Fun-O-Matic 3000:
The Original Boredom-Blasting App.

Fun-O-Matic 3000 is a one-of-a-kind mobile app activity generator wrapped in a vintage 1950s retro-futuristic aesthetic. It delivers personalized, real-world activity ideas. Designed to counter the negative effects of excessive screen time, it uses the phone as a resource—not a distraction—encouraging face-to-face interaction, creativity, personal growth, and simply fun.

Hand holding home screen

The Problem

In an era of endless scrolling and digital overstimulation, people struggle to find meaningful, engaging activities. Studies consistently show that excessive smartphone use among adolescents and young adults is associated with a range of negative outcomes. While these devices offer convenience and connectivity, the data shows social relationships suffer as face-to-face interactions are replaced by digital engagement, leading to feelings of isolation and reduced social skills

The Solution

Fun-O-Matic 3000 is a retro-futuristic activity generator that instantly suggests personalized activities based on mood, time, budget, and location. The Fun-O-Matic 3000's onboarding process utilizes AI to learn the user’s interests, likes, and engagement style, and offers relevant, playful, offline activities. It encourages you to use your phone as a resource rather than a distraction.

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Strong Emotional Appeal

The nostalic, retro-futuristic aesthetic is immediately captivating, setting the product apart from other apps.

Timely and Relevant

Addresses excessive screen use and digital fatigue aligns with current trends and growing social awareness.

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Clear Target Market

Broad but defined demographics offer a substantial user base and viral adoption potential.

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Endless Inspiration

Never run out of ideas with our constantly expanding AI fueled activity library and continuous machine learning.

Target Market

Our target market consists of tech-savvy families, young adults, and parents in the U.S. and global urban centers who are seeking fun, affordable, off-screen activities. Primary users are 13–45 year-olds, including parents with children (ages 6–17), college students, and young adults.

We focus on three primary segments: (1) Parents seeking screen-free activities to keep kids engaged at home or on weekends, (2) Young adults and college students looking for spontaneous group fun, and (3) Individuals seeking creative, low-cost boredom-busters. Early adopters are mobile-first, socially active, and open to trying new entertainment apps.

Market Opportunity

The digital entertainment market continues to grow, but there's an increasing demand for solutions that combat screen fatigue and digital overload. Fun-O-Matic 3000 addresses this need by providing a digital bridge to real-world activities.

$170B+

Mobile entertainment app market size

7+ Hours

Average daily screen time for teens and adults

73%

Parents concerned about children's screen time

Sales/Marketing Strategy

We will acquire users through viral, retro-themed social media campaigns (TikTok, Instagram, YouTube Shorts), partnerships with family/entertainment brands, influencer challenges, and a bi-coastal pre-launch media campaign. Early growth will focus on freemium adoption, converting to premium with exclusive content. Retention is driven by daily "Blast" streaks, seasonal activity packs, and gamified rewards that build loyalty and encourage sharing.

Competitors

Direct competitors include activity suggestion apps like Bored Button or Meetup, which offer ideas but lack strong branding or broad appeal. Indirect competition comes from passive entertainment (Netflix, TikTok, gaming) that consumes time but doesn't foster creativity or connection. Fun-O-Matic 3000 differentiates by blending nostalgia, gamification, and cross-generational engagement into a unique lifestyle brand.

Competitive Advantage

Fun-O-Matic 3000 stands out with its unique retro-futuristic brand, playful design, and cross-generational appeal. Unlike generic entertainment or activity apps, it combines nostalgia with modern mobile engagement, creating a memorable identity. Our freemium model, viral marketing potential, and roadmap into merchandise and media build strong brand moat and scalability.

Fun-O-Matic Labs, LLC

Fun-O-Matic Labs LLC is developing the Fun-O-Matic 3000, a retro-futuristic mobile app that blasts boredom by instantly generating real-world activities for screen-focused adults and teens. Beyond the app, the brand plans to expand into consumer products, merchandise, and media, creating a scalable entertainment ecosystem. Our model blends freemium subscriptions, partnerships, and sponsorships to drive growth.

Executive Summary

A comprehensive overview of Fun-O-Matic 3000

Business Model

Fun-O-Matic 3000 is built on a freemium model: users receive a limited number of free "Boredom Blasts," with unlimited access through premium plans ($5.99/mo or $39.99/yr). Additional revenue comes from sponsored activity packs, brand deals, and licensing.

Revenue Streams

  • Premium Subscriptions: Monthly ($5.99) and Annual ($39.99) plans
  • Sponsored Activity Packs: Branded content from partners
  • Licensing: Brand extensions into toys, games, and media
  • In-App Purchases: Special themed activity collections

3‑Month Expense Projections

Projected expenses, revenue, net, and operating reserve

3‑Month Projection: Category by Month
Category Month 1 Month 2 Month 3
App Development $18,000 $2,000 $2,000
Marketing & Branding $15,000 $5,500 $3,000
Temp Staff $4,000 $900 $900
Legal & Compliance $2,000 $150 $150
Licenses/Hosting & Subscriptions $400 $400 $400
Equipment and Supplies $2,800 $590 $680
Operations $300 $330 $200
Total Monthly Expenses $42,500 $7,950 $7,230
Projected Revenue $0 $1,500 $4,500
Monthly Total (Net) −$42,500 −$6,450 −$2,730
Operating Reserve ($60,000) $17,500 $9,950 $7,680

Financial Projections

2025
2026
2027
2028
Revenue
Profit

Freemium-to-premium model drives revenue from Year 1. Break-even in 2026. Scalable growth hits $7M revenue and $7.31M profit by 2029.

Annual Financials

2025 2026 2027 2028
User Subscriptions & Partnerships $216,000 $1,074,000 $2,197,500 $4,500,000
Revenue $216,000 $1,074,000 $2,197,500 $4,500,000
Expenditure $113,890 $92,160 $80,160 $80,160
Profit (Loss) $102,110 $981,840 $2,117,340 $4,419,840

Freemium-to-premium model drives revenue from Year 1. Break-even in 2026. Scalable growth hits $7M revenue and $7.31M profit by 2029.

Development Status

Fun-O-Matic 3000 is currently in beta development. We have completed:

  • Prototype: Functional app prototype with core features
  • Branding: Complete brand identity and design system
  • Content: Initial activity database with 1,000+ suggestions
  • Testing: Early user testing with 50+ participants

We are targeting a public early Q1 2026, with early access available to beta testers in Q4 2025.

Prototypes

Home Screen
Panel Screen
Blast Screen
Activity Screen

Investment Opportunity

$250,000

Capital Seeking

$4M

Valuation Cap

Pre-Seed

Funding Stage

Funds will be used for app development, marketing launch, and initial operations to achieve our Year 1 targets and position the company for rapid growth in Years two and three.

Last Updated: Oct 04, 2025

Company Snapshot

Round Overview

  • Funding Stage: Pre-seed
  • Capital Raised: $0
  • Capital Seeking: $250k
  • Valuation Cap: $4M
  • Run Rate: $0
  • Net Burn: $0

Management Team

Stephen Fareri

Stephen Fareri

Founder/CEO

Brings creative leadership as a former Broadway stage manager with extensive experience in theatrical storytelling and project management.

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John Henry

John Henry

Founder/Creative Director

Offers 25+ years of visual branding experience for national campaigns, bringing strategic design thinking to the Fun-O-Matic brand.

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Jasmin Linseth

Jasmin Linseth

Marketing/Social Media

Adds authentic, family-focused marketing with her background as a chef, artist, and influencer mom.

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