MyAIDevelopment · Product · Operations notes

The Economics of a Solo Studio

Learning goal: Compute the hourly cost, fixed and variable costs, Runway and break-even point with the example studio's numbers, and explain what the power-law distribution of product outcomes means for strategy.

As of: 2026-09-29. All example numbers are assumptions, and taxes are left out of the calculations.

Key Concepts

Concept Definition What it means for a solo studio
Opportunity cost The value of the alternative given up by a choice Hours spent on one product cannot be spent on another
Fixed cost Money that leaves every month regardless of sales AI subscriptions, base server fees, tools, and living costs
Variable cost Money that grows with sales or usage Store and payment fees, AI API cost per user
Contribution margin Price − variable cost per unit The money each sale contributes to paying fixed costs
Runway Cash ÷ monthly net burn The number of months you can last without revenue
Default alive On current cost and revenue trends, you reach profitability before the money runs out The test Paul Graham proposed in a 2015 essay
Break-even The point where net revenue = total cost KRW 3,500,000 of monthly net revenue for the example studio
Power law A distribution where a few outcomes take most of the total Why you plan with the median, not the mean

Principles

Time as the Scarcest Resource

In a solo studio, time runs out before money does. Dividing the monthly cost by workable hours gives the baseline hourly cost.

Baseline hourly cost = (living cost KRW 3,000,000 + fixed cost KRW 500,000) ÷ 160 hours = 3,500,000 ÷ 160 = KRW 21,875

Compare every task against this amount. Spending 40 hours on a new prototype spends 40 × 21,875 = KRW 875,000 worth of time. On top of that comes the opportunity cost: what those 40 hours would have produced if spent marketing a product already launched.

Fixed Cost, Variable Cost and Contribution Margin

Living costs are not a business expense in accounting terms, but when judging a solo studio's survival they behave like a fixed cost. The break-even quantity is:

Break-even quantity = monthly fixed cost ÷ contribution margin per unit

Example (assumption): a KRW 5,000 monthly subscription, a 15% store fee, and an AI API cost of KRW 750 per user per month.

Item Amount
Price KRW 5,000
Store fee 15% − KRW 750
AI API cost − KRW 750
Contribution margin KRW 3,500
Break-even subscribers 3,500,000 ÷ 3,500 = 1,000

A product with AI features pays an API cost for every use. That variable costs can be larger than in traditional software is a new variable in the economics of products in the AI era.

Runway and Default Alive

Runway = KRW 18,000,000 ÷ KRW 3,500,000 ≈ 5.14 → about 5.1 months (with zero revenue)

In his 2015 essay "Default Alive or Default Dead?", Paul Graham defined a company as default alive if, extending current costs and revenue growth, it reaches profitability before the money runs out, and default dead otherwise. The two scenarios below (assumptions) grow net revenue by the same KRW 500,000 each month and differ only in starting one month apart.

Month A net revenue (starts month 3) A cash at month end B net revenue (starts month 4) B cash at month end
1 0 14.5M 0 14.5M
2 0 11.0M 0 11.0M
3 0.5M 8.0M 0 7.5M
4 1.0M 5.5M 0.5M 4.5M
5 1.5M 3.5M 1.0M 2.0M
6 2.0M 2.0M 1.5M 0
7 2.5M 1.0M 2.0M 1.5M short
8 3.0M 0.5M — —
9 3.5M 0.5M (break-even) — —

Amounts are in KRW. A reaches break-even in month 9 with KRW 500,000 left (default alive). B hits zero cash at the end of month 6 (default dead). A launch that is one month late is enough to flip survival. This is why launch speed is an economic question for a solo studio.

flowchart TD
    C[Operating cash KRW 18M] --> B[Monthly spend KRW 3.5M]
    R[Monthly net revenue] --> N[Monthly net burn = KRW 3.5M - net revenue]
    B --> N
    N --> RW[Runway = cash / monthly net burn]
    RW --> Q{On current trends, profitable before cash runs out}
    Q -->|yes| A[Default alive: room for growth experiments]
    Q -->|no| D[Default dead: bring launch and revenue forward or cut costs]
    D --> R

The Power Law of Product Outcomes

Source Finding
RevenueCat, State of Subscription Apps 2025 Revenue per newly launched subscription app two years after launch (USD): the bottom 25% made USD 19 or less and the top 5% USD 8,880 or more, a gap of over 400x
VG Insights, Global Indie Games Market Report 2024 (reported by Game World Observer) Of more than 12,000 indie releases on Steam in January–September 2024, under 0.5% were estimated to account for about 80% of revenue
SteamDB (2025-12) More than 19,000 Steam releases in 2025, almost half with fewer than ten reviews

In such a distribution the mean is pulled up by a few huge hits and must not be used for planning. Plan on the median or below, and treat the big wins in the tail as "a bonus that can appear after many launches". And to reach the tail, you have to ship first.

Applied: The Example Studio

Metric Calculation Result
Baseline hourly cost 3,500,000 ÷ 160 KRW 21,875
Runway (zero revenue) 18,000,000 ÷ 3,500,000 about 5.1 months
Monthly hours per product if split evenly over 12 prototypes 160 ÷ 12 about 13.3 hours
Break-even net revenue living cost + fixed cost KRW 3,500,000 per month
Gross revenue needed at a 15% fee 3,500,000 ÷ 0.85 about KRW 4,118,000

Diagnosis: with zero revenue and no trend, the studio is default dead today. Splitting hours evenly across 12 products leaves just over 13 hours per product per month, so none of them reaches launch and marketing. Document 02 handles this problem with WIP limits.

Going Deeper

What AI Agents Change and What They Do Not

Area What changes What does not
Fixed cost AI subscriptions become a new fixed cost Living costs stay the same
Variable cost Products with AI features pay API costs per use Store and payment fee rates stay the same
Build time Time to a prototype drops sharply Review, policy work and customer support time remain
Demand — AI does not increase the number of problems people will pay to solve
Competition Competitors get faster with the same tools The cost of earning discovery and trust does not fall

Break-even Seen Through 1,000 True Fans

In his 2008 essay "1,000 True Fans", Kevin Kelly argued that a creator can make a living from 1,000 true fans who each spend USD 100 a year. Applying the same logic to the example studio (assumption: one fan spends KRW 100,000 a year):

Annual net revenue needed = KRW 3,500,000 × 12 = KRW 42,000,000 → 42,000,000 ÷ 100,000 = 420 people

A solo studio's advantage is that it can aim for hundreds of paying users, not millions.

Common Misconceptions

Self-Check Questions

  1. Compute your baseline hourly cost from your monthly costs and workable hours.
  2. With a KRW 8,000 monthly subscription, a 15% fee and an API cost of KRW 1,000 per user per month, how many subscribers break even?
  3. In scenario B, what is the minimum monthly increase in net revenue that would have kept cash from running out? (Recompute the table.)
  4. Where would you look for median, not mean, figures for your product category?
  5. Can you describe one way an AI feature increases variable cost?

References