





Cluster is a gaming platform and a Discord bot. We turn communities into a measured audience and sell it as the one ad unit gamers actually enter: a weekly challenge with a brand's name on it.
Three ways to buy a gamer's attention today. Every one makes a brand pay for the people who aren't gamers.
A gamer might have a Facebook account. Might have TikTok. Might make it to an event if the ticket is affordable. But every single one of them has Discord — it is where the squad is, where the match gets organised, and where the argument about the last game happens. They are on Discord before they pick up their phone and back on Discord the second they put it down.
Discord has no ads manager. No Business Suite, no targeting, no pixel, no self-serve buy. Unlike every other platform where an audience of this size gathers, there is no way to purchase attention at all. That is not a gap in a media plan — it is the entire gaming audience sitting behind a door with no handle.
The absence is the opportunity. A brand cannot route around it, a competitor cannot buy their way past it, and the only route in today is a personal relationship with one server at a time. We built the structured version.
One click to install. Nothing to configure. It never reads a message.
Not a screenshot. Press a button — it behaves exactly as it does in a server right now.
Posted and pinned the moment the bot joins. Nobody has to be told a command exists.
Drawn live by the same renderer that serves Discord.
Ranks, Cluster Points and every account they play, on one card they can share anywhere.
Ranks, Cluster Points and every game you play, on one card your members can share anywhere.
Its own planet, its own leaderboards, its own live competitions.
Standings from the official game API, refreshed on every sync. Nothing is self-reported.
Stats snapshotted on join, scored from the game's own API, paid in trophies with real value.
Stats are snapshotted the moment someone joins, so only new activity counts. Trophies are real.
Read from production the moment you loaded this page.
Counted from production at Thu, 30 Jul 2026 06:11:26 GMT — refresh for the current figure.
Every one of these installed the bot themselves.
Counted from production at Thu, 30 Jul 2026 06:11:26 GMT — refresh for the current figure.
Monthly active audience is the combined membership of every server running the bot — the people it can reach. The bar moves on its own.
Counted from production at Thu, 30 Jul 2026 06:11:26 GMT — refresh for the current figure.
Published at clustergg.com/pricing rather than quoted on request. Every figure below is read from the live rate card as this page loads.
Every placement, the brand portal, full analytics.
$500 base + $1,000 per game. 4 sponsored challenges a month, per game, with naming rights.
All 6 games, 24 challenges a month, premium and Discord placement, the Sunday shout-out.
Prizes are paid as three trophies carrying the sponsor's brand — $100, $50 and $25. Annual is 20% off, and the Sunday broadcast sponsorship is a $400/month add-on on any plan. Every figure here is read from the live rate card, not written into this document.
Counted from production at Thu, 30 Jul 2026 06:11:26 GMT — refresh for the current figure.
Every number here is the live rate card. Cost of goods is the prize — there is no third line, because there is no operations team between the money and the players.
$175 is the prize, paid as three trophies carrying the sponsor's brand. The only cost of goods.
Four challenges. The prize cost is fixed per month — a second sponsor does not double it.
The full catalogue as sold today, before placement revenue and before the add-on.
The comparison that explains the margin: a produced event spends most of a sponsorship on the people producing it. We employ no match admins, book no venues and run no production — the competition is scored by reading each game's own API on a schedule.
Staff, venue, production, admin — before a single prize is paid
Software reads the game's API. Nobody is in a room.
Giveaway bots, tournament platforms and esports agencies, capability by capability — including the rows where they beat us.
Cluster Software. One subscription. | Giveaway bots Free Discord bots run by the server itself | Tournament platforms Brackets, check-in, admins | Esports agencies Custom activations, per campaign | |
|---|---|---|---|---|
Reaches gamers inside Discord Where the audience already is, rather than a site you have to send them to. | Yes | Yes | No | Partly Usually by paying a creator to mention you. |
Results verified against the game's API The scoreboard cannot be edited by a participant or by the community running it. | Yes | No | Partly Match results are usually reported by players and settled by admins. | Partly |
Brand creative rendered into the product Placement inside the thing people came for, not next to it. | Yes | No | Partly Logo on a bracket page. | No |
Runs every week without you Sponsorship as a subscription, not a project with a launch date. | Yes | Partly Only while the server's own staff keep running it. | No | No |
Prize money funded and paid by the vendor No prize administration, tax paperwork or payout disputes on your side. | Yes | No | No | Partly |
No staff, venue or production required The cost line that turns a $250 activation into a $25,000 one. | Yes | Yes | No | No |
Impression and click reporting The numbers your media plan is measured on. | Yes | No | Partly Page views, not placement-level delivery. | Partly |
Published price You can decide without three meetings. | Yes | Yes | Partly | No |
Top-down market numbers are unfalsifiable and everybody's deck has them. This is bottom-up: what the catalogue can be sold for, with the arithmetic in the open.
Six games at $1,000 a month plus the $400 ultimate base — one brand taking the whole network. The rate card is published, so this is checkable.
Integrations built and syncing. Selling the same weekly challenge across all of them is $24,000 a month of game inventory at today's price, with no new engineering.
Ad inventory scales with reach rather than catalogue: every card the bot renders carries a sponsor box, so inventory grows with servers installed and gamers connected, not with games added.
A brand buys a game's weekly challenge for $250. $175 of that is the prize, paid as three trophies carrying their brand and redeemed by the three gamers who placed. We keep $75. That is 70% of gross revenue reaching players by construction, not by policy — and it is the entire cost of goods.
The prize does not move when a second brand signs, because the same competition carries whoever is sponsoring it. Per game per month that is $1,000 in, $700 out, $300 kept; across six games, $6,000 in and $4,200 won by gamers.
Everything else is close to free to serve. The bot runs inside the same web application as the website, on the same deployment, with no gateway process and no always-on host; a card is rendered once and cached at a content-hashed URL that Discord's CDN then serves. The marginal cost of the ten-thousandth server is a database row.
So the model has two levers and both compound: more games sold against the same fixed prize cost, and more servers making each game worth more.
Brands pay by the game. Servers get paid by the audience they built. Live from the product — these are the exact thresholds running in production.
Request challenges, run them for your members, and appear on Cluster with your own logo and invite.
Brands sponsoring the games your members play start running their weekly challenges here — and every dollar of the prize money is won by your members.
Challenges from across the network run in your server, so more of your members are playing for real prizes in more games at once.
Brands buy challenges in your server specifically, and smaller servers carry yours instead of the other way round.
This is a real ad slot serving a real rotation. What a brand buys is this, in front of a measured gaming audience.
Live slot, real rotation, impressions counted the same way every placement on the network is.
Click a stage. The one we're in is marked.
Read from the campaigns actually running as this page loads. Nothing on this slide was typed into a deck, which also means it cannot be flattering by accident.
Read from the database on this page load. Nothing on this slide is typed in by hand.
Counted from production at Thu, 30 Jul 2026 06:11:26 GMT — refresh for the current figure.
The parts a technical diligence call asks about, each with a number that can be checked against the running product.
Every response the bot gives is a 1200×630 PNG composed on the server from live platform data — profile, leaderboard, challenge, planet. No headless browser, no design tool, no per-card artwork. Layouts are data, so staff move any element on any card without a deploy, and the sponsor box is one of those elements.
Accounts are linked through each game's own API and re-synced on a schedule. A challenge standing is derived from the same numbers the game itself reports, which is why a result cannot be argued with — and why a brand's activation cannot be gamed by its own audience.
Creatives are selected per card and per rotation window, interleaved so adjacent cards carry different brands, and cached per creative so a rotation costs nothing to serve. Delivery is written to the same analytics pipeline as the website placements.
Challenges open, score and close on a schedule. Winners are decided by the data. Servers onboard themselves by installing a bot. There is no queue of work that grows with the number of communities, which is what makes the model scale without headcount.
Profile of the Week is the distribution engine, not a feature. Every gamer on the platform is entered, and winning means asking people who have never heard of us to come and vote.
The Discord card is inventory nobody else can sell: it is inside a server rather than next to it, and it is rendered by us on every interaction.
A gamer opens their profile, a leaderboard, a challenge or a game hub — each one is a rendered image, and your creative is part of it. 1 Discord placements.
The pages gamers land on from a shared profile or a challenge result. 16 web placements.
The same numbers our own team runs on, with the definition of each one attached.
Counted from production at Thu, 30 Jul 2026 06:11:26 GMT — refresh for the current figure.
Tap anyone for their background and a direct line.
Because it isn't one product, it's three that only work together: the game integrations that make an audience describable, the loyalty loop that makes it worth advertising to, and the revenue relationship that makes server owners want you there. Any one alone fails — a stats bot nobody monetises, an ad network with nothing verified behind it, or a rev-share deal with no product to attach it to. The work is in the combination, and it took us months.
Discord builds infrastructure, not game-specific integrations — the work here is 24 separate API relationships and the normalisation between them, which is neither strategic for them nor cheap. More to the point, our value is the cross-game identity and the revenue relationship with server owners, and Discord has no interest in paying servers.
The integrations are months of work but they're not a moat on their own. The moat is the server relationships: an owner earning from us has a reason to stay, and their members' linked accounts and Cluster Points don't transfer. Whoever gets to a server first tends to keep it.
We don't carry it. Self-reported stats would make every leaderboard and challenge worthless, and that credibility is the entire product. We'd rather cover fewer games honestly.
No. We do not request Discord's Message Content intent, so it is technically incapable of reading what anyone writes. It only sees the commands and buttons aimed at it. This matters to every server owner we talk to.
Because "contact us for pricing" costs us the brand who was ready to buy and only wanted to know whether we were a $600 or a $60,000 decision. Published pricing qualifies buyers before they take our time, and it makes the model legible to the server owners we're asking to trust it. The numbers are in the CMS, so sales can still negotiate.
The terms are on the raise slide, with the use of funds and the cap table beside them. In short: prize pools while the first sponsors ramp, more game integrations, and the outbound effort to get the bot into the servers that should already have it.
We'd rather answer a hard question than send a follow-up deck.
We reply to everything. Ask for the data you want and we'll open it.