Given the focus on extending the runway as much as possible, I believe avenues to increase revenue should be explored as a preference to capital raises wherever possible.
PROPOSAL: When ILV Zero launches, a set of the blueprints already designed be designated as ‘Limited Edition’ blueprints. The microtransactions allowing players to speed up build times would be enabled during these alpha phases of the game launch. Multiple seasons of these limited time blueprints can be run with the microtransactions providing a second wave of revdis following the land sale. All functions and content proposed are already completed or in development for the final Version of ILV Zero so costs would be fairly minimal and primarily in terms of marketing, communication and admin.
EXAMPLE: For the first 50 days after ILV Zero Alpha launches, a total of 30-50 blueprints are shown as available as ‘Alpha Season 1 Limited Edition’ blueprints. Anyone obtaining these blueprints will retain rights to them. Once the 50 days ends, all ILV Zero land plots are cleared. Some amount of time to allow a technical reset (~14 days) is allocated where ILV Zero is unusable. During this window, another 30-50 ‘Alpha Season 2 Limited Edition’ blueprints are shared for the next 50 day window. [Note: Not all blueprints have to be shared up-front. A small number could be included each season as Secret Blueprints.] The number of seasons and duration can be adjusted based on technical requirements but this allows some revenue to begin flowing sooner while providing meaningful (and rare) rewards to early players.
REVENUE FORECAST: With 20K land plots at average Web2 spending rates per microtransactions, we would expect each 50 day Season to generate between $500K-$1.5M. Running these seasons could provide several million dollars in revenue to extend the teams runway by several million dollars before the final version of the game launches.