Exodus — Survival Simulator
Same idea. Build cost is the structural problem in both rubrics.
Exodus: 30 Days of Survival — a deterministic survival command simulator where 1,000 survivors must establish a colony, managing resources through Maslow's Hierarchy of Tech. Players unlock AI/robotics technologies to progress from basic survival to self-actualization. Pitched at strategic gamers and educators teaching Maslow's Hierarchy, resource allocation, and AI ethics through simulation gameplay.
Two rubrics. Two verdicts.
The audit didn't change its mind. It answered a different question.
Could this be a fundable, scaling business?
Could one person at <10h/week reach $1–5k/month?
Same facts. Inverted signal weights. The audit doesn't reconsider the evidence — it reweights it. What counts as a positive signal under one rubric can be a fatal negative under the other:
- Small TAMconcern (no path to scale)fine (only ~100 customers needed at $20/mo)
- No moatconcern (incumbents will copy)fine (organic discovery + niche knowledge IS the moat)
- 6–12 month sales cycleacceptable for B2B SaaSfatal (no revenue within time budget)
- Ops linear to revenuefixable with team at scalefatal (no time budget for support)
- Security-review burdenamortize over many customersfatal (same friction at any scale)
Why this matters for honesty. A single-rubric service that defaults to venture framing would tell a stay-at-home parent or a side-hustler that their idea has “no moat” or “small TAM” — technically correct, but irrelevant to their actual goal. That's being right inside the wrong question. We'd rather ask the question first.