Beat selling business simulator
See what your beat-selling business would turn over, how many artists you'd win and who you'd lose them to — month by month for two years — before you spend real money.
Type beats, leases, the exclusive that pays the month and the placement that pays the year. This one opens as Late Night Beats: A producer selling beat leases and exclusives online to rappers and singers, with drum kits and the odd placement on top, made in a home studio. Rename it, reprice it, or describe your own beat-selling business and let Nova rewrite it to fit.
What a steady producer ends up with
Played steadily for all two years — quality first, then growth, a fair share of the bank spent each year — a steady producer here ends its last year on $25k of revenue and $12k of profit, with 150 artists and 0.5% of the market (#5 of 5).
It starts from nothing: $5k in the bank and you, 25 hours a week, with no artists yet.
People who play it well do better, and a bad plan runs out of money.
Revenue in the last year: $25k
Profit in the last year: $12k
Artists at the end: 150
Share of the market: From nothing to 0.5%
Where it finishes: #5 of 5
Years and decisions: 2 years, monthly
What you'll decide each month
Each month you set your prices, split the ad budget between artists you buy now and a brand people remember, decide how many leases you can fulfil, and choose which markets to sell into.
Each decision shows on a forecast before you file it, and every period resolves against the rivals and the economy.
Who your artists are
Online, every artist is one tab away from a cheaper copy. What decides it is the margin left after the ads and the delivery, not the price on the page.
40,000 artists in all, across United States, United Kingdom, Germany, Canada and Australia.
Artists leasing beats: A $30 lease for a song this month, from whoever's type beat came up first. About 18,000 of them, worth $60 a year each.
Regulars: Artists who come back for every project and buy the bundle. About 10,000 of them, worth $240 a year each.
Artists buying exclusives: A song with a budget behind it, and nobody else allowed the beat. About 8,000 of them, worth $900 a year each.
Producers buying kits: Drum kits, loops and presets from a sound they like. About 4,000 of them, worth $30 a year each.
Who you're up against
Three rivals are already in it, and they play to win: they cut prices, spend on marketing and answer what you do. Most of the market is theirs on day one.
The producer with the viral type beats: Wins on price and little else; its customers leave the moment somebody is better. Holds about 30% of the market.
Free beats on YouTube: The biggest, and slow to change — it has stopped listening to its smaller customers. Holds about 20% of the market.
The sample and beat subscription apps: Hasn't changed in years and is living off the customers it already has. Holds about 12% of the market.
How it works
Free until you start: building and previewing cost nothing, and starting is $10, once.
Build it — free: Press build and you get your own copy of this market: four kinds of artist, three rivals and five markets.
Make it yours: Change any number, describe your beat-selling business in a sentence or two and let Nova fill it in, or upload a profit and loss or a month-by-month sales history to fit it to your real figures.
Preview — free: See what a steady producer ends up with, and every warning worth reading, before you pay anything.
Start — $10: Pay once to start, your seat included. Then run it month by month for two years.
Also for
beats · beat · beat maker · beatmaker · beat selling · selling beats · type beat · type beats · music producer · hip hop producer · producer selling beats · instrumentals · beatstars · airbit · drum kits · sample packs · beat leases
How much does the beat selling business simulator cost?
Building and previewing are free: make your own copy of this beat-selling business market, change anything in it and see what a steady producer ends up with without paying. Starting the simulation is $10, once, and your own seat is included.
Can I make it match my own beat-selling business?
Yes. Every number can be changed — the artists and what they pay, the rivals, the markets, the costs and the starting cash. Or describe your beat-selling business in a sentence or two and Nova, SparkTower's AI, fills every section in for one Nova action. If you already trade, upload a profit and loss or a month-by-month sales history and the simulation is fitted to your real numbers, starting from where your business stands today.
Are the numbers realistic for a beat-selling business?
The template is checked against what real ones do: played steadily, a believable one finishes year two turning over between $2k and $80k, with between 50 and 3,000 artists. This one's preview comes to about $25k and 150. Your own prices, costs and figures change that, which is the point of trying it here first.
Can I use it to test a beat-selling business plan?
That is what it is for. Put your plan's prices, costs and starting cash in, play it forward month by month, and see whether the money lasts, how many artists you would need and what a rival's price cut does to you — before you put real money in.
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