Creator and digital products simulator

Republic work simulator

Play a few minutes as a new Republic seller. Every fee, payout delay and sign-up rule comes from Republic’s real data where we have it, and everything else is labelled.

  • 9% cut
  • Paid after 7 d
  • 3–6 minutes
How this simulation works

Each game is one of ten templates for a kind of work, filled with this platform’s real data where we have it. Anything we don’t know is either the typical value for its platform type or a plain assumption, and is labelled so below. Demand, job volume and luck are simulated.

WhatValueSource
Platform cutPublished: "~7% of raise + 2% of securities"9%Platform data
Days before money can be withdrawnPublished: "At least 50 percent within 7 days after the campaign ends, then all but the last 10 percent a month later, and…"7 dPlatform data
Minimum payoutThe game treats it as no minimum.Not statedAssumed
Buyer or advertiser pays per backer$35Assumed
Backers per piece of work per month at the startMost pieces earn little; a rare one takes off.4Assumed
Chance a new piece becomes a hit (x10)4%Assumed
Campaign goal$5,000Assumed
All-or-nothing: you get nothing if you miss the goalNoAssumed
Share of the money spent making and shipping rewards35%Assumed
Real-world benchmark (for comparison only)About 37% of Kickstarter projects succeed and most successful ones raise $1,000-9,999 (2019)—Typical for type

A simplified simulation based on Republic’s published rules, for learning only. It is not an earnings promise: real results depend on your skills, location, demand and Republic’s current rules.