What it sells
Marketplace for game boosting, carries and coaching
Business model breakdown
Buyer: who owns the budget?
Individual gamers buying boosting, carries, power leveling and coaching in 70+ games.
Trigger: what makes them buy now?
Game launches and content (e.g. WoW Forever pre-order Nov 4, Modern Warfare 4, GTA 6) where players want fast gearing/leveling without the grind.
Workflow: what inputs become what output?
Choose game and service, configure options (e.g. Starter Pack with add-ons), pay online (Stripe), pro player plays on the order, chat support 24/7; refunds if work not started or undelivered.
Economics: what it saves and how it charges
Retail service fees per order delivered by in-house pro players (claims 250K+ users, 428 pros online); promotional pre-order discounts (25% off).
Distribution: how it reaches customers
Self-serve web store with per-game landing pages, guides/blog (SEO), live chat, and pro recruitment page.
Funding history and coverage
| Round date | Stage | Amount | Investors | Source |
|---|---|---|---|---|
| — | Y Combinator Winter 2020 | — | 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.