PARALIFEINTRODUCTION01 / 19

GLOBAL MUSIC & CHARACTER IP

The five members of PARALIFE

PARALIFE is an alternative music universe built to expand beyond music

+MUSIC, CHARACTERS, WORLD02 / 19

PARALIFE is music built as an expandable world

One project. Three connected assets.

MUSIC

12 original tracks

Alternative / indie rock with atmospheric electronic elements. Written, composed and performed by human artists.

CHARACTERS

5 core characters

Each character has a clear personality, visual identity and role

inside the world.

WORLD

Memory Cinema

A cinematic city where recurring places, symbols and stories

connect releases over time.

Technology shapes the world you see.
Human artists shape the world you hear.

Opus with microphone
+MARKET03 / 19

A large market — with a focused place to start

PARALIFE enters through music, then expands into fan products and character IP.

$31.7B

RECORDED MUSIC

2025 global market · 837M paid streaming users

$22.5B

PRIORITY REGIONS

U.S. + Canada + UK + Europe + Australia & New Zealand

$161.8B

CHARACTER / ENTERTAINMENT LICENSING

2025 licensed retail sales · +8% YoY

$105B

GLOBAL MUSIC ECONOMY

2024 estimate · ≈$200B projected by 2035

STARTING AUDIENCE

U.S.-led alternative / indie-rock listeners aged 35–64

Current Instagram data already points in this direction: 68.8% of the reported age sample is 35–64, and the U.S. is the largest market.

FIRST COMMERCIAL PATH

Music first. Paid fan offer next. Licensing later.

  1. Release music → streaming + YouTube
  2. Prove listener conversion → limited collector / merch test
  3. Scale into sync, brands and character licensing after demand is proven
Sources: Goldman Sachs Music in the Air (2025); IFPI Global Music Report 2026; Licensing International 2026 Global Study.
+CORE PRODUCT04 / 19

The product is built - and the first release is already out

This round funds validation and scale, not a blank-sheet concept.

STEALINGTIME

DEBUT SINGLE + OFFICIAL VIDEO · RELEASED 1 OCT 2026

12

ORIGINAL TRACKS

First-season catalogue developed

5

CORE CHARACTERS

Visual identities and story roles established

ACTIVE

WEB + SOCIAL

Website, Instagram, TikTok and YouTube active

1

RELEASED TITLE

Stealing Time single + official video

MUSIC → VISUAL IP → CONTENT → DISTRIBUTION → DATA

The core creative and operating system is already in place. Capital increases output, reach and speed of learning.

+STEALING TIME / OFFICIAL VIDEO05 / 19
+MEMORY CINEMA07 / 19

Memory Cinema is the visual anchor of the PARALIFE world

A recurring place gives every release a shared setting instead of starting from zero each time.

Memory Cinema

A familiar city, slightly altered.

Memory Cinema connects songs, characters and

recurring symbols inside one cinematic universe.

It gives PARALIFE a reusable visual language for music videos, short-form content, products, live experiences and future licensing.

One world. Many releases. One growing IP.

08 / 19
+MUSIC CATALOGUE09 / 19

A 12-track first-season catalogue is already developed

The music is written, composed and performed by human artists.

Stealing Time artwork
The release cycle began with “Stealing Time” on October 1, 2026
  1. 01Stealing Time
  2. 02How You Gonna Fall?
  3. 03Thirst (Freedom)
  4. 04Lord
  5. 05Mad World
  6. 06Rise Up
  7. 07Watch Your Coffee
  8. 08Write That Letter
  9. 09Keep Me On The Bridge
  10. 10Wisdom
  11. 11Higher
  12. 12Grace
+AUDIENCE10 / 19

The visual world already attracts an international audience

Current traction as of 7 Oct 2026.

2,695

FOLLOWERS

current audience

26.7×

AUDIENCE GROWTH

≈101 → 2,695

622.8K

CONTENT VIEWS

last 30 full days
7 Sep–6 Oct 2026

$2.13

ATTRIBUTED CPF

Meta profile-growth campaigns
28 Aug–7 Oct 2026

41.6%

U.S. FOLLOWERS

largest market

What this proves

PARALIFE can acquire attention outside its home market and measure the cost of that growth.

What it does not prove yet

Whether attention converts into listeners, repeat fans and paid demand. That is the next 180-day test.

Source: PARALIFE Instagram Insights + Meta Ads via Windsor.ai · 7 Oct 2026. CPF is Meta-attributed and is not the same as net account growth.
+180-DAY VALIDATION11 / 19

The next 180 days have clear pass / target tests

We scale only after listening, retention and paid demand are visible in the data.

30 DAYS

Does attention become listening?

Streams / listener

1.5 pass2.0 target

Saves / listeners

5% pass8% target

Listener acquisition cost

baseline set from first paid-release cohort

90 DAYS

Do listeners become fans?

Playlist adds / listeners

2% pass4% target

Super listeners / monthly listeners

1% pass1.8% target

Owned audience / CRM

measured and growing

180 DAYS

Can the model repeat and monetize?

Official release cycles

2 pass3 target

Priority-market share

50% pass60% target

Real paid commercial tests

1 pass2 target

SECOND CLOSE OPENS AFTER REPEATABILITY + REAL WILLINGNESS TO PAY ARE PROVEN

+REVENUE STREAMS12 / 19

The first money comes from music. The larger upside comes from IP.

The fan is the first commercial audience. Licensing comes after demand is proven.

NOW

MUSIC & CONTENT

Streaming + YouTube
Sync licensing
Brand integrations

NEXT

FAN COMMERCE

Limited collector / merch test
Physical merch
Fan membership

SCALE

IP & EXPERIENCES

Character licensing
Gaming / animation
Hybrid / virtual shows

Audience → Fandom → Commerce → Licensing → Experiences

+18-MONTH ROADMAP13 / 19

The 18-month plan is simple: prove, scale, expand

Each phase has a job. Capital moves to the next phase only when the evidence is there.

0–6 MONTHS

PROVE

  • 2–3 official release cycles
  • Social → streaming tracking live
  • 30 / 90 / 180-day scorecard
  • First paid commercial test

6–12 MONTHS

SCALE

  • Move spend to validated cohorts
  • Collector / merch test
  • Creator, editorial & playlist partnerships
  • Build sync + brand pipeline

12–18 MONTHS

EXPAND

  • Album / EP scale point
  • Repeatable listener acquisition
  • Paid fan products
  • Licensing + live / virtual proof

The first six months are about proof. Months 7–18 are about scaling only what has already worked.

+TEAM14 / 19

A small core team with creative and commercial depth

Business execution, creative direction and internationally experienced music production.

Evgeny Plgin

FOUNDER · COMPOSER · MUSIC AUTHOR

Evgeny Plgin

15+ years in management consulting and technology across Russia & CIS. Led 150+ projects in business development, product, M&A and technology. Curated 5 IPO tech companies in Russia. Closed 300$+ mln deals. Manages JP Innovative company in Kazakhstan in sphere of implementing technologies.

Zhamilya Bassar

CO-FOUNDER · CREATIVE DIRECTOR

Zhamilya Bassar

Leads the visual world, character development and creative production. Operations experience across Kazakhstan, Russia, UAE and Belarus; contracts, HR and international coordination. New York Film Academy, Abu Dhabi.

Oleg Shmelev

PROJECT PRODUCER

Oleg Shmelev

Founder / producer of US5, Big in America and Big in Europe (RTL2), New District and ISINA. Worked with Timbaland, Kenny G and Paul Oakenfold; artists reached Billboard, Radio Disney and MTV.

+MODEL ASSUMPTIONS15 / 19

The model does not jump from 2,695 followers to 1M fans

1M active fans is the Y5 audience base required by the Management Case — not a current forecast.

2,695

CURRENT FOLLOWERS

Attention already acquired

30D

VALIDATED LISTENERS

Listening + saves + geography

90D

REPEAT FANS

Retention + super listeners + CRM

180D

SCALABLE ECONOMICS

Repeatable releases + paid demand

~1.0M

Y5 ACTIVE FAN BASE

Planning base for Management Case

WHAT 1M ACTIVE FANS NEED TO DO IN THE MANAGEMENT CASE

45Kpaid members4.5%
110Kdigital merch buyers11%
60Kphysical merch buyers6%
160Kpaid viewers / virtual show16%
60Kannual hybrid live attendance6%

30 B2B IP / brand / game / sync deals

Y5 revenue by stream

Virtual concerts$11.55M
Game + character licensing$8.40M
Brand + sync$5.76M
Hybrid touring$4.58M
Merch contribution$4.55M
Subscriptions$4.13M
Streaming + YouTube$0.36M

Followers ≠ active fans.
The model scales toward 1M only if listener conversion, retention and paid demand are proven first.

+FINANCIAL SCENARIOS16 / 19

Three scenarios show the range — and what can go wrong

The Management Case is the operating plan. Downside stresses the hardest revenue streams.

Management Case revenue ramp

Management Case 5-year cumulative revenue: $68.86M

Management · Y5 revenue $39.33M · EBITDA $27.78M · 70.6% margin

WHAT DOWNSIDE ACTUALLY ASSUMES BY Y5

Streaming + YouTube65% of Management
Virtual concerts40% of Management
Merch + subscriptions60% of Management
Brand / game / character licensing35% of Management
Sync45% of Management
Hybrid touring49% of Management

WHY THE MARGIN IS STILL HIGH

The model uses the current cost envelope while revenue becomes more digital and IP-led over time.

67.3% is a planning output — not a proven operating margin.

+SEED ROUND17 / 19

The first $1M buys proof. The next $500K buys scale.

A two-close seed structure keeps the second tranche tied to real market evidence.

FIRST CLOSE

$1.0M

$9–10M indicative pre-money
≈9–10% target investor ownership

WHAT THIS CAPITAL SHOULD DELIVER BY DAY 180

  • 2–3 official release cycles
  • Measurable listener acquisition economics
  • Owned audience / CRM growth
  • 1–2 real paid commercial tests
  • Completed IP Co / OpCo structure
  • ≈11 months runway with $140K reserve protected

SECOND CLOSE

up to $500K

Post-validation scaling

OPENS AFTER THE 180-DAY SCORECARD

  • Scale paid media and content that already converts
  • Expand merch / fashion pilot
  • Fund live / virtual proof of concept
  • Price the second close after de-risking
  • First-close investor keeps pro-rata participation rights

Target cap table @ $9M pre:
Evgeny 67.5% · Zhamilya 22.5% · Investor 10.0%

Founder-funded to date:
≈$150K over ~5 years

Total seed financing: $1.5M

+CAPITAL ALLOCATION18 / 19

Most of the capital goes directly into content and audience growth

$1.36M planned operating spend + $140K protected reserve.

LARGEST FOUR USES

Visual content & production$320K · 21.3%
Paid media / performance$300K · 20.0%
Core team & operations$180K · 12.0%
PR / creators / music media$150K · 10.0%

63.3% of total capital

THE REST

Merch / fashion pilot$100K
Live / virtual proof$100K
Legal / IP / corporate$70K
Music & release production$60K
Tech / data / CRM / website$45K
Business development / travel$35K
+JOIN US19 / 19

Discuss the $1.0M first close

The first close funds 180 days of execution and market validation. The next step is to review the full financial model and the validation scorecard.

$1.0M

FIRST CLOSE

$9–10M

INDICATIVE PRE-MONEY

≈9–10%

TARGET INVESTOR OWNERSHIP

PARALIFE · Human-made music. Character-led world. Global IP potential.

PARALIFE — Stealing Time cover

Chapters