Participation Scenario Illustrator
Explore hypothetical scenarios for backing projects. These are illustrative examples only—not predictions or guarantees of future performance.
📊 Participation Scenario Illustrator
Explore hypothetical scenarios to understand how participation rewards could vary. These are illustrative examples only—not predictions or guarantees. Actual rewards depend entirely on creator success and are highly variable.
Backers receive participation rewards from all revenue sources: ads, merchandise, album sales, movie sales, book sales, print sales, streaming, subscriptions, licensing, events, tips, and pre-orders. Support any independent artist - musicians, filmmakers, writers, game developers, visual artists.
Hypothetical Rewards Over Time
| Month | Revenue | Monthly Rewards | Cumulative | Ratio |
|---|---|---|---|---|
| 1 | $11,000.00 | $55.00 | $55.00 | -45.0% |
| 2 | $12,100.00 | $60.50 | $115.50 | +15.5% |
| 3 | $13,310.00 | $66.55 | $182.05 | +82.1% |
| 4 | $13,975.50 | $69.88 | $251.93 | +151.9% |
| 5 | $14,674.28 | $73.37 | $325.30 | +225.3% |
| 6 | $15,407.99 | $77.04 | $402.34 | +302.3% |
| 7 | $16,178.39 | $80.89 | $483.23 | +383.2% |
| 8 | $16,987.31 | $84.94 | $568.17 | +468.2% |
| 9 | $17,836.67 | $89.18 | $657.35 | +557.4% |
| 10 | $18,728.51 | $93.64 | $750.99 | +651.0% |
| 11 | $19,664.93 | $98.32 | $849.32 | +749.3% |
| 12 | $20,648.18 | $103.24 | $952.56 | +852.6% |
Compare Growth Scenarios
Standard vs Compounding Scenarios
These projections use a realistic growth model with phase-based growth rates and saturation caps. Unlike simple exponential growth, this model accounts for the typical media lifecycle:
- Launch Phase (Months 1-3): High growth (10-15% monthly) - initial viral spike
- Growth Phase (Months 4-12): Moderate growth (5-8% monthly) - sustained interest
- Maturation Phase (Months 13-36): Slowing growth (2-5% monthly) - plateau approaching
- Plateau Phase (Months 37+): Minimal growth (0-2% monthly) - steady state
Key Reality: Most projects see 80% of lifetime revenue in first 6 months. Real projects typically plateau after 12-24 months. Viral projects are rare (<0.1% of all content).