Overview
Conch is a technology company developing an audio-first platform for interactive entertainment. The platform focuses on non-visual, screen-light experiences and is designed to serve as a complementary form of digital leisure, with an initial emphasis on children and families seeking alternatives to visually intensive screen-based media.
Conch combines elements of storytelling, gameplay, and user choice within an audio-only environment. Experiences are designed to be usable without continuous visual attention or hand interaction, making the platform suitable for screen-limited time, accessibility use cases, and everyday contexts such as travel or multitasking.
What Conch Offers
Conch provides a library of interactive audio experiences, including:
- Narrative stories with branching choices
- Audio-based games and challenges
- Serialized adventures with progression and persistent state
Experiences can be consumed passively or interactively, depending on the design of the content. User decisions may influence story outcomes, progression, or in-experience state.
Target Users
Conch is designed for multiple user groups:
Children and families looking for screen-light or screen-optional leisure activities
Listeners of all ages who prefer audio-based entertainment
Creators and storytellers interested in building interactive audio experiences
Users with accessibility needs, including visually impaired users
Situational users (e.g., during travel, commuting, or hands-busy activities)
While children are a primary focus, the platform is age-agnostic by design and supports content for teens and adults through segmentation and discovery controls.
Creation and User-Generated Content
Conch supports user-generated content (UGC) as a core component of the platform. Users can:
- Create and publish audio experiences using built-in creation tools
- Design linear or interactive content depending on tool access
- Share experiences publicly or within limited audiences
Advanced creation tools are available through a paid creator subscription and include deeper interactivity, content management features, analytics, and monetization capabilities.
Subscription Model
Conch operates a subscription-based model with three primary tiers:
Listener (Free)
Access to listening features and basic creation tools
Traveler (Paid)
Enhanced listening experience, ad-free usage, progression features, and expanded creation limits
Storyteller (Paid)
Advanced creation tools, publishing options, analytics, and monetization features
Pricing and feature availability vary by tier. Creation is available across tiers, while advanced tools and monetization are limited to higher tiers.
Safety, Moderation, and Age Segmentation
The platform incorporates moderation systems and age-based content segmentation. Content is categorized and reviewed to support safe usage, particularly for younger audiences. Parental controls and discovery constraints are designed to limit exposure to age-inappropriate material.
Conch treats trust, safety, and compliance as foundational platform requirements, especially in environments involving children.
Accessibility and Use Contexts
Conch is designed to function without visual interaction and supports hands-free usage. This makes it suitable for:
Accessibility considerations are integrated into the core product design rather than offered as a separate mode.
Long-Term Objective
Conch's long-term objective is to establish interactive audio as a distinct category of digital pastime. The company positions the platform as complementary to existing media such as video games, video streaming, and podcasts, serving use cases where visual engagement is reduced, optional, or intentionally limited.
The platform is intended to scale through user-generated content, creator participation, and subscription-based monetization.
Market Opportunity
Market Definition: Interactive, audio-first leisure and play experiences used during screen-optional or screen-limited time.
TAM
Global children ages 7-13 with smart devices, parents sensitive to screen time, expansion to teens & adults
~60M potential users
~$6/mo blended ARPU
$4.3B ARR
SAM
Focus regions: North America, Europe (UK, Nordics, Germany), East Asia, Australia/NZ
~25M users
~$72/yr ARPU
$1.8B ARR
SOM
7-10 year horizon, ~5% SAM penetration, includes children, creators, accessibility users
~1.8M paying users
~$6/mo blended ARPU
$130M ARR
Key Insight: Conch is not competing for peak screen time. It targets a distinct category of leisure chosen during screen-optional moments, enabling a defensible path to a $100M+ ARR business driven by UGC, cross-age usage, and audio-first interaction.
Interested in learning more? Reach out at
info@conch.ing