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Multiverse

Winter 2020Inactive

Multiverse is a web-based game creation system inspired by Dungeons &…

Save
Multiverse logo

Multiverse

Winter 2020Inactive

Multiverse is a web-based game creation system inspired by Dungeons &…

Save
Company details

Multiverse is a web-based game creation system inspired by Dungeons & Dragons and Roblox with a marketplace for assets from A-list creators. We've already partnered with several prominent creators who have millions of followers and millions in revenue, and they're bringing their audiences to Multiverse. We charge 30-60% of those sales based on how much we help the creators make the content.

Check out our gameplay trailer here.

The best way to get Multiverse is to play it. If you're into games, creativity and representation, hit us up and we'll play with you.

Location
Boston, MA, USA; Remote
Founded
2019
Category
Gaming
YC Directory Pagewww.playmultiverse.com
Founders
  • SA
    Sara Alfageeh
    Founder
    X / TwitterLinkedIn
  • HB
    Hisham Bedri
    Founder
    LinkedIn
  • TS
    Thariq Shihipar
    Founder
    LinkedIn

Multiverse is a web-based game creation system inspired by Dungeons & Dragons and Roblox with a marketplace for assets from A-list creators. We've already partnered with several prominent creators who have millions of followers and millions in revenue, and they're bringing their audiences to Multiverse. We charge 30-60% of those sales based on how much we help the creators make the content.

Check out our gameplay trailer here.

The best way to get Multiverse is to play it. If you're into games, creativity and representation, hit us up and we'll play with you.

Location
Boston, MA, USA; Remote
Founded
2019
Category
Gaming
YC Directory Pagewww.playmultiverse.com
Founders
  • SA
    Sara Alfageeh
    Founder
    X / TwitterLinkedIn
  • HB
    Hisham Bedri
    Founder
    LinkedIn
  • TS
    Thariq Shihipar
    Founder
    LinkedIn

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On this page
  • Overview
  • Founding Story
  • Timeline
  • What They Built
  • Market Position
  • Target Customers
  • Market Size
  • Competition
  • Business Model
  • Traction
  • Post-Mortem
  • A product studio hid inside a software platform
  • Reach did not prove a durable payer loop
  • Breadth multiplied operating obligations
  • Key Lessons
  • Sources

This report was generated by our Deep Research agent and may contain mistakes.

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Exec Briefing

Actionable insights

If you only have a few minutes to spare, here’s what investors, operators, and founders should know about Multiverse (W20).

  1. Differentiation carried a studio bill. Licensed pixel-art editions made the tabletop feel alive, but each partnership added production work before marketplace economics were proven. Product distinction matters only when its delivery cost repeats.
  2. Attention lacked an economic bridge. A large Discord and reported viral reach showed demand, yet public evidence never connects users to retention, paid conversion, or marketplace volume. Reach cannot substitute for a payer loop.
  3. The game master is the economic center. The smaller continuation charges hosts for creation and campaign capacity while players join free. Pricing works best when it follows the person creating recurring group value.
  4. A product can outlive its venture case. Continued browser access suggests real utility after the 2024 shutdown. The sharp reduction in team and scope separates product affection from an investor-scale business.

Overview

Multiverse was a Boston-founded YC W2020 company that turned tabletop role-playing into a browser-native, pixel-art world. Its product, One More Multiverse, combined maps, character sheets, rules, chat, dice, and thousands of art assets with licensed digital editions of games such as Blades in the Dark and Humblewood. The company raised a reported $17.5 million Series A, grew to more than 40 employees, and built a 45,000-member Discord community.[1][2]

Its strongest product choice was also its economic burden. One More Multiverse did more than reproduce a tabletop: it financed a game engine, an art library, community operations, and bespoke publisher adaptations. Public evidence does not reveal revenue or retention, but the team's statement that the service was not sustainable, followed by a two-person Patreon-supported continuation, points to a cost structure and product scope that its monetization could not carry.[3][4]

Founding Story

Multiverse began in Boston in 2019 when friends Thariq Shihipar, Hisham Bedri, and Sara Alfageeh had trouble playing tabletop role-playing games together. A 2021 company release described the group as two MIT Media Lab engineers and an illustrator whose credits included Marvel and Star Wars.[5] The available sources do not explain how the three first met beyond calling them friends, and they do not assign early roles cleanly enough to reconstruct the division of labor.

Their motivation extended beyond remote play. Alfageeh connected the product to a lack of representation in the stories she loved. She said, “We couldn't see ourselves in our favorite TV shows, in our favorite books and movies.” Her response was direct: “Let's make our own world.”[2] That idea shaped the product. One More Multiverse did not ask players to arrange tokens on a digital approximation of graph paper. It gave them walkable pixel-art spaces, customizable characters, and tools to make settings in which they could recognize themselves.

The founding vision joined three difficult businesses. The team would build a general-purpose virtual tabletop, a creation system for homebrew games, and a marketplace where prominent creators sold assets and brought their audiences. YC's company profile says Multiverse planned to keep 30% to 60% of creator sales depending on the production help it supplied.[1] That was a coherent distribution theory: creators supplied both content and customers. It also meant Multiverse accepted production work, platform development, and marketplace liquidity risk at the same time.

Timeline

  • 2019: Shihipar, Bedri, and Alfageeh founded Multiverse in Boston after struggling to play tabletop role-playing games together.[5]
  • Winter 2020: Multiverse joined Y Combinator.[1]
  • April 2021: The company announced One More Multiverse from closed beta and planned a Q3 2021 full release. It reported a $2.5 million seed round.[5]
  • July 2022: One More Multiverse hosted the Humblewood Alderheart bundle from Hit Point Press.[6]
  • October 2022: The company had more than 40 employees and about 45,000 Discord members, and was releasing its Blades in the Dark adaptation.[2]
  • May 13, 2024: The team announced closure after a year spent seeking a sustainable path.[3]
  • August 11, 2024: Purchased versions were scheduled to stop working. The planned digital edition of Yazeba's Bed & Breakfast was canceled.[7]
  • After closure: A two-person team described a free player tier and Patreon-backed GM subscriptions. The current site still advertises a live browser product, though ownership and legal continuity with the venture-backed company are unverified.[4][8]

What They Built

One More Multiverse was a virtual tabletop built to feel like a small video game. A group opened a browser, joined a shared world, moved pixel-art characters through explorable rooms, chatted, consulted character sheets, rolled dice, and followed campaign notes. The system supported established rulesets such as Dungeons & Dragons 5e and Blades in the Dark, while also allowing homebrew rules and complete custom games.[3][5]

The visual layer distinguished it from utilitarian rivals. The official itch.io page advertised walkable pixel-art levels, thousands of customizable assets, custom sheets, and custom dice rollers.[9] The current product page lists more than 4,000 art assets alongside maps, chat, notes, character sheets, and world-building tools.[8] Safety tools, pronoun sharing, body-shape variation, and inclusive character traits made representation part of product mechanics rather than brand copy.[5]

Multiverse also acted as a digital publisher. Its first three published adaptations were Yazeba's Bed & Breakfast, Blades in the Dark, and the Humblewood Campaign Setting.[9] Possum Creek Games confirmed that One More Multiverse was building a complete digital edition of Yazeba's, while Hit Point Press's Humblewood bundle appeared as a hosted campaign setting.[10][6]

That combination was more expressive than a map-and-token utility, but it increased the number of things the company had to make well. Every licensed game could require rules support, sheets, art, environments, and publisher coordination. Every creator tool expanded the surface that needed maintenance. The evidence does not reveal which parts users valued enough to pay for, so any claim that a particular feature caused weak conversion would be speculation.

Market Position

Target Customers

One More Multiverse addressed three overlapping groups: remote tabletop players, game masters who wanted visually rich campaigns without drawing every asset, and publishers or creators seeking a digital edition and distribution channel. Its beginner-friendly presentation reduced the intimidation of dense tabletop systems, while custom rules and assets served experienced groups.[5]

Market Size

No reliable public market-size estimate appears in the evidence pack, and Multiverse disclosed no revenue, marketplace GMV, paid-user count, or retention. The strongest demand signals are company-reported: about 45,000 Discord members, more than one million users according to Shihipar, 20 million TikTok views according to Alfageeh's Forbes profile, and “hundreds of thousands” of adventurers according to the later Patreon page.[11][12][4] Those figures show reach, not willingness to pay.

Competition

GameSpot named Roll20 and D&D Beyond as comparable virtual tabletops in 2024.[3] One More Multiverse competed on presentation and creation depth: explorable scenes and integrated art made a session look more like a game, while custom systems let groups move beyond a single publisher's rules.

The structural disadvantage was breadth. A general virtual tabletop benefits from supporting many systems and from being where groups already play. A publisher-owned tool can center its own rules and content. Multiverse tried to bridge both positions while also producing premium adaptations. Its creator partnerships could bring an audience, but each adaptation imposed work before marketplace demand was proven. Public evidence does not establish whether incumbent competition, customer acquisition, retention, or production cost was the dominant pressure, so the safer conclusion is narrower: Multiverse built a high-cost differentiated layer without disclosing a correspondingly strong revenue engine.

Business Model

The original plan was a free-to-play product paired with a creator marketplace. YC says Multiverse charged 30% to 60% of creator sales, with the higher share applying when the company contributed more production work.[1] That model linked take rate to labor, but it also blurred software margins with studio economics.

The later Patreon model put payment on game masters. Players could join free, while subscriptions unlocked unlimited GMing, multiple Verses, thousands of assets, and support for maintenance and community operations.[4] The sequence suggests a shift from marketplace monetization toward direct support for the hosting and creation utility.

Revenue was never publicly disclosed. The company reportedly raised a $2.5 million seed and later $17.5 million in Series A capital, then employed more than 40 people by October 2022.[5][12] Without compensation, infrastructure, and revenue data, a burn estimate would create false precision.

Traction

One More Multiverse had visible community reach. By October 2022, Popverse reported about 45,000 Discord members and more than 40 employees. Alfageeh described the community as active, with people making stories and inviting one another into games.[2] Shihipar later said the product exceeded one million users and went viral on TikTok; Forbes attributed 20 million TikTok views to the company.[11][12]

These numbers are not audited, and they measure different stages of attention. A Discord member, TikTok viewer, registered user, active player, paying game master, and marketplace buyer each has different economic value. The missing conversion and retention data matters because Multiverse's shutdown was framed as a sustainability problem, not an inability to attract notice.

Post-Mortem

A product studio hid inside a software platform

Multiverse's failure thesis is not simply that virtual tabletops are difficult. The company chose a differentiation strategy that attached labor and content obligations to the software. Its licensed editions offered more than compatibility: explorable environments, art, rules, sheets, and dice behavior. The proposed 30% to 60% take rate acknowledged that Multiverse sometimes helped produce what creators sold.[1]

The team addressed distribution through recognizable creators and game publishers. Blades in the Dark, Humblewood, and Yazeba's Bed & Breakfast gave the platform distinctive worlds and preexisting audiences.[9] Yet bespoke editions increased cost before the marketplace had demonstrated recurring transaction volume. The canceled Yazeba's edition is the clearest visible residue: a partner-backed digital product did not survive the shutdown.[7]

Reach did not prove a durable payer loop

The company found attention. Reported figures include a 45,000-member Discord, 20 million TikTok views, and more than one million users.[2][11][12] But no public source reports revenue, paid conversion, campaign frequency, retention, or marketplace GMV. The company spent a year seeking a new path before announcing that One More Multiverse “isn't sustainable to run.”[3]

The later remedy was narrower: two people maintained the product, players joined free, and Patreon subscriptions funded GM features and upkeep.[4] That does not prove the original team selected the wrong price or overhired. It does show that the surviving operation looked materially smaller and tied payment to the person creating and hosting the game.

Breadth multiplied operating obligations

A browser tabletop must maintain shared state, content tools, character systems, assets, and community support. Multiverse added custom game systems and licensed editions to that base. With more than 40 employees by 2022, the company had the organization of a venture-backed platform while still proving which layer was the business.[2]

Its attempted remedy appears to have been product and partnership expansion, followed later by a search for a new path. The available evidence does not document the internal sequence, budget decisions, or experiments during that year. Nor does it provide a named founder quote explaining the primary cause. The only direct shutdown explanation is the team's collective statement reported by GameSpot. That gap rules out stronger claims about mismanagement, competition, or exact unit economics.

The counterargument is that Multiverse may not have failed as a product. Its current site still advertises thousands of players and game masters, and Patreon describes a continuing service.[8] The more precise verdict is that the venture-scale version failed. A beloved community tool can remain useful while being unable to support a large team, content production, and investor-scale growth.

Key Lessons

  • Distribution partners can become production commitments. Multiverse used respected tabletop creators to make its platform distinctive and bring audiences. When each partnership also required a custom digital edition, distribution acquired studio costs before marketplace economics were public.
  • Attention metrics need an economic bridge. A large Discord, viral TikTok reach, and reported million-user scale showed interest, but none disclosed how many game masters paid or how often groups returned. Multiverse's sustainability problem sat in that missing conversion path.
  • Charge the user who creates recurring value. The post-shutdown Patreon model attached payment to game masters and kept players free. That narrower arrangement maps price to hosting, world creation, and repeat campaign use more clearly than an unproven marketplace alone.
  • A surviving product is not the same as a surviving venture model. The current service suggests that One More Multiverse retained utility after the 2024 closure. The team and ambition shrank, which is evidence that scope and cost, not merely product appeal, determined the original company's fate.

Sources

  1. Y Combinator: Multiverse
  2. Popverse: Sara Alfageeh and One More Multiverse
  3. GameSpot: One of the best ways to remotely play TTRPGs is shutting down
  4. One More Multiverse Patreon
  5. GamesPress: One More Multiverse launch
  6. One More Multiverse: Humblewood bundle
  7. One More Multiverse on itch.io: Yazeba's Bed & Breakfast
  8. One More Multiverse current site
  9. One More Multiverse on itch.io
  10. Possum Creek Games: Yazeba's Bed & Breakfast campaign
  11. Thariq Shihipar personal site
  12. Forbes profile: Sara Alfageeh