TBTurbo Boom Financial Model
Media/Gaming Startup Financials (Free Excel Download)
Turbo Boom! is a PC obstacle-course racing game with explosive hazards, drifty physics, and online leaderboards.
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About this model
Turbo Boom is a rally game built around narrow tracks, explosive obstacles, and drifting physics. Planned content includes about 50 levels, three protective shell lives that shrink the car, online leaderboards, and ghost cars across Windows, macOS, and Linux.
The commercial model is a premium, one-time PC storefront sale. A mobile port for iOS and Android was considered for early 2020, but the deck provides no mobile pricing, subscription, DLC, in-app purchase, platform fee, or publishing arrangement. The founder’s development streams on Twitch and YouTube are the implied early community channel.
The only stated sales objective is 5,000 units in the first 90 days after launch; there are no pre-sales, wishlists, early-access sales, or revenue figures. The model should therefore forecast launch units, price, storefront deductions, marketing, development costs, cash breakeven, and scenario-based long-tail sales rather than recurring-user metrics.
A turnkey financial model
Live formulas, no hardcoded values
Outputs are driven by live formulas, so the workbook updates from its assumptions instead of relying on hardcoded results.
All assumptions in one tab
Inputs are clearly marked in the Assumptions tab and separated from calculations, making it clear what to change and what to leave intact.
Statements always balancing
For integrated-statement models, the balance sheet, cash flow, and supporting schedules tie through properly.
Distinct schedules for clarity
Debt, working capital, taxes, and cash flow can get messy quickly. We group calculations in clear schedules, not across disconnected tabs.
No hidden macros or external links
There are no unexplained external workbook links or macros to undermine auditability or portability.
Changes flow through the model
Update a key driver and see the impact carry through the forecast, financing, and return outputs. We never use hardcoded numbers in formulas.
About Turbo Boom

How to build a detailed financial model for Turbo Boom
A complete walkthrough of the business, drivers, and assumptions behind the downloadable Turbo Boom model - distilled from its pitch deck and publicly available information.
Product & value proposition
- Rally racing on narrow tracks filled with explosive obstacles.
- High-speed drifty physics; third-person top-down perspective.
- Low barrier to entry with levels for casual players; ~50 levels planned.
- Core features: 3 protective shell lives (car shrinks), online leaderboards, ghost cars (personal + leaderboard).
- Supports Windows, macOS, Linux; potential iOS/Android port in Early 2020.
Market
No TAM/SAM/SOM figures cited. Deck uses comparable game unit sales as a proxy market signal:
- Distance (09/2018): >250k units sold
- Trackmania Turbo (03/2016): >85k units
- Crash Wheels (12/2018): >20k units
- Slow Drive (04/2017): >3k units
No formal market sizing or growth-rate data in deck.
Revenue model
- Primary: one-time unit sales on PC storefronts (Steam implied; not named explicitly).
- No subscription, DLC, or in-app-purchase model described.
- Future optionality: iOS/Android port mentioned as potential; mobile pricing/monetization not discussed.
Traction & metrics
- Sales target: 5,000 units in first 90 days post-launch.
- No pre-sales, wishlists, early access sales, or revenue figures cited.
- No user acquisition or retention metrics.
- Founder has 2+ years streaming game development (Twitch/YouTube) - implicit community channel.
Competition / moat
- Positioned against four comparable Steam titles:
- Distance (>250k units) - sci-fi racer
- Trackmania Turbo (>85k) - arcade racer
- Crash Wheels (>20k) - obstacle/crash game
- Slow Drive (>3k) - casual driving
- Turbo Boom! differentiates via explosive obstacles + drifty physics hybrid, casual-accessible levels alongside competitive leaderboards.
- No explicit IP, tech, or network moat stated.
Team & funding ask / use of funds
- Studio: Tyre Bytes, Miami FL - independent one-person studio.
- Founder: Tim Beaudet; programmer, also handles art, design, production; 15+ years programming; 5+ years game industry (Rock Band 3, Darkest of Days, Monster High Wii).
- Hires out audio and some visuals externally.
- Funding ask - total implied ~$5,000:
- $1,500: music and sound effects
- $500: visuals, title screen, interface art
- $3,000+: marketing plan (media, press, influencer outreach, platform leverage, trailers)
- Note: audio and art already included in current build - ask is incremental polish + launch marketing.
Recommended financial model
- Archetype + why: Indie game unit-sales P&L - single-product, one-time purchase, pre-launch. A simple revenue build (units sold × ASP) flowing to a P&L showing development sunk costs, launch marketing spend, and platform fee take-rate. This is not a SaaS, marketplace, or recurring-revenue business; a 3-statement model would be over-engineered for a ~$5k seed ask.
- Forecast horizon & granularity: 12–18 months post-launch; monthly granularity for launch window (first 90 days), then quarterly. Two phases: (1) PC launch, (2) optional mobile port.
- Key drivers & assumptions:
- Launch price (ASP): $9.99–$14.99 - typical indie Steam price for this genre; not stated in deck
- Platform fee: 30% - Steam standard cut
- Net revenue per unit: ~$7.00–$10.50 after platform fee
- Launch-window units (first 90 days): 5,000 units
- Unit decay curve post-launch: ~50% drop per quarter after launch quarter - typical indie long tail
- Marketing spend: $3,000+; additional paid acquisition TBD
- COGS / incremental production cost: $2,000 ($1,500 audio + $500 art)
- Mobile port cost: $5,000–$15,000 dev effort - not quantified in deck; contingent on PC performance
- Scenarios (Base / Bull / Bear - which variables flex):
- Bear: 1,500 units in first 90 days; flat tail; no mobile port → likely loss after marketing spend
- Base: 5,000 units in first 90 days; modest long tail; mobile port in 2020
- Bull: 10,000+ units (comparable to Crash Wheels tier) driven by influencer/press pickup; mobile port adds second revenue stream
- Flex variables: launch-window units, ASP, marketing spend effectiveness, mobile port timing
- Required sheets / outputs:
- Assumptions - all drivers in one place
- Revenue Build - units by month × ASP × (1 - platform fee)
- P&L - net revenue, marketing expense, production costs, gross profit, operating income
- Cash Flow - since it's a tiny pre-revenue studio, a simple cash runway table showing when the $5k investment runs out vs. first revenue
- Comparables reference table - the 4 comp games with unit counts (for sensitivity context)
Frequently asked
Is the Turbo Boom financial model free?+
Yes. The Turbo Boom model is a free Excel (.xlsx) download with live formulas. Sign up with your email and the workbook is yours to keep, review, and edit.
What's included in the model?+
A 5-year monthly forecast with P&L, cash flow and runway, valuation (exit multiple plus a DCF cross-check), MOIC/IRR returns, and unit economics, with live formulas throughout.
How was this model built?+
It was built from Turbo Boom's pitch deck and publicly available information, then structured to investment-banking standards as a fully editable Excel model.
Can I change the assumptions?+
Yes. You can change assumptions and the live formulas will recalculate in the downloadable Excel model.
Have more financial modelling questions? Contact us
Created by ex-finance professionals
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