investors and raised $1.9 million? We’re about to dig in, peeling back the layers of this pitch to see if it’s a critical hit or just another NPC in the startup scene.
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Slides in this set
The number of slides shown in the MegaMod presentation is only 13 slides. This is less than we would normally expect, but who are we to judge? Oh, wait, judgment is what these articles are all about. Never mind, let’s start judging.
- Slide cover
- Slice the problem
- Product portfolio segment
- Product overview slide
- Product Slice 1
- Product Slice 2
- Product segment 3
- Product segment 4
- Value Proposition Slide
- Traction chip
- Financial Forecast Slice
- Team slice
- Money and its use question slide
Wow, four product segments? I can almost guarantee that investors don’t care much about your product. Okay, let’s get started.
There’s one thing we like about the MegaMod promo
Dedicating 29% of your presentation to product slides isn’t great, and obviously the rest of the presentation isn’t great either. But there is one thing.
Bold ambition
Gen Z treats gaming like a religion, not just a hobby. They’re glued to their consoles, VR headsets, and mobile screens, immersing themselves in digital worlds with the same devotion as cult leaders. But this generation doesn’t just play games; they build entire worlds, form guilds, and bad-mouth their way to the top of leaderboards. Gaming isn’t just something they do; it’s who they are—and despite all that, making games is hard.
Is that a problem? I have no idea. I always assumed that making games was difficult, but it seems that MegaMod is making a different bet: the company explains that with its entire product range, it makes it very easy for these gaming fanatics to create their own games. It’s an interesting bet, and one that relies on Generation Z’s insatiable thirst for self-expression and DIY. Why just play games when you can build them?
I love a slide that makes me question basic assumptions, and this slide did that. Wait, why? Do Sounds like it’s too hard to build games? Could games that are built in a day be useful? I reserve judgment, but I can’t help but admit that I’m curious!
Three things MegaMod could have improved
I wrote a few drafts of this paragraph trying to find a glimmer of hope, but in short: I can’t believe this company has managed to raise a dime, let alone a respectable chunk of money.
The presentation sheets look like a ransom note written by someone who forgot their glasses. Is there vital information? It’s missing in action, and what little information you provide is weaker than a wet tissue. I’ve seen college business presentation sheets that have more substance.
Based on this combination alone, it’s a wonder anyone is investing in the company, which likely points to the fact that there’s something else going on in the company. But I struggle to see what this thing is. Either it has real charm or its investors have a wild sense of humour.
There’s probably something in the company that just didn’t appear to be on deck. Either the founders know the investors, or there is some piece of gravity or go-to-market mechanism that has not been explored in the group. But here’s the fun thing about this series: I’m not talking to investors or founders; I critique a presentation based on what is there, especially since a presentation should be able to stand on its own.
What happens with this product?
Slides 4 through 8 of MegaMod’s presentation are an exercise in over-ambition, making even the most seasoned entrepreneurs shudder in fear. Instead of focusing on one or even a few cutting-edge offerings, MegaMod decided to throw everything at the wall to see what would stick. Six products, including a game engine, AI coding tools, a skin editor, a prop editor, an in-game library, and a social platform. And if that wasn’t enough, they got a marketing tool (MegaGames), livestreaming tools, distribution tools, and more. It’s as if they went on a shopping spree at the tech store and decided to buy one of everything, just in case.
Here’s the thing: Startups need focusSpreading yourself across multiple product lines is a recipe for disaster. Any one of these products—whether it’s a game engine, an AI coding tool, or a social platform—could be fully viable startups on their own. Each requires dedicated resources, specialized knowledge, and a clear strategy. Instead, MegaMod is trying to juggle all of these balls at once, and it’s hard to see how it won’t drop a few—or all of them. The lack of a focused approach breeds hubris more than competence.
One could argue that combining all of these tools into one suite may increase network effects, creating a cohesive ecosystem that is greater than the sum of its parts. But here’s the kicker: The deck doesn’t make this argument. Absolutely. We can only guess how these disparate products will interact, let alone how they will generate revenue. It’s not clear what the monetization model is for any of this. Does the company rely on subscriptions, one-time purchases, ads, or some magic beans? Without a clear path to profitability, MegaMod’s grand vision seems more like a pipe dream than a solid business plan. Investors are left with more questions than answers, and this is a surefire way to turn away funding.
Where is your charm?!
MegaMod boasts over 2,500 content creators who have produced over 65,000 awesome games. On the surface, these numbers seem promising, but at second glance, they seem deliberately vague, as if the company is trying to distract us with volume rather than substance. If middle The creator has made 26 games (awesome!), and we have to ask some important questions. Who plays these games? Are they any good?
A large number of creations does not mean much if the games do not attract players or generate revenue. Without knowing the quality and popularity of these games, it is difficult to evaluate the actual impact that MegaMod is having on the gaming community. I think the best comparison I can come up with is: an average three-year-old probably paints 26 paintings per quarter. But its revenues will not be compatible with venture-scale businesses.
The next slide projects an ambitious $170 million in annual revenue by 2028, which is great, but there’s one glaring omission: current revenue figures. What is the average revenue per player now? How is MegaMod generating revenue now, and why are these details missing? It’s easy to set high expectations, but investors need to see a track record of growth and current financial health to believe in such a strong forecast. Without these fundamental metrics, this forecast looks more like wishful thinking than a realistic business plan.
Another red flag is the source of these users. The Use of Funds slide (Slide 13) claims that “viral expansion and product-led growth” is the company’s growth strategy, but this is somewhat vague. What does it mean? Where are users currently coming from? How does MegaMod drive traffic and engagement? Terms like “viral expansion” sound great in theory but require concrete strategies and evidence of past success to back them up. Truly viral companies are extremely rare. This lack of clarity is frustrating and does little to inspire confidence in the company’s ability to scale effectively.
Overall, traction slippage lacks real business metrics, raising serious concerns about founders’ understanding of their business. If I were on the board, I would question them aggressively about the metrics they track, why they think they’re important, and what specific actions they’re taking to move those metrics. Without clear, actionable data, it is difficult to measure a company’s true health and potential. Investors need transparency and accuracy, not smoke and mirrors.
Could the team be any more mysterious?
I know, I know. I complain about the team slide almost every time I tear down a presentation. That’s a promise, not a threat, and I’ll keep doing it until people start making better team slides.
MegaMod’s team sim introduces a group of individuals with promising descriptions, but the details are frustratingly vague:
This slide is your golden opportunity to mention the successful games you worked on, the startups you founded, or the successes you achieved in rapid growth. Instead, MegaMod offers vague statements that feel more like temporary statements than tangible achievements. Specific company names, numbers (revenue and results) and facts are crucial here. Without this, the descriptions seem hollow and unconvincing.
- “Experience building a $20 million sales company.” Great! Which one?
- “$8 billion in revenue?” Holy cow, that’s impressive. But for what business?
- “The experience of building a business for over 80 million users.” Yes! I want to invest in it! Show me the receipts!
- “Over 100 mobile games released.” Name one! Maybe two!
- “An experience with a 150 million subscribed audience.” amazing. Which fans? who are they?
Vague claims seem like they’re trying to hide something, as if team members signed non-disclosure agreements with their former employers and skirted around the details. This kind of obfuscation is a huge red flag and indicates one of three things: a lack of significant accomplishments, a deliberate attempt to obscure the truth, or simply a failure to know what investors need to know to make an investment.
The only logical conclusion is that this band must be such legendary rock stars that I would look like a complete idiot for not recognizing them. But seriously, come on. If these vague boasts were true, turning this slide into a landslide would have been very easy.
full court surface
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