A pitch to Games Workshop · Stradioti · 30 March 2026
The $1B Genre Without Your IP.
We want to build the first Warhammer 40,000 action roguelike on mobile.Right now, action roguelikes are the highest-earning subgenre on mobile and not a single major IP has touched it.
the market is there, your players are already in it, and they are waiting for a game that doesn't exist yet. And it would be profitable partnership for both companies.
01/ EXECUTIVE SUMMARY
The mobile gap Warhammer hasn't closed yet.
Space Marine 2 brought the attention of an influx of players. First quarter of its release surged a high number of players trying to find action Warhammer games on mobile, but there was no modern game that could satisfy them. Secundus is built to serve that.
We are actively exploring further console and mobile opportunities, including Space Marine 3, without losing sight of the significant long-term revenue provided by PC games.
Kevin Rountree
CEO, Games Workshop
Despite earning over $1 billion, the bullet-hell survivor genre lacks a flagship intellectual property. Stick figures helped Survivor.io make $500 million. A unnamed archer served as the foundation for Archero's franchise. The loop works. A universe that people already love is what's missing and needed.
Secundus intends to be that. Chaos or Imperium is your choice. You customize your Space Marine from the ground up, including the armor mark, chapter colors, and weaponry. You enter a mission. There are hundreds of enemies.You kill them, level up, kill more. The run takes 8 minutes. Then you do it again.
The world's greatest combat IP. a genre that has been proven. A team skilled team who is dedicated to success. Everything is approved by GW.
Game is designed to be serviceable for 7-10+ years.
Game Name
Secundus
Platform
IOS & Android
Genre
Midcore, Action Roguelike, Survivor
Genre CARG
🠙13.5%
Model
Free-to-Play, Live Service
Team
18 Core + 100 Contractors
Status
Prototype Ready + Research Complete
Rights Request
Worldwide Mobile Exclusive
Service Life
7-10 years
Serviceable Obtainable Market
£200 Million
Expected Revenue first Year
£35 - 50 Million
Playable Demo
Available On Request
02/ MARKET OPPORTUNITY
A billion-dollar category growing at 13.5% per year. No major IP in it.
Warhammer 40K owns PC and console, but no real flagship on mobile. While this is a missing pillar, it is not a missed opportunity. Mobile roguelike-action is a $1B+ category growing at 13.5% annually. With a proven genre, monetisation established, it’s structurally a natural fit for 40K combat: fast, brutal, relentless.
260 million players are already in this genre. For Games Workshop this is a recruitment pipeline. Mobile becomes the entry point and the fandom does the rest.
TAM
Total Addressable Market
£10.5B
The global roguelike market is projected to reach significant scale by 2033, growing at a CAGR of 13.5% across all platforms, subgenres, and geographies. Mobile is now the fastest-growing segment, having overtaken PC in 2024. This is the total ceiling before we apply any targeting.
SAM
Serviceable Addressable Market
£2.48B
Action survival roguelikes like Archero 2 are one of the fastest growing formats on mobile right now. The audience is already there, already spending, and growing every year toward $4.1 billion by 2028, while 40% of it is based in North America. No major franchise has entered this space yet.
SOM
Serviceable Obtainable Market
£200M+
Year to Year
Our goal is to target £35-50 Million in the first year. This way we set a good footing, while try to expand gameplay and LiveOps services.
We calculated these numbers by researching which number of Warhammer 40k players also like to play mobile games, also like action & fighting games.
"Warhammer Mobile Game" Among the most searched Warhammer trends on Google
Survivor.io
Habby · Released 2022
NO IP
£500M+
80M+ downloads · Still pulling £5M/month in 2025
What they proved: The survivor loop works at massive scale. Habby reinvested 80% of daily revenue into UA and still profited. The genre has extraordinary LTV.
Our advantage: They have no IP. Every player they acquire costs cold spend. We already have millions of players invested in the lore. Our cost to acquire a player is structurally lower.
Archero + Archero 2
Habby · Released 2019 & 2025
NO IP
£410M+
70M+ downloads combined · $100M in its first 3 months
What they proved: The action roguelike isn't saturated. Archero 2 launched into a crowded market in January 2025 and hit $100M by April. Players want more of this and are willing to pay for it.
Our advantage: Archero's hero is a blank slate. The Space Marine is one of the most recognisable characters in gaming. Emotional investment in a character directly drives spending, that's documented across every major F2P title.
Warhammer 40K: Tacticus
Snowprint Studios · Released 2022
WARHAMMER IP
£100M+
5M+ downloads
What they proved: Warhammer IP converts on mobile. Tacticus is turn-based strategy; the hardest genre to monetise; and still made $100M. When Space Marine 2 launched, Tacticus had its single best month immediately after.
Our advantage: Action games earn 3–5× more than strategy on mobile, per AppMagic. Tacticus reached the ceiling of its genre. Secundus is building in the genre with the highest ARPU on mobile. The audience Tacticus couldn't reach is ours.
Vampire Survivors
Poncle · Released 2022
NO IP
£30M+
16M+ copies · Mobile version instantly top-charted
What they proved: The bullet-heaven format works on mobile touch controls with minimal adaptation. Poncle's mobile port became one of the App Store's highest-rated games in its first week.
Our advantage: Vampire Survivors is a $5 premium game. No F2P model means a tiny revenue ceiling $30M total vs Survivor.io's $500M ongoing. The same core format with a live-service business model is an entirely different financial opportunity.
Real player feedback.
We posted two sneak peaks on r/Warhammer40k subreddits and got incredible validation and support. On ~95% upvote rate, players want this.
03/ THE GAME
You're a Space Marine. There are 500+ enemies. You have 8 minutes.
There is only war. Pick your loadout. Drop into a map. Enemies come from every direction. Kill them, complete mission objectives, and extract. Works on a commutem or on a lunch break. Makes players always want to play more.
Unique Selling Points
Our goal is that players can launch game and start a game under 10 seconds. And most missions being able to be completed under 10 minutes, players can play during a smoke break, in between meetings or even lunch break.
The core PvE gameplay focuses heavily on movement rather than complex systems, so even players with no prior Warhammer knowledge can pick it up instantly, while naturally discovering and exploring the rich lore along the way.
Players can build their own Astartes from the ground up, choosing everything from armour type and chapter colours and markings, weapons, and battle-worn details. It’s a highly flexible system that really captures the spirit of kitbashing that Warhammer fans love.
Each custom character can be turned into a “Technical Datasheet,” giving players a clear breakdown of their build along with direct links to the Games Workshop store, so they can recreate their digital creation in real life on the tabletop.
This pdf would include their design, colors used and which to buy in Warhammer Colour, models and parts with attached with store links. This way players can have an easy pipeline going through the game to the online Games Workshop store and bringing their designs into real life.
Procedural maps, dynamic mid-mission events, and a mid-run upgrade system that lets players build absurdly powerful combinations no designer planned for. A Chaos ritual that supercharges nearby enemies. A psychic storm that slows your abilities. Even after months of playing, it will still feel fresh like day 1.
We do not intend to create pay to win mechanics for players. While players can unlock and play as custom characters we can introduce in the future as part of Battle Pass (LiveOps), we intend to limit the playability of those characters ONLY to PvE battles. In Clan wars or PvP matches, players can only select their custom characters, that way every player in game is as powerful as they've upgraded themselves. Majority of unlockables through battlepass or other form of liveops content will be in form of character customize.
Imperium or Chaos, that choice shapes aesthetics, your enemies, mission type & objective, and which clan you can join. Chaos players have fundamentally different playthrough, achievements and unlockables.
View Demo Gameplay Video
Mission Architecture
Purge
Kill everything. Waves escalate until the map is clear
Extraction
Retrieve relic or Person of Interest and escape
Defense
Protect Objective until or area for set time
Hunt
Track and eliminate high value targets
Boss Fights
Clear all enemies in the area
Elite Variants
All enemies are elite warriors. x2 everything
10+ Mission Types at Launch
Each takes under 10 minutes. The same mission never plays the same for two players, giving each a unique gameplay style they cannot experience in any other game.
Revenue Engine
In app Purchase
85%
Of total revenue
IAP drives around 85% of total revenue in this subgenre. Secundus is built around cosmetics, chapter unlocks and seasonal content, no pay to win, no energy walls. Players spend because they want to, not because the game forces them to. The Warhammer 40,000 universe gives us one of the deepest content catalogs in gaming, hundreds of factions, armor sets, weapons and characters that fans already know by name. That is not something a generic roguelike can compete with.
ADs
15%
Of total revenue
The remaining 15% comes from ads. For Secundus, this will be optional reward ads, unlocking a chest or doubling your rewards after a successful run. Nothing is forced, nothing disruptive. Players who never spend a pound still generate revenue, and players who do spend are never annoyed by ads they didn't ask for. It's a clean split that works well.
IAP is the whale engine
A small % of players (3–5%) generate the majority of IAP revenue through lootboxes, bundles, and passes.
Ads monetise everyone else
The 95%+ of players who never pay still generate revenue through rewarded ads. Offerwall captures the remainder who want rewards without spending cash.
The loop reinforces itself
Ad rewards and free pulls keep non-payers engaged and progressing, increasing the pool of players who eventually convert to IAP.
Our monetization expert would design all the rewards to be fair for everyone so that players feel they get what they're paying for.
Game Development Roadmap
Q1 - Q2
Core Combat Foundation
Unique Level Configurator
Armour & Loadout Customization
Chaos Cultists & T'au Incursion
First Battlepass Season
Q3
Soft Launch
Clan System
Economy Balancing
Monetization Framework
Q4
Leaderboards
Difficulty & Balance Tuning
Endless War
The war never ends. Secundus is designed for long-term support, with ongoing content, factions, and seasonal updates planned across 7-10+ years, serving new and old players.
New Enemies
New Environments
New Missions
04/ TEAM
A team built to handle an IP that demands excellence.
18 developers who have spent their careers building games that matter. We did not stumble into Warhammer 40,000, we shought it out because we want to build something extraordinary on mobile, and we have the experience, the passion, and the team to back that up.
Altjen Berberi
Founder & CEO
Over nine years building and scaling teams across gaming, tech and SaaS. Led organizations over 160 people and delivered products with over £240 million in revenue spanning product strategy, creative direction and execution. Warhammer has been part of my life for nearly two decades, it started with Dawn of War Soulstorm and never really stopped. This project is not just a business opportunity, it is personal.
10+
Years of Experience
160+
People Managed
$2.2B+
Projects Managed
Senior Team
Jakub Reimar
Game Design & Monetization Expert
10+ Years of crafting balanced economies and addictive loops.
Samuel McCarthy
Lead 3D Designer
8+ Years of bringing high-fidelity environments to life.
Tyler Deren
Lead Developer
19+ Years of engineering robust, scalable game systems.
In addition to
6 Senior Programmers
3 Senior 3D Designers
1 Environment Designer
2 Concept Designers
1 VFX Specialist
1 Expert Rigger
Supported by World Class Developers
Secundus is backed by a strategic partnership with MLC Studio, a 100+ person development powerhouse with 150+ shipped titles across mobile, PC, and console, including multiple top-chart releases.
This gives Stradioti immediate production scale, cross-platform expertise, and live service capability from day one. Not a vendor, but rather an execution engine.
05/ IP & Lore Approach
GW approves every pixel.
This game operates exclusively within the creative spaces Games Workshop has intentionally left open: unknown Chapter foundings, unnamed successor Chapters, and untold battles across the Imperium's million worlds. We would love to have final confirmation from Games Workshop regarding designs before we release.
Our Approach
This game operates exclusively within the creative spaces Games Workshop has intentionally left open: unknown Chapter foundings, unnamed successor Chapters, and untold battles across the Imperium's million worlds. Players create their own Space Marine from an unknown founding with full customization - their colors, their symbols, their Squad identity for PVP/Clan battles.
Established characters from the current lore can appear as part of our LiveOps strategy, and can be playable for PvE missions only. PvP, Company/Clan wars missions playable only with players customized hero.
What we need
Adeptus Astartes design and terminology (Primaris & Chaos)
Weapons and armor (different armor styles and weapons for customization)
Enemy Factions: T'au & Chaos Cultists
Warhammer 40,000 branding for marketing
Grimdark tone and thematic language
Aquila symbol for Imperium & Chaos iconography
What we won't touch
No Primarchs or their direct involvement
No established chapters: Dark Angels, Ultramarines, Blood Angels, etc.
No named canonical characters in PVP/competitive content
No changes to existing lore or conflicts with established canon
06/ STRATEGIC PARTNERSHIP
It's not just a great game. It's a win/win partnership.
Secundus is not built to only use the Warhammer IP. It's built to strengthen it. A daily mobile touchpoint that pulls players into the universe, its factions, its lore, its identity. That engagement doesn't stop at the screen. It feeds back into the ecosystem, driving players toward deeper lore, community, and the tabletop.
High yield royalty stream without IP Dilution.
Games Workshop retains final approval on all game assets, narrative, and promotional content.
A 10+ year LiveOps roadmap ensures a long-term, high-yield royalty stream without internal overhead.
Broader access to mobile gamers
Direct pipeline from mobile game to GW online store and Warhammer+
All gameplay occurs within "open lore" spaces, protecting canon while expanding the brand's global reach.
STRADIOTI
Building on an universe we grew up on and are huge fans of.
Partnering with the industry leader provides the legitimacy needed to dominate the action-roguelike category.
The loyalty of the 40K community provides the stable player base required for a decade of service.
Low user acquisition cost especially for first years.
After successfully proving the success of this game, we would love the opportunity to bring more characters and different xenos to the game as part of our LiveOps and expansion.
The purpose of this demo is to show the core combat system, agressive enemy tactics and general gameplay systems. We have created 4 unique enemy types. The T'au firewarrior and Sniper both do large amount of damage and often try to dodge to keep the distance from the player. While the another fire-warrior fights with Pulse carbine which shoots bursts of lasers, while the Gun Drone is equipped with a twin pulse carbines. We've also designed the enemy behavior for Kroot and Chaos cultists too.
We're using Unity DOTS technology to include hundreds of enemies in the same time without impacting performance even on low-end mobiles.