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The company

A company that does not exist, with a history you can audit.

GameTide sells a sports performance and operations platform (game video, athlete tracking, scouting, team operations) to youth clubs, high schools, school districts, colleges and pro clubs. It is headquartered, in the story, in Fuquay-Varina, North Carolina. It was founded in January 2020 by three people and grows to about 128 employees and about $33M of annual recurring revenue by December 2029.

Ten years, year by year

Every event below is planted by the generator and shows up in the data where a real company's would: in the CRM, the ledger, payroll, support cases and product usage. The full story bible, with every event and where to find it, is published with the data.

2020 · Idea and build

Three founders and a pre-seed round

GameTide is founded on January 6, 2020. The founders join the payroll when a $1.5M pre-seed closes in March. The first engineers are hired, QuickBooks Online holds the books, and there is no revenue.

7 employees by December$0 ARR
2021 · First customers

Version 1 goes live

The first customers sign in January and the first revenue is recognized in February. Colleges and pro clubs buy first. A $4.0M seed round funds the first sellers and the first support and customer success teams.

$2.0M ARR at year-endabout 80 customersabout 26 employees
2022 · Early growth

An office, new modules and the Series A

GameTide leaves coworking for a headquarters lease in Fuquay-Varina. Livestream and the League Stats Feed launch, cameras start the hardware line, and a $10.0M Series A closes. Departments and managers appear.

$6.5M to $6.8M ARRabout 220 customersabout 58 employees
2023 · The scale-up starts

From QuickBooks to Sage Intacct

The early-adopter wave of college programs and districts peaks. The books move to Sage Intacct in January, joined by a conversion journal, and Anaplan, Gainsight and Kantata replace spreadsheets. Users can practice joining data across a system migration.

$11.8M to $12.1M ARRabout 350 customers78 employees
2024 · Growth

Strong growth, heavy hiring, a first audit

Colleges and high schools drive growth. A $5M credit facility opens, undrawn. Hiring runs behind plan, the fall rush fills Q3, Livestream's hosting bill surprises, and the first financial statement audit begins at year-end.

about $15.4M ARRabout 408 customersabout 88 employees
2025 · The problem

A price increase, a buggy release and a miss

A high school price increase effective January 1 shows up in lost deals. A conference contract does not renew in June. A buggy mobile release lands on September 8, in peak season, and support cases spike while usage drops. Bookings miss for three quarters, cash gets tight, the credit facility is drawn and hiring freezes.

about $16.1M ARR92% net revenue retentionpeaks near 100 employees
2026 · The response

A plan reset, a layoff and a recovery

The plan is reset in January. A sales reduction in force on February 15. A stability fix and win-back campaign run through June. Wearables launch in April, pro clubs become the push, and growth recovers in the second half.

about $19.6M ARRabout 451 customersabout 97 employees
2027 · Scaling up

Bundles, a reseller channel and the first profit

Bundled packaging starts January 1. A state association reseller channel signs in March. The monthly close gets faster from July. Q4 brings the first profitable quarter and the credit facility is repaid in full.

about $23.7M ARRbreak-even operating marginabout 108 employees
2028 · Growing pains

A new AI module, a security incident, a leadership change

Opponent Scouting AI launches in January. A security incident in May. The sales leader leaves in August, in the middle of the fall rush. The office lease is renewed in Q4 and the year ends cash flow positive.

about $28.2M ARRabout 556 customersabout 117 employees
2029 · Efficient growth

Platform 2029 and a disciplined year

An efficient-growth plan sets the tone. Platform 2029 ships in June. Growth holds in the high teens with a 9% operating margin, and the data ends in December 2029.

about $33.3M ARRabout 616 customersabout 128 employees

Patterns that repeat every year

The fall rush

Q3 is the largest bookings quarter. Deals cluster in the last two weeks of each quarter, with deeper discounts.

The school budget year

Many school purchase orders are approved in June and July, so school renewals cluster there and payments lag into Q3 and Q4.

Sport seasons

Usage peaks in each sport's season and drops in summer. Renewals cluster shortly before each team's season.

A new price book each January

Existing contracts keep their price until renewal, except for agreed escalators.

Merit, bonus and audit

Merit increases take effect April 1, bonuses pay in March, and from 2024 each year is audited by March with adjustments flagged.

Card payments

Small clubs pay by card autopay. A few charges decline each month, most succeed on retry, and a few customers churn after repeated declines.

What GameTide sells

Subscriptions to the platform in three tiers (Essentials, Professional, Elite) with add-on modules such as Recruiting and Scouting, Advanced Analytics, Athlete Load and Wellness, Livestream and Highlights, and from 2028 Opponent Scouting AI. Services (implementation, training, analyst hours) and one-time hardware (sideline camera kits, panoramic venue cameras, wearable sensor packs) sit outside ARR and add inventory and cost of goods. GameTide also licenses official stats from fictional leagues; the royalties are cost of revenue.

Two fictional competitors appear in the CRM: one sells cheaply to high schools, one sells to pro clubs and big colleges. Eight school districts habitually pay short by 1 to 3%. None of this is real, and all of it is documented.

The story bible and the full company profile are part of the verification package published with the data.