Livcoin01
Livcoin

Healthy habits,
rewarded.

Real rewards for living well, paid for by the brands who want you.

Investor deck · November 2026

Match point

20% off any running shoe

40 LCRedeem

02 The problem

We all want to live longer and better.
Few stick to it.

$6.3T

Wellness economy. Heading to $9T.

Starting is hard

Most people never take the first step.

Staying is harder

Day thirty is where plans die.

Two problems in one

Motivation to start. Retention to keep going.

Source: Global Wellness Institute, 2024.

03 What is happening in the world

People are trying everything to get healthier.

Devices, apps and supplements are booming. Changing habits still is not.

Wellness appsHealth and fitness downloads, worldwide
3.4B3.6B3.96B202320242025
+16%2023 to 2025
SupplementsDietary supplements market, worldwide
$177B$193B$210B202320242025
+18%2023 to 2025
WearablesDevices shipped, worldwide
500M535M612M202320242025
+22%2023 to 2025

Sources: IDC Worldwide Wearable Device Tracker; Sensor Tower State of Mobile, health and fitness category; Grand View Research, dietary supplements market, 2025.

04 The problem, measured

Nobody has cracked behavior change.

Retention · 11 leading longevity apps 100%50%0 ~50% day 1 ~10% day 30 ~0 by day 90 to 120 Day 0Day 30Day 120

Gamifest analysis of public retention data for 11 longevity and habit apps, 2025.

90%

of users churn from longevity apps within 30 days. High intent on day zero, unchanged behavior by day thirty.

Why they fail

They reward you with a chart, a badge or a virtual pet. The reward lives inside the app, so when the novelty fades, the reason to come back fades with it. The behavior never gets anchored to something the person already values.

05 Our solution

We pay people for healthy habits.

Small healthy actions earn Live Coins. Live Coins buy things people already want.

1

Real rewards solve motivation

A discount on running shoes, dice rolls in the game you play every night, a GLP-1 offer, a Sephora voucher. The reward is outside the app, so the reason to start is real.

2

Social competition and achievement solve retention

Friends, leaderboards, streaks, levels and shared wins. People show up for their health when the people around them can see it, and when today's streak is worth protecting.

GamingSupplementsGLP-1BeautyFitness gearFoodTravelLifestyle

06 Why us

30+ years across wellness, gaming and growth.

11 yearsbuilding MAËLYS to $150M+ Growth, ops, financeand a healthspan mission

Daniel de Castro

Co-Founder and CEO

Scaled MAËLYS to $150M+ in annual D2C sales. Deep expertise in growth, operations and finance, and a lifelong mission to extend human healthspan.

MAËLYSReichman UniversityUnit 669
8 yearsgaming product and monetization Behavioral psychologydriving users to action

Afik Kaniel

Co-Founder and CPO

Gamification expert from Playtika, PLAYSTUDIOS and amp. Specializes in behavioral psychology and driving users to action.

PlaytikaPLAYSTUDIOSamp504Open University
MD, MPH Harvardinternist at Sheba Preventive medicineand health innovation Uri Manor

Uri Manor

Co-Founder and CSO

MD from Tel Aviv University, MPH from Harvard. Internist at Sheba Medical Center, combining patient-level care with system-level thinking.

ShebaHarvardTel Aviv UniversityUnit 669Breeoot

Uri's avatar: to be generated with the Kie pipeline once KIE_KEY is available; portrait shown meanwhile.

07 How it works

Do the habit. Earn the coin. Spend it on what you already want.

The Habits screen: six daily tasks with the Live Coins each one earns
1

Earn

Water, steps, breathing, sleep, fresh food, supplements. Or sync Strava, Apple Health, Garmin and Fitbit and earn from what you already do.

Sunny, the offer advisor, showing the three best next offers
2

Match

Sunny, the AI coach, knows what you just did. After a run, a protein shake. After a good night's sleep, a game to unwind with.

The Discover feed: a MONOPOLY GO offer, 50 dice rolls for 30 LC
3

Spend

A full-screen feed of video and playable offers. Earned Live Coins make the reward feel like a prize, not an ad.

08 The market

Four growing categories. Four people who each want something different.

The gamer · gamified health

~$3B21% CAGR

Finch, Habitica, Pokémon Sleep

Jim

Jim, 55Plays bingo every night. Earns LC walking the dog, spends them on Bingo Blitz credits and Monopoly GO dice.

The classic · habit and nutrition

$8.4B15% CAGR

Noom, BetterMe, MyFitnessPal

Dana

Dana, 42Wants to lose fifteen pounds. Logs meals and sleep, spends LC on GLP-1 and supplement offers.

The optimized · fitness and performance

$12.1B13% CAGR

Strava, Apple Fitness+, Whoop

Alex

Alex, 31Runs four times a week. Strava syncs the runs, LC go on protein, running shoes and a Garmin.

Peace of mind · mental wellness

$8.4B14.8% CAGR

Calm, Headspace

Maya

Maya, 17Breathes, journals and sleeps on time for LC, spends them on Sephora and fashion drops.

~$30B in behavior-change apps, 14%+ blended growth, and no single platform connects all four today. Sources: Mordor Intelligence, Grand View Research, Global Market Insights, Fortune Business Insights, 2024.

09 Business model

Free for users. Paid by the people who want them.

$3.30

to acquire a user. Wellness installs cost $1 to $5, far below gaming and e-commerce acquisition costs.

LTV target

LTV figure and the period it is measured over

0%

Apple fees. Affiliate networks, gaming companies and merchants pay us for completed transactions and installs. Nothing is sold in-app.

$2

net revenue retained per payable action, after funding the reward, in our working model.

1 · Wide netLaunch with a broad range of offers through affiliate networks and gaming partners.
2 · LearnPlatform data shows which offers, categories and audiences convert.
3 · FocusDouble down on what works and sign direct partnerships.
4 · Deeper discountsDirect deals mean better rewards than anyone can get elsewhere.
5 · Value loopBetter rewards bring users back, which brings partners, which deepens the deals.

Illustrative scenario: 1M monthly active users × 20% completing one payable action a month × $2 retained = $400K a month, $4.8M a year. At 20M MAU the same assumptions give $96M a year. Working assumptions, not measured results.

10 Competition

Each proved one piece. Nobody connected them.

What they provedScaleEarn from any habitRewards outside the appFree for users
SweatcoinSteps can become a currency with real offers8M MAU, ~$10M revenue 2025Walking onlyYesFree + premium
Pokémon GO / SleepHealth actions linked to a game people love$9B+ lifetime / ~$195M lifetimeSteps, sleepOne franchiseFree + in-app
FinchDaily self-care habits with a virtual pet~$30 to 40M ARRSelf-care onlyInside the appFree + subscription
LivcoinEvery healthy habit, rewarded with what each person already wantsLaunchingYesYes, any partnerYes, brands pay

Sources: Sweatcoin brand platform and Business of Apps; Sensor Tower via Mobilegamer, September 2026; PocketGamer, March 2026; independent app analyst estimates for Finch.

11 Where we are, and the ask

Raising $2M to acquire the audience and prove the loop.

Built

Product nearly ready

Gamifest is live on the App Store with Apple HealthKit. The rewards API and personalization engine are built. The web demo of the full earn-and-spend loop is live at livcoin.ai/demo.

Next

App Store, end of November 2026

Native iOS launch on our existing SwiftUI and HealthKit codebase. Offer feeds integrating now, including FMTC.

Partners

In conversation

Partnership discussions with Playtika and Scopely on the gaming side, and affiliate networks validating commissions and deal flow.

1

Acquire

Share of funds and target users

2

Learn the funnel

Share of funds and milestones

3

Optimize the platform

Share of funds and hires

Livcoin

Thank you.

Live longer. Live better. Get rewarded.

livcoin.ai

Daniel's email and phone

MONOPOLY GO!

50 dice rolls

30 LCRedeem
← → or space to move · F fullscreen · P print to PDF · ? toggle this