Office hours design doc · 2026-10-08

Interactive Romance Paid Test

Which audience pays for an interactive romance video story, and what is the least we must build to take their money?

Draft: waiting for approval Startup mode ai-girl-game

The decision in one view

What we test

Men against women, with one mirrored story. Money decides the audience.

What we build

One web page per arm. Chapter 2 costs $2.99. No app, no account.

Budget$1,340

or $2,340 if Stage 2 runs

Next step: spend one evening and about $20 as a paying user of Chapters, ReelShort and DramaVerse. Nothing gets built or bought before that.

Problem

The original idea was a first-person video game where you choose your own path. It has one original AI girl. The player is a man who picks his line, and her reaction clip plays.

During the session, Eugene said that neither the audience nor the mechanic is fixed. The one fixed point is the fastest path to revenue.

So the real question is: which audience pays for an interactive romance video story? And what is the least we must build to take their money?

Demand evidence

There is no direct evidence yet. No ad has run, no stranger has played a clip, and nobody has paid. The indirect evidence:

Sources: the nine-app teardown (.claude/research/competitor-analysis/synthesis.md), ReelShort, Choices monetization.

Status quo

The nine-app teardown compared us with AI chat apps. The closest incumbents are in two other categories that the teardown did not cover.

AppsWhat they areHow they charge
Episode, Chapters, ChoicesDrawn romance stories where you choose your pathPremium choices (gems)
ReelShort, DramaBoxLinear romance video, verticalPer episode
DramaVerse, DRAMAGOBoth combined: video drama where you choose. DRAMAGO says it has "AI-powered features"Unknown. AppKittie has had no credits since 2026-10-03

Crazy Maple Studio owns both ReelShort and Chapters, so the strongest incumbent already holds both halves.

Eugene has not used any of these as a paying user. That is the assignment.

Who and the narrowest wedge

The user is open, and the test decides it.

Arm W: women

All ages. Meta's age breakdown shows which age clicks to buy, with no extra arm. The evidence expects women aged 30 to 60 to win. The story has a male character.

Arm M: men

All ages, with the same story mirrored. The character is a woman.

Excluded

Young women who left Character.AI. They mainly praise freedom and characters from shows they love, and an authored video story can offer neither.

The wedge: one web page per arm, with three opening clips, one choice, two reaction clips, a cliffhanger, and chapter 2 for $2.99. There is no app, no account and no branching engine.

Constraints

Premises

  1. 1

    Test men against women.Revised
    The first version said "women 30–60 first". The research shows that women pay in this category. It does not show that we can reach them at a profit. Codex challenged the premise, and Eugene accepted the revision.

  2. 2

    The edge is cheap branches, not the format.Agreed
    The format exists. We win on AI making each branch cost a few dollars and a story shipping in days.

  3. 3

    Web page first, App Store later.Revised
    The web page proves people pay. The App Store comes once a story sells.

  4. 4

    Charge per chapter, with no timers, energy limits or ad walls.Open
    The test uses a single $2.99 purchase of chapter 2. Subscriptions and premium choices wait until people show they will buy.

Second opinion from Codex

Codex read a summary of the session with no other context.

Approaches considered

ApproachStatusWhy
A. Paid test pageChosenThe fastest route to the first dollar. Money settles the question of men against women.
B. Story player firstLaterA chapter player that reads from data, with saves, accounts and purchases. Weeks of work before we know if anyone pays. Build it after A has a winning arm.
C. TikTok series where comments chooseNot chosenOrganic reach is a lottery, and the money comes last. It can reuse A's clips later at no extra cost.

The test

Approach A runs with two arms that differ only in the audience and the gender of the character.

Story

One premise for both arms, safe for ads and mirrored. Choose it before generating anything, and try it on a woman aged 30 to 60 first.

Clip timeline for chapter 1

Visitors come in cold from an ad, so the choice must appear by about 20 seconds.

ClipLength
3 opening clips5–7 s each
2 reactions5–8 s each
Cliffhanger10 s or less
4 chapter 2 clipsup to 15 s each

Page flow

Both arms follow the same flow.

  1. The ad sends the player to the page. Clip 1 autoplays muted, with captions burned into the video. A "Tap for sound" button unmutes it.
  2. Clips 1 to 3 play back to back.
  3. Choice: clip 3 freezes on its last frame. Two buttons appear over the bottom third, each with one line of dialogue (at most 40 characters). There is no timer.
  4. The chosen reaction clip plays. Both reactions lead into one shared cliffhanger clip.
  5. Paywall: the cliffhanger freezes on its last frame, with the card "Chapter 2: $2.99" and one button. The button opens the Stripe Payment Link for that arm.
  6. Payment succeeds: Stripe sends the player to /<arm>/ch2/?session_id={CHECKOUT_SESSION_ID}. Chapter 2 plays at once. With a redirect, Stripe shows no success page of its own.
  7. Payment cancelled, or the player goes back: Payment Links have no cancel URL, so the browser's back button brings the player back. The page stores reached_paywall in localStorage when the paywall card appears. When that flag is set, the page reopens on the paywall card and replays nothing.

URL map and clip manifest

PathContents
/m/, /w/Chapter 1 for Arm M and Arm W
/m/ch2/, /w/ch2/Chapter 2, played after payment

Every link carries utm_source, utm_campaign and utm_content (the creative ID). Each arm has a JSON manifest that lists every clip in order, with its ID, file, length and type (scene, reaction or cliffhanger). For the choice, it also lists the two labels and their reaction IDs.

Video playback

The page must work in iOS Safari and in the Instagram and Facebook in-app browsers.

Stack

Purchase tracking

Funnel events

Every PostHog event carries arm, utm_* and creative_id.

PostHog eventExtra propertyMeta pixel event
page_viewViewContent
clip1_complete, clip2_complete, clip3_complete
choice_shown
choice_madechoice
cliffhanger_reachedCustom CliffhangerReached (the event ads optimize for)
paywall_view
paywall_clickInitiateCheckout
purchasePurchase (only with session_id)
ch2_complete

Content per arm

A character sheet and 10 clips: 3 opening clips, 2 reactions, 1 cliffhanger and 4 for chapter 2. Make drafts on Seedance 2.0 fast and finals on Seedance 2.5 1080p, then downscale the finals to 720p for the web.

Meta setup

Budget

These are estimates. The doc's own rates mean about 1.2% of visitors buy: 40% reach the cliffhanger, and 3% of those buy. So 10 purchases need about 830 visitors, which costs about $400–1,250 per arm. The test therefore runs in two stages.

ItemPer armBoth arms
Character sheetabout $10about $20
Clip drafts (about 25 at $0.79)about $20about $40
Final clips (10 at $13.86, 1080p)about $140about $280
Stage 1 ads: read the funnel and the paywall clicks$500$1,000
Stage 2 ads: only if Stage 1 passes, to count purchasesup to $500 moreup to $1,000 more
Totalabout $1,340, or $2,340 with Stage 2

Every paid generation still needs approval with its cost, per batch.

Success criteria

These thresholds are starting guesses. Revise them before launch if better benchmarks turn up.

Stage 1 · first $500 per arm

  • The hook works: at least 60% of visitors make the choice.
  • The story holds: at least 40% of visitors reach the cliffhanger.
  • People want chapter 2: at least 10% of the players who reach the cliffhanger click the paywall.

Stage 2 · up to $500 more per arm

  • Runs only for an arm that passed Stage 1.
  • Stop rule: judge each arm at $1,000 total spend, whatever the purchase count. Count purchases from both stages.
  • People pay: at least 3% of the players who reach the cliffhanger buy, counted in Stripe.
  • Age read: read it from paywall_click by Meta age bracket. Purchases are too few to split by age.

Winning arm. If only one arm passes Stage 1, it wins, provided it also passes "People pay". If both pass, the winner is the arm whose cost per purchase is at least 2× better. Ten purchases are too few to separate smaller differences. If neither arm is 2× better, choose by paywall-click rate, and call the result a tie on money.

What this test proves: people will pay, not that the business makes a profit. At about $0.50–1.50 per visitor, with 1.2% of visitors buying, one purchase costs about $40–125 against $2.99 of revenue. Profit needs a buyer who keeps buying chapters. Set the cost-per-purchase limit for the next test from these results.

When a stage fails

Find the step where people drop off. Don't blame the audience by default.

Where it breaksProbable causeNext move
Few finish clip 1The hook, or AI faces that look fakeNew first clip, same story
Few make the choice or reach the cliffhangerThe storyNew premise
Many click the paywall but few payPrice, or checkout friction in in-app browsersSplit the purchase rate by browser. Add an "Open in Safari" prompt. Try a lower price.
Both arms fail in the same placeThe format or the story, not the audienceRethink before building B

Open questions

  1. Charging model (premise 4): one chapter for $2.99, a subscription, or premium choices? This test checks only whether people buy. Test the price later.
  2. Founder fit for Arm W: can Eugene write romance for women aged 30 to 60, or should the story adapt a proven trope (a billionaire CEO, second chances, a jealous ex)?
  3. AI faces: will ReelShort viewers, used to polished live action, accept AI faces? Arm W's rate of finishing clip 1 answers this in part.
  4. DramaVerse and DRAMAGO: how big are they? Check when the AppKittie credits refill, or check the Meta Ad Library now.
  5. Meta approval: will a romance story where you choose your path pass review in both arms? Get the first ad approved before generating chapter 2.

Launch and dependencies

Distribution

Dependencies

The assignment

This week, spend one evening and about $20 as a paying user of Chapters, ReelShort and DramaVerse.

Write down the exact second each one made you want to pay, and the second you wanted to quit. Bring the six moments to the next session. They shape what the cliffhanger clip shows and the words on the paywall card.

What I noticed about how you think

"i am still debating between targetting at male versus female"

You said this after a full day of research built around a game for men. You said it when asked, without defending the earlier work. That makes the evidence worth more.

"i am not entirely fixed on the video + choice game mechanic either; it is just an idea and i am willing to change"

Then you picked "Fastest path to revenue" as the one fixed point. That turned an open search into a test you can decide.

"both audience as in men and women? or younger women or older women?"

You pinned down a term before you agreed. That question led to using Meta's age breakdown in place of a third arm.

"i do like the web prototype; but we need to get it into the app store eventually"

You accepted the shortcut and kept the end state in view. That's why the story format is planned to move into an app later.