Business

CAPEX, profit scenarios, roadmap, and gates.

Profit scenarios

Demand-led monthly P&L (a ~600-student community + walk-ins + events). CZK. A match is 20 min play + 10 min turnaround; a ticket is one player in one match, so a full match sells 12–16 tickets. All figures below are per ticket.

Three fixed scenarios. Marginal cost 15/12/10 CZK per ticket (pess./base/opt.); capex ~324k CZK (no DMX).
DriverPess.BaseOpt.
Players / match121416
Tickets / mo4008501,500
Price / ticket200250320
Gross / mo (k)80212.5480
Monthly opex (k)959085
Profit / mo (k)−21+112+380
Payback (capex ~324k)none2.9 mo0.9 mo

Capex ~324k (street prices Jul 2026, no DMX) = lighting ~99k + audio ~75k + tracking ~89k (wand fleet + anchors + network) + gateway PC / charger bank / hazer / props ~21k + obstacle build ~25k + install ~15k. That is the exact sum of the rows — there is no contingency inside it, and obstacle build and install labour are still estimates without a quote.

Profit as ticket volume grows, one line per price point. Hollow rings on the zero line = break-even (514 tickets at 200 CZK, 379 at 250 CZK, 275 at 320 CZK); filled dots = the demand each scenario assumes. Slope = contribution per ticket (price − marginal cost), so a higher price tilts the line up and pulls break-even left. The dashed line is the ~1,250-ticket capacity ceiling at 12 players and 12 h/wk.
Make-or-break: ~514 tickets/month covers 95k opex at the pessimistic price (200 CZK, 15 CZK marginal) — about 17 tickets/day, i.e. ~1.4 full 12-player matches. That demand threshold — not UWB capacity — decides viability. At 12 h/wk of opening hours the arena runs ~104 matches/mo, which is ~1,250 tickets at 12 players and ~1,660 at 16: pessimistic and base fit comfortably, while the optimistic 1,500 needs 16-player matches or longer hours.

Demand figures are internal scenarios, deliberately not anchored to public "FEC retention statistics" (aggregator numbers are unreliable — methodology-free content farms). The ~600-student community behaves like a club (higher visit frequency, lower price per ticket), not a family FEC trip. Validation path: primary research — operator calls and pilot sessions — not web statistics.

Roadmap & gates

PhaseWorkDurationExit gate
0PoseProvider abstraction + doc truth~1 wkmostly done Gameplay decoupled from tracking source; a few doc-truth items open (RISK_AUDIT Phase A)
1VLAN + boundary hardening + CI~1–2 wkpartial Device secret, NVS creds, setup AP + shared web UI done; VLAN/AP + admin password at venue
2D · Real UART parsing, first fix2–4 wkGate D software ready — stable fix on hardware
3A · Anchor-set assignment~1–2 wkhw pending Code done; validate moving wand
4B · TDMA (WiFi-sync → beacon)2–4 wkGate B Code done — 16 wands @ ≥8 Hz on hardware
5Capacity measurement + tune~1 wkDocumented ceiling ≥ 16
6Arena build-out (lighting + audio)4–6 wkAfter Gate 5; <100 ms end-to-end; v1 cameraless
6bBench G0–G3 + v2 sparse retro opticalparallelafter Gate D 4–6 yaw-well cameras if gates pass
7Ops / compliance / pilotsparallelReady for first paid session

v1 launches cameraless (UWB + IMU + re-zeros). Retro band optical v2 after Gate D + G0–G3. Spec: docs/superpowers/specs/2026-07-21-retroreflective-optical-tracking-design.md. Laser-tag vest hits out of scope.