projects/steps-beasts
Health & Fitness#907 BY REVENUE
Steps & Beasts

Steps & Beasts

DE· Oct 2024· via revenuecat
$6K
Revenue · 30d
$20K
Total lifetime
$71K
Est. ARR
Revenue trend
JUN 19
start
JUN 22
JUN 29
unchanged
JUL 6
25.3%
JUL 13
unchanged
JUL 20
next
no change recorded across the last 2 snapshots · figure may be stale at the source
https://apps.apple.com/app/id6670788226
Steps & Beasts
REVENUE VERIFIED
Top ranked

About Steps & Beasts

Steps & Beasts is a mobile application designed for iPhone users that encourages walking by turning daily steps into a collectible adventure. Users can hatch unique, cute creatures called 'Beasts' as they reach their step goals, with the app featuring over 200 different Beasts to collect. The app combines fitness tracking with an engaging gameplay element, motivating users to maintain their walking routine through daily streak rewards and the excitement of discovering new Beasts.

The app also provides detailed statistics on daily steps, distance, calories burned, and offers motivating charts.…

VibeCrowd AI
Investment companion
AI analysis
Steps & Beasts is an early revenue-stage gamified walking app bringing in $5,894 last 30 days with a $2,302 recurring base but showing flat 30‑day growth (0%).

Launched recently and operating from DE, the product has converted users to paying customers quickly enough to produce real revenue. The fact that $2,302 is notably lower than $5,894 suggests some portion of the last-month revenue came from non‑recurring sources, which makes near-term forecasting noisier. A 0% 30‑day growth rate is the clearest signal here — early traction exists, but momentum is stalled.

For the founder, the priorities are straightforward: convert one‑time payers into subscribers or otherwise increase the stable recurring base, and prove retention so the subscription economics scale. For a potential backer, the presence of paying users de‑risks product-market fit a bit, but flat growth and small absolute revenue mean you need visibility into retention, acquisition costs, and margins before committing more capital.

Strengths

Real, paying customers and tangible revenue ($5,894) as proof the product sells
A recurring revenue component ($2,302) indicates a subscription hook to build on
Clear, simple product concept (gamified walking) that maps to habitual behavior

What to watch

30‑day growth is flat (0%) — momentum needs to resume for scaling
Recurring base is smaller than last‑month revenue, implying reliance on non‑recurring sales
Revenue scale is modest today; growth will require a repeatable acquisition and retention plan

Best suited for

Indie founders and builders looking at consumer health gamification products
Early-stage investors focused on consumer subscription plays with user engagement hooks
Corporate wellness or B2B partners evaluating engagement features to add to employee programs

A judgment from project data — not a user review.

Generated by VibeCrowd AI from on-platform data·not financial advice·Jul 2026

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