Agebreakers
Seasonal card roguelike with global biotech progression.
Run, you must make it in time. Each run we collect shards of ideas that can extend life — and we need your help.
The game is split into seasons lasting several months. Each player lives through a single lifetime per run, building a deck of intervention cards and battling negative events and anti-longevity forces. Every run ends in death, but rewards shared “idea shards.” When the global community gathers enough shards, new biotech cards unlock for everyone. If the season succeeds, the final runs end in immortality.
- Unique feature: a cooperative fusion of card roguelike and gacha where the entire season shares the same tech progress.
- Audience: midcore/hardcore (iOS, Android, mobile web, desktop web, PC), Gen Y/Z/Alpha.
- Monetization: free-to-play; run rescue $0.99; lootboxes $1.99 / $9.99.
- Costs: development $450,000 (1.5 years); marketing $15,000/month; support $30,000/month (shared across projects).
- ROI: unlikely — but the world will be better. This is a social-impact project. You will help defeat death.
Eternity Spark
A Plague Inc.-style strategy game about spreading the idea of immortality.
Ten years ago you inspired an influencer speech about radical life extension. It impressed a teenager who is now a millionaire ready to invest $10,000,000. Keep going.
Inspired by Inception and The Tipping Point, you spread the idea of defeating death through influencers and media, lobby governments, run conferences, and face opposition. The global map shows supporters per country. Events explain how ideas spread and can be shared to real social networks. Victory earns a place on the global leaderboard.
- Unique feature: AI-controlled opposition plus worldwide decision visibility, creating a strong sense of community and momentum.
- Audience: hardcore segment (desktop web, PC), Gen X/Y/Z, streamers.
- Monetization: free-to-play with optional funding boosts ($0.99–$9.99).
- Costs: development $800,000 (15 months); marketing $10,000/month; support $20,000/month (shared across projects).
- ROI: unlikely — but the world will be better. This is a social-impact project. You will help defeat death.
Inventing Death
A story-driven AA detective about immortals where a villain invents death.
You will never die. Your loved ones live forever. Then someone proposes a “solution” to social problems: slow, agonizing aging. Can you stop it?
A manifesto-game that argues a truly immortal society would solve problems without inventing death. Hard sci-fi worldbuilding, a detective plot, and cinematic 3D visuals. Players can rebut the game with a “My own option” button that links to a discussion forum, building a living debate about longevity.
- Unique feature: hard sci-fi encyclopedia plus “My own option” rebuttal system for community debate.
- Audience: midcore (PC, consoles) with a simplified casual version (iOS, Android), Gen Y/Z/Alpha.
- Monetization: premium purchase $39.99; simplified version $9.99.
- Costs: development $20,000,000 (5 years); marketing $20,000,000 pre-release then $50,000/month; support $50,000/month (shared across projects).
- ROI: unlikely — but the world will be better. This is a social-impact project. You will help defeat death.
Life Lines: Infinity
A casual puzzle game for a very broad audience, filled with life-extension ideas.
Look at your palm: so many lines. Which one is the life line? Can you make it infinite? This isn’t match-3 — it’s different.
Gameplay is based on the classic Lines puzzle. Colored balls become biotech symbols; score is measured in years of life. After each session, players see leaderboards and a “Did you know?” card with longevity facts and a share button.
- Unique feature: Lines-style long-distance movement puzzle instead of traditional match-3.
- Audience: casual and hypercasual (iOS, Android, mobile web), Gen Y to Gen Alpha.
- Monetization: free-to-play with ads; ad removal $1.99.
- Costs: development $120,000 (6 months); marketing $15,000/month; support $20,000/month (shared across projects).
- ROI: unlikely — but the world will be better. This is a social-impact project. You will help defeat death.
LifeDeck
A mobile game about shaping destiny, teaching longevity past and future.
You flip through the pages of your life. Do you want more of them? Sometimes fate wins, sometimes luck is on your side.
Players are born in a random era and draw cards representing events that extend or shorten life. Each year requires two draws, with an optional third. A once-a-year “luck” button can negate a bad event. Past eras teach how fragile life was; modern eras teach real and speculative longevity methods while debunking myths.
- Unique feature: simple high-stakes card mechanics with shareable “fate” timelines and longevity leaderboards.
- Audience: casual segment (iOS, Android, mobile web), Gen Z, streamers.
- Monetization: free-to-play with ads; ad removal $1.99.
- Costs: development $160,000 (8 months); marketing $10,000/month; support $20,000/month (shared across projects).
- ROI: unlikely — but the world will be better. This is a social-impact project. You will help defeat death.
RageAging
A tactical MMO about biotech projects competing for capital and influence.
You chose to defeat aging — but so did everyone else. Compete for investment, media influence, and state loyalty.
Built on an already-developed tactical MMORPG. Teams fight on hex maps for capital, data, and influence. Projects can be upgraded via stats and inventions. AI NPCs handle educational missions and objections, immersing players in a culture where fighting aging is the norm.
- Unique feature: Heroes-style tactical map where every unit is a live player you must negotiate with.
- Audience: midcore/hardcore (iOS, Android, mobile web), Gen X/Y, social MMO audience.
- Monetization: free-to-play; boosters, currency packs, premium subscriptions.
- Costs: no development needed; ✅ pre-alpha is already live at https://aging.anespiem.com; marketing $10,000/month; support $20,000/month (shared across projects).
- ROI: unlikely — but the world will be better. This is a social-impact project. You will help defeat death.
The Immortal Government
A cooperative Reigns-style game about inventing immortality in a world government.
You are invited to a secret world government. Your task: create a pill against aging. Who gets immortality—rulers or everyone?
The game deconstructs the trope that immortality is only for villains. Cards represent scientific, financial, and social dilemmas while educating the player. After immortality is created, you can explore the world that follows and compare ethical choices with others.
- Unique feature: forced co-op with live players or AI personas representing famous figures you must persuade.
- Audience: casual/midcore (iOS, Android, mobile web), Gen Y/Z, streamers.
- Monetization: one player buys the game ($4.99); two others join for free, creating viral “host me” dynamics.
- Costs: development $200,000 (10 months); marketing $10,000/month; support $20,000/month (shared across projects).
- ROI: unlikely — but the world will be better. This is a social-impact project. You will help defeat death.
ReAge
An AI music group singing about defeating aging and death.
A bonus project: ReAge, an AI music group with songs about defeating aging and death.
Pop-rock for the debut album “Sing Forever,” then expanding genres to grow the audience. Multi-language releases (English, Spanish, Chinese, Japanese) distributed via Spotify, YouTube, TikTok/Douyin.
- Market: generative music is projected to grow from ~$570M in 2024 to ~$2.8B by 2030.
- Support: $4,000/month (four singles with video clips).
- Promotion: $4,000/month (20–40 short videos, science-pop collabs, community activations).
- ROI: unlikely — but the world will be better. This is a social-impact project. You will help defeat death.