Overview
GameByts - Steam with Revenue Share
Players use GameByts to earn rewards for playing video games. The rewards can be used to buy other games, skins, battle passes and other digital assets.
GameByts works with CS2, League of Legends, Rust, Dota 2 and hundreds of other existing games.
The idea is simple: gamers already spend thousands of hours and dollars on games. We want them to get something back.
What we're building
GameByts brings playing, earning and spending into one platform:
1. Play: play any supported game and earn based on verified activity
2. Earn: rewards are funded by marketplace activity, platform fees and partnerships
3. Spend: use rewards on games, skins, battle passes and digital items, or withdraw them
As more players join, marketplace activity grows. Part of the revenue generated by the platform goes back into player rewards.
Team
Mihai Chitafes - Founder & CEO
Previously built a gaming skins marketplace generating $10M+ in revenue and $2M+ in profit
Built a network of 100+ gaming creators with 1B+ combined views
Background in gaming marketplaces, growth, creator acquisition and business development
Tudor Sandru - CTO
7 years of full-stack development experience
Published Escape From School on Steam with 500K+ downloads
Leads product and technical development at GameByts
Alexandru Neagoe - Engineering
14 years of full-stack development experience
Co-founded one of Romania's largest shipping aggregation businesses, generating approximately $40M in revenue
Focused on infrastructure, scaling and backend development
Traction
GameByts is already live and generating revenue:
400+ paying customers
$150K+ marketplace volume
$13K+ revenue
$0 spent on paid promotion
2x STBLKN Demo Day winner
Almost all growth so far has come through word of mouth, from gamer to gamer.
Before GameByts, the founding team built and operated a gaming skins marketplace that generated $10M+ in revenue and $2M+ in profit.
We already support over 400 games
Why gaming
Gamers already spend money on games, skins, battle passes, subscriptions and digital items.
Earning from gaming is still mostly limited to streamers, esports players, coaches and creators.
Most play-to-earn projects tried to convince people to play “crypto games”. We do the opposite.
GameByts rewards people for playing the games they already love.
Business model
GameByts makes revenue through:
1.Marketplace fees: fees from skins and digital-item transactions
2.Games and digital products: revenue from games, battle passes and other products sold through GameByts
3.Partnerships: campaigns, quests and sponsored activations for publishers and gaming companies
4.Platform services: withdrawal fees and other marketplace services
Part of the revenue generated by the platform is used to fund player rewards.
Rewards help us both acquire and retain players.
Go to market
We already have a proven distribution network of 100+ gaming creators with over 1B+ combined impressions. Our go-to-market strategy is built around native video integrations where GameByts runs in the background while creators play the games they already love.
Instead of traditional skippable ads, GameByts becomes part of the content itself. Throughout the video, live earnings notifications will appear on screen, showing viewers how much the creator has earned simply by having GameByts running while they play. This turns every integration into both an ad and a live product demonstration.
Use of Funds
Raise: $250,000
$160K / 64%: 11 months of runway covering marketing, creator acquisition, team, operations, infrastructure, anti-fraud and marketplace growth
$50K / 20%: Liquidity pool
$20K / 8%: Legal and compliance
$20K / 8%: Strategic reserve
GameByts already has paying customers, marketplace volume and revenue, all with $0 spent on paid promotion.
The main goal of this round is distribution.
Monthly Allowance
The team operates on a monthly allowance of $14,000 covering:
1.Marketing and creator acquisition
2.Team and operations
3.Infrastructure and servers
4.Anti-fraud systems
5.Marketplace growth
Any expenditure beyond the monthly allowance requires governance approval.
Upside Case
Steam showed the value of being the venue where gamers spend their money.
GameByts uses a similar marketplace model, while giving part of the economics back to the player.
Most gaming marketplaces charge around 9-15% in transaction fees. GameByts charges 8%, with half of that fee flowing back into the player rewards pool. As marketplace volume grows, so does the amount available to reward players.
We are not trying to create a new gaming market:
1.The players already exist
2.The games already exist
3.The spending already exists
Today, GameByts is focused on player rewards and skins. Over time, the marketplace can expand into games, battle passes, digital items and publisher partnerships.
As marketplace activity grows, GameByts generates more revenue, the rewards pool grows, and more value can be returned to players.
What We've Done So Far
1.Built and launched the GameByts MVP
2.Integrated hundreds of popular games
3.Built gameplay tracking and verification
4.Implemented anti-abuse systems
5.Launched the skins marketplace
6.Reached 400+ paying customers
7.Processed $150K+ in marketplace volume
8.Generated $13K+ in revenue
9.Won STBLKN Demo Day twice
Roadmap
Q3 2026
1. Start creator, referral and affiliate campaigns
2. Expand marketplace inventory and liquidity
3. Improve onboarding and player progression
4. Expand Digital Computer upgrades, boosts and reward mechanics
5. Introduce new quests, drops and engagement systems
6. Scale anti-fraud and player verification infrastructure
7. Start paid acquisition tests
Q4 2026
1. Scale the acquisition channels that perform best
2. Expand support to 600+ games
3. Launch new progression, achievement and reward features
4. Launch more publisher partnerships and sponsored campaigns
5. Expand marketplace features and trading experience
6. Begin mobile testing ahead of the public launch
7. Continue scaling anti-fraud infrastructure as the user base grows
2027
1. Launch the GameByts mobile app
2. Expand support to 800+ games
3. Expand the skins marketplace across 5+ game ecosystems, including CS2, Rust, Dota 2, TF2 and Unturned
4. Expand the marketplace into additional gaming products such as games and digital items
5. Scale publisher integrations and sponsored rewards
6. Expand creator-driven acquisition globally