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.
| What | Value | Source |
|---|---|---|
| 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 d | Platform data |
| Minimum payoutThe game treats it as no minimum. | Not stated | Assumed |
| Buyer or advertiser pays per backer | $35 | Assumed |
| Backers per piece of work per month at the startMost pieces earn little; a rare one takes off. | 4 | Assumed |
| Chance a new piece becomes a hit (x10) | 4% | Assumed |
| Campaign goal | $5,000 | Assumed |
| All-or-nothing: you get nothing if you miss the goal | No | Assumed |
| Share of the money spent making and shipping rewards | 35% | 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.