
We are the growth experts that most makers lack.
Our CEO, Vincent Vergonjeanne. 3x founder, 2 exits, 20 years shipping products from zero to scale. Now I fund and run growth for indie app makers.
Here is the short version of what I am for. You can build. You launched something real and it stalled, and the part that stalled it is the part nobody taught you, finding the people your app is for and getting it to them at a price that pays back. I do that part. I have done it from zero to a million users, and I have done it with $8M of someone else's ad budget on the line. I bring the business half so you can stay on the build.
Twenty years, in numbers.
built with a co-founder, ages 13 to 19. A programmer and an artist. The first time one plus one equaled three.
Microsoft Imagine Cup World Champion. Two US patents on social-graph search.
Kobojo, 2008: a Facebook game from 0 to 1M users organically, €150K a month, $8M Series A raised in my early 20s.
EVERYDAYiPLAY: Vikings Gone Wild, Facebook Best New Game. Built and sold to Playtika within 6 months. First exit.
Lucky Duck Games: my brother's idea, a $250K Kickstarter to 70 employees and $20M ARR, sold to a strategic acquirer in 2024.
spent on ads over the last 2 decades, running apps, games and ecommerce alike.
on the international speaker circuit. Paris, London, Tel Aviv, Minsk, Belgrade, Kraków.
I have always been the growth hacker who sits next to the creative.
I started building games at 13 with a friend. He drew, I coded, and the thing we made together was better than either of us could make alone. That got me addicted to building with someone for the rest of my life. Every company since has been some version of that, me bringing the business half to people who can make things.
I raised $8M young and made every mistake in the book. I scaled a Facebook game to a million users and watched what happens when growth works, and what happens when you change one thing you don't understand and it stops. I built a company to $20M ARR and sold it at the right moment. And the whole way through, one pattern kept repeating. Brilliant products dying quietly. Not because they were bad. Because nobody told the maker that distribution was their job too, and then left them alone to figure it out.
Publishing solved that for games years ago. It never showed up for everyone else. So I am building the thing I wish had existed, for the makers I have always felt most at home with.
I am not a marketer, a developer for hire, or a consultant. I am a builder who happens to be fluent in the business half. I will tell you the truth about your app the way a co-founder would, not the way an agency would, because the foundation is partnership, not a transaction. Money is the gas, not the destination. I put my own money where my judgment is, and I only win when your app does.