Who does it serve and what problem does it solve?
Card sharing for one game only, Koikatsu; the card-request thread has 74K replies and 42 million views
Target Audience
Players of Illusion's Koikatsu looking for character cards and mods
How does it charge?
Pricing model unknownFree to register and browse; the site has a Credits system, but no paid membership or prices seen
The above describes historical pricing. Check official website for current prices.
Where do users come from?
Direct 74.6%, search 19.1%, social 3.8%; non-brand search about 19%, with keywords like koikatsu card, kinkatsu, koikatsu scenes; referrals from rentry.co 3.23%, msn.com 1.24%, jav-fun.cc 1.06%; social from YouTube, Pixiv and X. Returning users come in directly; the site uses a Telegram channel and a backup domain to bring people back.
Channel share, initial acquisition, and growth drivers are distinct; correlation does not imply proven causation.
What remains to be verified?
The following are research questions, not established market opportunities.
- What do target users actually pay for? Is there direct user feedback or paid interview evidence?
- Are these historical prices still active today? What are the conversion, retention, and fulfillment costs?
- Is the "SEO" channel still viable? What resources do indie devs need to test it?
- Whose needs are competitors failing to meet? Find specific evidence before deciding on your angle.