What it sells
Create, Share, Play Mobile Games on the iPad.
Business model breakdown
Buyer: who owns the budget?
Individual iPad users (hobbyists, students, indie developers) and schools/educators.
Trigger: what makes them buy now?
UnverifiedWanting to make and publish 2D games without writing code; classes teaching coding through game design.
Workflow: what inputs become what output?
Drag-and-drop scenes, node-based behaviors, built-in physics, real-time testing, then publish to the App Store or the hyperPad Hub community.
Economics: what it saves and how it charges
One-time paid app ($14.99), free Starter version as funnel, education volume discounts; creators keep 100% of royalties.
Distribution: how it reaches customers
App Store downloads, Apple School Manager for schools, community hub, forum and blog.
Funding history and coverage
| Round date | Stage | Amount | Investors | Source |
|---|---|---|---|---|
| — | Y Combinator Summer 2014 | — | Y Combinator | ycombinator.com |
Profiles summarize public reporting and company websites. Business-model notes are MaxBC's reading of that material, not confirmed facts; unknowns are left blank rather than guessed. Updated 2026-10-12.