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April 2, 2026
"Prove it works. Then scale it."
Section 1 — Q1 Recap
| Feature | Pri | Status |
|---|---|---|
| Range Explorer | P1 🔒 | ✅ Shipped |
| Multi-Game Engine Core | P1 🔒 | ✅ Shipped |
| Squid Compete | P1 🔒 | ✅ Shipped |
| Squid Practice | P1 🔒 | ✅ Shipped |
| PLO Compete | P1 🔒 | ✅ Shipped |
| PLO Practice | P1 🔒 | 🟡 95% |
| MTT Practice | P1 🔒 | 🟡 Q2 |
| Guandan | P1 🔒 | ✅ Live |
| Personalized Drills | P1 🔒 | 🟡 Q2 |
| Leagues V0 | P1 🔒 | ✅ Shipped |
| User Profile + Badges | P1 🔒 | ✅ Shipped |
| Exploit Coach (Gameplay) | P1.5 | 🟡 Dev/stg |
| Feature | Team | Status |
|---|---|---|
| NRT Engine (14 features) | DS | ✅ Shipped |
| BEX Exploit Coach | GAI | ✅ Dev/stg |
| IC flows (E4) | CAI | ✅ Backend |
| Session Review (E1) | CAI | ✅ Backend |
This is only a snapshot — there is a lot more that goes into platform work. This recap focuses on QuintAce product deliveries.
Section 1 — Q1 Recap
| Feature | Pri | Status |
|---|---|---|
| Hand Import | P1 🔒 | ✅ Shipped |
| Analysis Mode (Vue rewrite) | P1 | ✅ Shipped |
| Analysis Improvements | P1 | ✅ Shipped |
| Homepage & Sidebar | P1 🔒 | ✅ Shipped |
| Onboarding Flow | P1 🔒 | ✅ Shipped |
| Coach Attribution | P1 🔒 | ✅ Shipped |
| Blog | P1 🔒 | ✅ Shipped |
| Badge/Achievement System | P1 | ✅ UI shipped |
| Rank-Up Loop | P1 🔒 | 🔵 Backend done, prod pending |
| Quint AI Button / Preset Queries | P1 🔒 | 🔵 Backend done |
| Session Review & Leak Reports | P1 🔒 | 🔵 Backend done |
| Instant Coach flows | P1 🔒 | 🔵 Backend done |
| Exploit Coach (Quint layer) | P2 | 🔵 40% → Q2 |
| Gold & Global Integration | P1 | 🟡 In progress |
| Multi-Game Analysis: MTT | P1 | 🔴 Blocked (DS) |
| Multi-Game Analysis: Squid/PLO | P2 | 🔴 Blocked (DS) |
| Viral Share Dialogues | P1 | ⚪ Not started |
P2 items not shown: Chat UI/UX, i18n, Session Results Multi-Game, MCP Roadmap, Website Pages, Web Lessons
Section 1 — Q1 Recap








Section 1 — Q1 Recap
Some P2 items are actually much further ahead than the recap suggests. The web platform is a great example — Blog, Lessons, and Free Tools are already live.
Section 1 — Q1 Recap
| Item | Status | What's Left |
|---|---|---|
| Rank-Up Loop | API built, demo pending | Websocket stability, final integration |
| Instant Coach in prod | Events working on dev | Wire to prod FE, non-blocking fallback |
| Preset Queries | Hybrid engine built, validated | Prod FE integration |
Section 2 — Q2 Direction
"Every game format is playable with a complete experience — compete, practice, exploit opponents, earn badges. Users never hit a broken state."
"Users get coached, follow a learning plan, invite friends, join communities. By June, the subscription infrastructure works end-to-end."
| Metric | Q2 Target | Why It Matters |
|---|---|---|
| D7 Retention | >20% | Must pass before scaling acquisition |
| D30 Serious | 18% → 25% | Pro experience validated |
| D30 Casual | 8% → 15% | Casual experience validated |
| Activation Rate | Baseline → improve | First loop completion within 24h |
| Active Players | 3K+? | Ambitious — depends on multi-game + budget |
| Cumulative Acquired | 5K+? | Ambitious — depends on acquisition push |
| MRR | Infra by June? | Ambitious — payment ready, conversion TBD |
| Viral Coefficient | Measure baseline | Social layer working |
Section 2 — Q2 Direction
Each layer has a gate. We don't move up until the current one passes.
Section 2 — Q2 Direction
If a gate is red, that theme needs immediate attention.
| Gate | Target | Current | |
|---|---|---|---|
| All game formats playable | 4 in Compete+Practice | 2 (NLHE, PLO partial) | |
| D7 Retention >20% | >20% | No baseline | |
| First loop <24h | >50% in 24h | No baseline | |
| Quint visible in onboarding | >3x usage/session | Not measured | |
| Hand Import 5+ platforms | 5 platforms | 4 (PS, GG, ACR, WPN) | |
| Session Review surfaces leaks | Actionable leaks | In progress | |
| Personalized drills from leaks | Completion >60% | Spec drafted | |
| Exploit view in Range Explorer | Users toggle | API released, FE design | |
| Non-default personas | Users pick | Base 3 shipped | |
| 15+ coaches with communities | 15 active | 6 engaged | |
| Organic signups >500/mo | 500/month | Blog nearly live | |
| Badge unlocks drive returns | Challenges >30% | Art ~60% | |
| Subscription infra live | June | Not started (Arturas) |
Section 2 — Q2 Direction
Section 3 — Prototype Clickthrough
Walk through Journey Map first, then click into 4-5 key prototypes based on audience energy.
Section 4 — Ownership Philosophy
Section 4 — Ownership
| # | Theme | Owner | Target Experience | Layer |
|---|---|---|---|---|
| 1 | Live Gameplay & Multi-Game | ? | "I can play any game format" | L1 |
| 2 | Social Competition | ? | "I play with friends or ranked leagues" | L2-L5 |
| 3 | Practice Engine | ? | "I practice spots that cost me money" | L2-L3 |
| 4 | Player Identity & Gamification | ? | "I see progress and earn badges" | L7 |
| 5 | Exploit Coach | ? | "I know HOW to beat my opponents" | L4 |
| 6 | AI Opponents & Personas | ? | "I play against realistic opponents" | L4 |
| # | Theme | Owner | Target Experience | Layer |
|---|---|---|---|---|
| 1 | Analysis & Insights | ? | "I import hands and see my leaks" | L2 |
| 2 | Conversational Coaching | ? | "I ask Quint anything" | L1-L2 |
| 3 | Learning Plans & Journeys | ? | "I have a clear path" | L3 |
| 4 | App Experience & Activation | ? | "Intuitive from first open" | L1 |
| 5 | Web Platform | ? | "I discover QuintAce online" | L6 |
| 6 | Social & Viral Growth | ? | "I invite friends and challenge them" | L5 |
| 7 | Communities & Coach Platform | ? | "I join a coach's community" | L5-L8 |
| 8 | Monetization | Arturas | "I upgrade because it's worth it" | L8 |
Section 4 — Ownership
| Feature | Interface | How It Works |
|---|---|---|
| Communities | community_id + member_list | Arena stubs with group ID, Coach deep-links |
| Compete Redesign | Community entity API | Arena uses generic group picker |
| Social & Viral | Share payload API | Arena builds standalone share button |
| Exploit Coach | Strategy Grid component | Arena ships ranges, Coach adds Quint layer |
| Gamification | Badge event triggers | Arena ships badge moment, Coach adds polish |
| Multi-Game | Strategy Grid + Decision Overview | DS is only blocker, not each other |
| AI Personas | Persona config API | Arena ships gameplay, Coach adds web/voice |
| Payment | GET /user/{id}/tier | Either team stubs the other |
The pace this quarter was only possible because of the people behind it.
This highlights product delivery teams I've worked with directly. Gameplay AI, Anti-Cheat, Data Services, Design, QA, and Marketing all have people who made Q1 possible — team managers, please recognize them.
"People come first. Always."
Section 5 — Q&A + Next Steps
| # | Action | Owner | Due |
|---|---|---|---|
| 1 | Confirm theme owners for all 14 themes | All leads | End of this meeting |
| 2 | EA launch — all teams ready | All teams | April 4 |
| 3 | Land rank-up loop + IC + preset queries | Vasyl + Yannick + Amandeep | Week of Apr 7 |
| 4 | First Q2 tracker update | Theme owners | Week of Apr 7 |
"Let's make Q2 the quarter we prove it works."