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ZBD · 17 September 2026 · David Nunn

ZBD: Where Things Stand, What Is Needed

Built and evolved since our call on 10 September, from ZBD's internal competitive paper, and the Roblox/Airwallex note to the board. An outsider's first read, offered to be argued with: the state of the company, the areas that seem to matter most, the competitive position of Payouts and Accounts, and — at the end — where I could potentially help.

Confidential — contains non-public financial and deal information
01

Where things stand

A revenue restart, a live Epic evaluation, and a new competitor holding the reference logo.
The company is resetting revenue to zero on purpose

Embedded Rewards never found repeatable fit — one customer drove nearly all of it, peaking at ~$1.2m a month — and is being deprecated. The business restarts on Embedded Payouts (live since August, first customer, hardening through 2026) and Embedded Accounts (MVP at Gamescom, usable by end of Q1 2027).

Epic is the live test, at roughly 50/50

They dislike Hyperwallet and like the product; ZBD is unproven. Second technical DD call in late September. Scope is one segment of the Epic Games Store as a test, not a wholesale replacement. Sponsor has changed; Gordon is driving it.

Roblox chose Airwallex

Roblox Wallets — creator accounts, same-day payouts, cards — is exactly ZBD's vision, built by Roblox on Airwallex rails. It validates the category and fires the starting gun; Epic, Sony and Valve will have seen it. Airwallex is now the most direct competitor by scale, Tilia by product shape.

The next 18 months are a pipeline question

The product differentiation is real. What is thin is the pipeline behind Epic, the public evidence, and a website that still speaks to mobile developers. Runway is finite.

02

State of the company

The figures as you described them. Approximate, unaudited.
$200k → $0monthly gross revenue, going to nil as Rewards is deprecated
$1.5m → $1mmonthly burn, before and after the fixed-cost plan going to October's board
~$30mcash — runway to end of 2028 at the reduced burn
$2m / $500kDec 2027 target: monthly revenue and monthly gross profit
Product

Payouts live (drop-in screen and API), hardening through Q4. Accounts MVP shown, usable end Q1 2027. Rewards fully deprecated. The site still leads with Rewards.

Team

Simon (CEO); Andre (CTO, consumer-product background — senior fintech engineering experience alongside him is a known, expensive need); Nicole (product; built Tilia's product before ZBD's); Gordon (CCO, twenty years PlayStation Store) and Nate (ex-Xsolla) sell; Ben opens doors; one junior BDR. Compliance in the Netherlands, tech and product on the US West Coast, developers in Brazil.

Pipeline

Epic (segment test, ~50%). Fenris Creations — formerly CCP Games, EVE Online — CEO relationship, Accounts use case. Roblox lost to Airwallex. Mid-tier PC/console creator payouts, modding and UGC platforms as the broader field. Cash-gaming aggregators (Mistplay, Freecash) as a channel to test. Real-money gaming under compliance review.

Board and capital

Board dynamics much healthier than they were. RAINE represents the A and B rounds; Nico's fund the C. A four-year convertible-note structure is punitive to A and B holders if revenue is slow — worth naming rather than managing around. $5m of the Series C unfilled; Sony a candidate, with Sony Bank as a route into Japan.

03

Nine areas that might move the needle most

In order. Each with what "good" might look like.
1

The pipeline currently rests on two deals and two people

Epic is 50/50 and Epic-sized deals take time; Gordon and Nate are the only two who close enterprise. The plan that seems most robust is "Epic and Fenris and five more accounts of that shape and a channel test", with named owners and a pipeline view the board sees regularly. Good: a pipeline the company survives if Epic slips a quarter. Worth asking whether the effective BD from the old team is recoverable.

2

Epic is the most important deal, and the first test of whether the product generalises

Gordon's team has taken it from C-suite interest to a second technical DD in months, against an incumbent Epic dislikes. The point for the plan is what the deal means either way: a win on a test segment is the reference that changes every other conversation; a slip is survivable only if the rest of the pipeline exists. Good: the test segment defined, the three open items in ZBD's own paper closed (finance policy, support plan, technical depth), and a plan that holds in both outcomes.

3

The website and messaging may be the cheapest lever available

The site was built for mobile developers, leads with Rewards case studies for a product being retired, never names the enemy, and does not say the three things that beat Airwallex: game currencies, the in-game ledger, in-game cash-out. Marketing is being cut just as the market gets contested. Good: a site a Fenris or Epic product lead recognises their problem in, with the Airwallex and Hyperwallet answers on the page. Something I could potentially help with.

4

A named, published Payouts customer story — ideally within 90 days, and not only from Epic

Roblox gave Airwallex the reference logo. ZBD's public evidence is Rewards in mobile-casual and one unnamed live Payouts customer, so every enterprise conversation starts from a deficit. Good: a case study with numbers from the first Payouts customer, and Fenris or one mid-tier title lined up as the second.

5

A demo for every serious prospect that is their own game with ZBD inside it

On the Epic calls, the people who responded most were on the Unreal Engine side — the game and creator-tools people, not payments or treasury. What lands with them is their own title with ZBD's cash-out screen in it, not a product video. Good: a repeatable, half-day process to produce one before the first proper meeting. Possibly something I could help prototype.

6

The senior fintech engineering need — a hire, a fractional role, or a consulting engagement?

As the products move from consumer rewards to regulated financial infrastructure, the engineering leadership need changes shape, and a full-time senior leader is expensive against a $1m burn plan. How much of the need is one-off (an Accounts ledger architecture review, a credible engineering face for diligence) and how much is ongoing? Could a consulting engagement cover two quarters while a permanent role is scoped? There is at least one person the team has met who could fit that shape. Good: a clear view of which shape fits, with a cost, before Accounts ships.

7

Real-money gaming — worth sizing before deciding whether to build for it; and a Rewards exit that keeps goodwill

There is payout volume, a willing US banking partner and operator appetite; there is also no in-house BD expertise and a set of state licences to protect. Quantify first — volume in reach, from whom, at what margin, what the banking partner and regulators tolerate, what BD capability costs — then decide. Separately, give Rewards publishers a clean path (direct Payouts API, or the aggregator channel) so the exit doesn't become the story. Good: a one-page RMG sizing with a recommendation either way, and a customer-by-customer wind-down plan.

8

December 2027 as the single scoreboard, and whether the note-structure tension is better named than managed around

$2m monthly revenue and $500k monthly gross profit by December 2027, on a runway to end 2028, is a target every discussion can be measured against. The A and B holders lose under the note if revenue is slow; the C holder's position differs. Good: a one-page scorecard at every board meeting, and the incentive question on the agenda once.

9

What the cost base is actually buying — and whether the post-plan $1m is the right $1m

$1.5m a month against revenue heading to zero is a lot of company; the fixed-cost plan takes it to $1m, which is still $12m a year for a business whose revenue restarts from nothing. The question is less "is it too high" than "what is each part for": people (and where — the Netherlands, the US West Coast, Brazil), the licences and compliance overhead that have to be carried regardless, infrastructure, Rewards-era costs that can go with Rewards, and anything that exists because the old plan needed it. A zero-based view — what would we spend if we were starting Payouts and Accounts today with the same licences — is usually more useful than trimming the current list. Good: a one-page breakdown of the $1m by purpose, each line tied to Epic, Accounts, licences or keeping the lights on, and an honest number for what is discretionary.

04

If you're Epic, what's on the list

Epic runs creator payouts on Hyperwallet's hosted portal, absorbs all creator fees, sets its own $100 minimum, and owns its tax work. It buys rails, not compliance.
$352Mpaid to creators in 2024
70,000creators, up from 24,000 a year earlier
~$275average creator per month, excluding the 58 who earned over $1M
$100to earn before any of it arrives
Their options
Where ZBD stands
Staying put
Hyperwallet plus their own tax layer; 200-plus countries, working. Beaten on cash-out experience, threshold and onboarding — not on coverage.
Airwallex
Rails only; Epic would build the experience, as Roblox did. ZBD's answer: the finished in-game flow, the game-currency ledger, and being ready now.
Tipalti / Trolley
Deepest tax stack; Trolley already a vendor. Concede tax; win on the earner's experience and the long tail.
Building more
Cheap for them — they own identity, tax forms and withholding. The real alternative. ZBD's answer is speed to the white-label creator experience they have said they want.
Who raised it
Where it stands
Payments & treasury
FairCoverage — ZBD can't replace Hyperwallet outright. Hence a test segment.
Unreal Engine side
Strongest groundCreator onboarding is the biggest pain; instant payouts valuable.
Finance
OpenDormant-account and forced-payout handling needs a written answer.
Support
OpenVolume. Ask for theirs and plan against it.
Main contact
Since AprilWants technical depth: interface, methods, real code.
Sponsorship
WatchCOO sponsor gone; Corp Dev sponsor now. Worth knowing who owns delivery day to day.
05

Who ZBD actually competes with, and where it wins

Payout specialists and Hyperwallet — not the card acquirers. Airwallex by scale; Tilia by product shape.
Hyperwallet · Epic's incumbentAirwallex · won RobloxTilia · same product shapeStripe Connect · creator payoutsTipalti · finance-ledTremendousPayPal PayoutsTrolleyBVNKAdyen · Braintree · Checkout.com · pay-in, not competitors
Dimension
Hyperwallet
Airwallex
Tilia
Stripe Connect
ZBD
Where the cash-out happens
Separate wallet / hosted portal; embedded path drops methods and 1099s
You build it on their APIs (as Roblox did)
In-platform via API; rails disputed — ZBD's read is PayPal in days, Tilia claims instant
Stripe-branded sign-up at the payout moment
Inside the game, in the publisher's screens; nothing traded away
Who pays the fee
Publisher, partial pass-through; est. 4–6% for Epic (directional)
Platform
Not published
Platform, no pass-through
Publisher chooses — including the earner's own linked account
Minimum and timing
Publisher-set threshold (Epic: $100)
Daily batch; "same-day" for Roblox
Instant claimed
Platform-set
On demand, real-time, low hurdle
Game currency & in-game ledger
No
No — an account with a number
Yes — branded tokens, fixed conversion
No
Yes — cashable currencies, one ledger, compliant P2P
Coverage, tax, scale
200+ countries, portal-path tax
200+ countries, 80 licences, 2,300 staff
US MSB; global claimed
45+ countries, tax tooling
Behind~47 countries, US (ex NY) + EEA; tax light
Who they'll serve
Enterprise
Large accounts only
UGC and virtual worlds
Anyone
Any size — the mid-market Airwallex won't touch
Decisive

The cash-out stays in the game

Everyone else moves the payout moment out of the product or makes the publisher build the experience.

"Your creator's cash-out never leaves your game or your brand. No portal, no build team."
Aim at creator and UGC programmes that can't build their own wallet the way Roblox did.
Decisive

You choose who pays the fee — so the threshold can go

Whoever pays the fee sets the minimum, and the minimum decides who ever gets paid.

"With us there's nothing to cap, so the $100 can go." Lead with the threshold coming down, not the fee moving.
Aim at any programme with a published minimum and a growing long tail.
Decisive vs Airwallex

A game economy, not a bank account

Cashable game currencies, one ledger that knows where every unit came from, compliant P2P. Airwallex has none of it; Tilia has a version — that contest is on depth, and Nicole knows the lines.

"Airwallex gives your creators a bank account. We give your game an economy."
Aim at titles with trading or UGC economies, and anyone who mentions Roblox Wallets.
Decisive vs Stripe

Prize money — a lane Stripe cannot enter

Stripe's own terms bar it; nobody else treats it as a product. ZBD is licensed for real-money gaming flows.

"If a prize rides on the result, Stripe won't pay it. We will, in-game, on demand."
Aim at esports and tournament platforms. Short cycle; opens the door to Accounts.
Strong

Any size of studio, into the engine, at any amount

Unity plugin and drop-in screen in days; sub-cent, instant payouts. Airwallex serves large accounts only; Tilia is the only other engine-native option.

"Roblox could afford to build its own wallet on top of a bank. You shouldn't have to."
Aim at mid-tier PC/console titles, modding and UGC platforms, marketplaces.
Strong — the reason to stay

Embedded Accounts: Payouts plus pay-in plus P2P

Once Payouts is live the account already exists. Marketplaces, P2P trading and creator economies are the areas your note calls "ours to take".

"Payouts is the first leg. The same account lets your players hold, send and spend inside your game."
Aim at Payouts customers after go-live; trading-first pilots.
Where ZBD loses today
Reference logoRoblox went to Airwallex; ZBD's public evidence is Rewards only. The most urgent gap.
Coverage and scale~47 countries vs 200-plus. Hence a segment first, not the rail.
Tax depth and scheduled runsTipalti's home ground. Costs least at Epic, which owns its tax layer.
VerificationFull everywhere — parity, never a wedge. The win is only where it happens.
06

Where to point it

Read across from the advantages and from where you said the pull is.
Primary

Enterprise creator programmes on Hyperwallet with a published minimum

Epic-shaped accounts, run as a defined test segment. Lead with onboarding pain and the threshold; enter via product or creator relations, not treasury.

Primary

Fenris Creations and the mid-tier with live player economies

Real economies, reachable CEOs, below Airwallex's interest. The segment that turns one whale into a pipeline. "You need five more of these."

Primary

Esports, tournaments and prize money

Anywhere Stripe has said no. Fast decisions, quantifiable pain, natural cross-sell into Accounts.

Secondary

Modding, UGC and player-trading platforms

Creators to pay, trades to make legal; too small for Airwallex, often on Stripe, sometimes Tilia or Tipalti.

Secondary

Creator-payout platforms on Stripe Connect

The Take-Two / Unity / Ubisoft / Zynga / Voodoo tier that has hit the Stripe-branded onboarding wall or can't pass the fee through.

90-day test, then keep or kill

Cash-gaming aggregators as a B2B channel

Mistplay, Freecash and two or three peers: sell them Payouts and take the flow. A dated kill criterion before it starts.

Leave alone this cycle

Hyper-casual, tax-first RFPs, generic-PSP RFPs, real-money gambling until compliance says yes

Where the first question is 1042-S handling or 200-country coverage, ZBD loses today. Take the segment, not the rail.

07

Embedded Accounts, and the ideal first customer

In your words: Payouts with pay-in added and peer-to-peer in the middle. The part of the vision Roblox just validated.

What it is

Money inDeposits, top-ups, converted balances
Money throughP2P, marketplaces, creator economies
Money outOn-demand cash-out, any rail
The ledgerGame currencies worth real money; source tagging, holds, reversals

No one in the payouts set offers it; Airwallex offers the bank-account half without the economy half. Bigger deal, deeper stickiness, longer cycle — won on the back of a Payouts relationship that already works. Usable by end of Q1 2027 is the date the pipeline has to be built against.

Fenris Creations — EVE Online

A community-driven spaceship MMORPG with a thriving player economy across 7,000 star systems: war, politics, piracy, trading, exploration. Its developer, CCP Games, has rebranded as Fenris Creations after splitting from Pearl Abyss. You know the CEO. Every part of Embedded Accounts already exists there in virtual form — a currency, markets, player-to-player trade, contracts. Making a slice of it cashable, compliantly, is the cleanest possible proof that "the money layer for games" is real.

  • Treat it as a primary account: a named Accounts pilot scoped by Q4, live against the Q1 2027 date.
  • Build the prospect demo on EVE first — the demo every other publisher understands instantly.
  • Publish it as the answer to Roblox: not "creators got bank accounts" but "a real player economy became cashable".
  • Keep expectations honest: this is the reference and the demo, not the number.
08

What to think about, and when

The question that seems most important in each phase.
Sep 2026Now

Epic's second DD call, the Airwallex answer, and the shape of the role

Close Epic's three open items in writing. Get the Airwallex answer into the team's hands before the next prospect opens with "we saw Roblox". Start the message architecture. Complete the Zopa sequencing so ZBD can announce.

Key questionWhat does enterprise fit look like in numbers — pull, volume retention, pricing power, cycle length, win rate — so it can be judged rather than felt?
Oct 2026Board meeting

The revenue-restart plan, the cost plan and the Airwallex scenarios, on one page

The scoreboard, a monthly pipeline view, the Rewards wind-down plan, the Fenris pilot scoped, the mid-tier target list, the note-structure tension named.

Key questionDoes the plan survive an Epic slip of one quarter, and is there one revenue target every discussion is measured against?
Q4 2026Prove Payouts

Epic to commercial terms on a test segment; the site live; first Payouts case study published

MSA architecture, SLAs, exclusivity and roadmap allocation agreed before signature. Senior engineering role scoped. Aggregator channel tested with a kill date. Sony conversation alongside.

Key questionHow much of the roadmap does Epic get, agreed before signing? And is a second Payouts reference under way?
H1 2027Launch Accounts

Epic live on its segment; Accounts usable by end Q1 with a named first customer

Epic go-live and payee migration off Hyperwallet — where displacement deals actually fail. Fenris or a trading-first pilot on Accounts. Three to five mid-tier Payouts wins.

Key questionWhat got built this quarter for the next five customers, as opposed to for Epic?
H2 2027 →Hit the number

$2m a month and $500k gross profit by December — or a clear view of why not

Accounts references at enterprise and mid-tier; Japan via Sony brought to the board with licensing costed. Runway ends in 2028: either the number is real and the company is close to self-funding, or the next raise happens in H1 2028 on the back of it.

Key questionIs the December number in reach by June? If not, the board should know then, not in December.
09

Messaging, sharpened for the Airwallex era

One-liner
ZBD is the money layer built for game economies, not business finance: players and creators cash out inside the game, on demand, in a currency the game controls — and the publisher owns the financial relationship.
60-second talk track
"You saw Roblox Wallets. That's the future of money in games, and Roblox built it themselves on top of a bank's APIs. Most publishers can't, and shouldn't have to. Whoever pays the fee decides everything else: absorb creator fees and you set a minimum, and the minimum decides who gets paid — at Epic it's $100 against an average creator earning about $275 a month. Then the payout happens somewhere else — a portal, a Stripe screen — and the drop-off there is where creators quietly stop coming back. ZBD keeps the whole thing in your game: same verified identity, on demand, you choose who carries the fee, and the same account gives your game a currency worth real money and players trading legally. We're behind on country coverage and tax automation today, and we'll say so. Start with the segment where the experience matters most, and we grow from there."
Objection — "Roblox chose Airwallex. Why wouldn't we?"

Because Roblox built the creator experience itself on plain rails, and has the engineering to do it. Airwallex gives a creator a business account and a card; it has no virtual-currency conversion, no in-game ledger, no player-to-player economy, and it doesn't serve studios below its commercial threshold. If you have Roblox's build budget and only need to pay creators as businesses, it's a fine choice. If you want the finished in-game flow and an economy every player can take part in — now — that is what ZBD is for.

Claims discipline

Retire the Rewards numbers ("+1,215% D30", "+355%", "+45% ARPDAU") from the enterprise narrative — the product is being deprecated. The Hyperwallet cost estimate for Epic (4–6%, ~$21M) is directional. "Crypto company?" — ZBD is a licensed payment institution using Lightning as a settlement rail the way Visa uses VisaNet; the site still leads with Bitcoin in places, which is a positioning decision rather than a product limitation.

10

Where I could potentially help

A menu to pick from once the shape of the role is agreed. None of it is committed.
1

The website and message architecture

Three claims, the enemy named, the Airwallex and Hyperwallet answers on the page; possibly a working prototype the team can ship rather than brief an agency.

2

The prospect demo: their game, ZBD inside it

A reusable mock-up of a named prospect's title with the drop-in cash-out screen and an Accounts balance in it — Epic-shaped, or built on EVE for Fenris.

3

The Airwallex answer

A one-page battlecard and a paragraph for the site, for the next Epic, Sony or Valve conversation that opens with "we saw Roblox".

4

A strategic read on where Epic stands, if useful

Gordon has the deal well in hand. If a second view helps at some point: where the evaluation stands, what the sponsor change and the Roblox news do to Epic's options, and the risks from outside.

5

The senior engineering question, and a couple of introductions

Help think through hire versus fractional versus consulting, and if useful introduce the engineer the team has met and a payments-infrastructure architect for a second opinion on the Accounts ledger.

6

The "top twenty" practical challenge list

Twenty specific, answerable questions across GTM, product, team, compliance and capital, each with what "good" looks like. The nine areas above are the headline version.

7

A second pair of eyes on the cost base

If useful, sit with you or whoever owns the numbers on the $1m breakdown and the zero-based version of it — where the money goes by purpose, what is licence-driven and immovable, and what is discretionary. A read, not a plan.

Appendix · plain-language terms this note leans on
Cash-outThe moment a player or creator turns an earned in-game balance into real money: pick a method, prove identity if not already done, money lands. The one point where the earner has to trust the system.
Identity verification (KYC)The check a licensed payments company must run before paying someone — name, date of birth, address, a document photo, often a selfie, a sanctions screen. Every provider does it; the difference is where it happens.
Tax depthHow much of the tax paperwork the provider does: W-9/W-8 collection, TIN checks, withholding, annual 1099/1042-S filing per creator. Tipalti's speciality; Epic does it in-house.
Unity plugin / drop-in screenUnity is the engine most mobile and indie games use (Epic's is Unreal). A plugin drops the cash-out screens into the game in days; a drop-in screen is the same idea for web. No engine support means a web page the player is sent to.
The rail / "not the global rail"The network money moves over. Being a publisher's global rail means paying everyone, everywhere. ZBD's first Epic win is a segment while Hyperwallet keeps paying the rest.
Game currency (CVC) and the ledgerAn in-game currency worth real money, and the account system that tracks cashable and non-cashable balances, where each came from, and moves value between players compliantly. The piece Airwallex doesn't have.
Modding and modsPlayers changing a game's code, art or rules to make their own content; a mod is the files they add. Modding platforms host those creators and increasingly want to pay them.
UGCAnything players make that other players use — maps, skins, items, experiences. Wherever there is UGC there is a creator expecting to be paid.
← Back to the ZBD concept site