CARTOGRAPH

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Cartograph — Go-To-Market Plan

Company: Cartograph (company id retro-games) · Date: 2026-10-01

Stage: concept-stage company — this is the launch plan; the app is scoped, not yet built, and signup is not open.

All numbers, prices and targets below are hypotheses to validate, not commitments.


1. Positioning

For people who collect physical retro games, Cartograph is the collector's catalog app that turns a photo into a verified, dated, sourced record of what you own and what it's worth — because spreadsheets lose editions, price guides go stale, and nothing else treats a loose cart, a CIB and a sealed copy as different objects with different markets.

Positioning anchors

We are not: a marketplace (yet), a ROM/emulation anything, a generic price-guide site, a grading service.

2. First launch segment

Collectors who already maintain an inventory somewhere painful (spreadsheet, Notes app, PriceCharting lists) — concentrated, reachable, and they feel the problem weekly. Beachhead consoles: NES/SNES/N64/Game Boy/Genesis/PS1, matching the pilot catalog.

Secondary reachable segments we design for but don't launch at: flea-market buyers (speed case), retro stores (batch case), haul/shelf creators (showcase case). The accuracy-validation pilot recruits from all four.

3. Channel experiments (cheap, measurable, sequential)

ChannelExperimentHypothesisMetric
Retro-game subreddits & Discords"Scan accuracy challenge": post 20-item accuracy results; recruit pilot testersAccuracy demos convert skeptics better than feature listsPilot signups per post; match-rate replies
YouTube/TikTok haul & shelf creatorsGive 5 mid-size creators pilot builds; they film real shelf digitizationWatching a shelf build itself is the strongest adView→site CTR, pilot signups via creator codes
Retro stores & flea markets"Counter pilot": store scans intake for a week, we publish anonymized accuracy reportStores are credibility engines + data enginesItems scanned/store/week; correction rate
SEO"What is my [game] worth?" long-tail pages w/ dated sample estimatesHigh-intent queries exist at scaleSignup rate on estimate pages
Retro conventions (PRGE, Midwest Gaming Classic…)Booth-adjacent scan station: "bring a cart, leave with a record"Physical demo converts on the spotScans/day, pilot conversion on-site

Kill criteria per experiment set in advance: e.g., creator posts that yield <1% engaged CTR get cut after 2 posts.

4. Example creative (concepts, not final assets)

5. First-100-user plan

  1. Founding 25 — hand-recruited from retro Discords/subreddits + personal network; 20-item minimum onboarding task; weekly 15-min calls.
  2. Pilot batch 26–75 — creator-driven signups + 2–3 retro stores running the counter pilot; in-app "flag a wrong match" wired to our triage queue.
  3. Pilot batch 76–100 — convention/flea-market recruits; waitlist opens (honest queue, no fake counter).

Each cohort gated on the previous one's accuracy metrics — see §7.

6. Pricing & cost hypotheses

7. Metrics & validation gates

North-star for pilot: verified-scans-per-active-collector-per-week (items scanned where user confirmed edition — the product's core loop).

MetricGreen (continue)Red (fix before scaling)
Auto-match accuracy on pilot consoles≥90% top-1, ≥97% after user confirm<85% top-1 → expand catalog before marketing spend
Scan→shelf completion≥80%<60% → flow too slow, fix UX
D7 retention (weekly collectors)≥40%<20% → collection habit not forming
Duplicate-detection save recallusers report it prevented ≥1 re-buyfeature invisible → resurface
Pilot→paid intent (dry-run)≥15% tap "subscribe" on dry-run<5% → re-price or re-scope before building billing
Store pilot: scans per store per week≥100<30 → store persona deferred

Gates: Gate A — accuracy ≥90% on pilot console set before any paid acquisition. Gate B — D7 ≥40% in batch 2 before App Store public launch. Gate C — pricing dry-run ≥15% before building StoreKit integration.

8. Risks & honest limits

Cartograph · company id retro-games · generated 2026-09-30 · internal planning doc