The Future of Consumer Apps 2026
Download PDFTHE FUTURE OF CONSUMER APPSMARCH 2026The Future of Consumer Apps Report | © 2026 BITKRAFT Ventures Management, LLC. All Rights Reserved.HOW AI + GAME DESIGN PRINCIPLES ARE RESHAPING EVERY CATEGORYBITKRAFT REPORT
1990IN TE R N E T ERAThe web goes public. Everything gets connected.THE WORLD OF CONSUMER TECH IS CHANGINGThe Future of Consumer Apps Report | © 2026 BITKRAFT Ventures Management, LLC. All Rights Reserved.2007MOBILE ERAComputing moves into the pocket. Attention shifts.2023AI APPS 1.0Chat wrappers. A new wave of mobile apps.2026AI APPS2.0Agents, interfaces, and entirely new user behaviors.FOCUS OF THIS REPORT
WHAT THIS REPORT INCLUDESSource: 1) Entertainment Software Association, 2) InvestGame, all as of January 26, 2026THE SHIFTConsumers apps to feel adaptive, rewarding, and relevant: behaviors shaped by gaming. They now have >3 h o u r s m o r e f r e e t i m e a week vs 2019.THE UNLOCKAI has collapsed the cost of building customized, dynamic content, and adaptive user experiences.THE OPPORTUNITYEmergent apps are primarily in just 3 verticals: EdTech, Fitness & Wellness, and Entertainment & SocialThere is whitespace in every sector.The Future of Consumer Apps Report | © 2026 BITKRAFT Ventures Management, LLC. All Rights Reserved.
THE NEXT WAVE OF CONSUMER BREAKOUTS WILL BE BUILT ON GAME-DESIGN PRINCIPLES, POWERED BY AIThe Future of Consumer Apps Report | © 2026 BITKRAFT Ventures Management, LLC. All Rights Reserved.The Consumer LifecycleUser AcquisitionUsers discover (ads, referral, w ord-of-mouth) and download the appNot Covered in ReportUser Experience with ProductCovered in ReportMonetizationAfter value is identified, consum ers opt-in to pay for additional use of the appNot Covered in Report
THE ANATOMY OF AN AI-NATIVE CONSUMER BREAKOUT=Game-Design PrinciplesProgression systems, variable rewards, social loops, streaks, dynamic diffi culty, narrative arcs, status & identityAI InfrastructurePersonalization engines, dynamic content generation, adaptive UX, voice/conversational interfaces, real-tim e behavioral response+The Future of Consumer Apps Report | © 2026 BITKRAFT Ventures Management, LLC. All Rights Reserved.When CombinedAI Apps 2.0Products that learn, adapt, rew ard, and retain w ithout users consciously thinking “this is gam ifi ed”
BREAKOUT PRODUCTS WILL SHARE THE SAME PHILOSOPHYThe Future of Consumer Apps Report | © 2026 BITKRAFT Ventures Management, LLC. All Rights Reserved.With AIWithout AIWith game design and mechanicsWithout game design and mechanicsGame design alone without value or personalization at scale will be abandoned for utilityTraditional apps are utility-first but low retention, commoditized user-experiencesThe Opportunity Adaptive, retention-driving, defensible consumer productsAI alone produces chatbots and wrappers which can become commoditized
COMPONENTS OF BUILDING DURABLE MOATS AND BRANDThe Future of Consumer Apps Report | © 2026 BITKRAFT Ventures Management, LLC. All Rights Reserved.ObservationWith AI, content is no longer a differentiatorThe New Playbook for Founders•For AI-native apps, predicted and hyper-relevant events (over generic) and creative output can be magical•Design from day 0: what proprietary data do we collect, at what frequency, with what user value?•Every feature should deepen context or increase frequency of meaningful interactions and be prioritized by meaningful events tracked and anything that improves labelling (what worked, what failed, for whom , in what context)•Start with a sharp, culturally resonant wedge to acquire a focused initial audience, collect high-quality labeled data, then expand horizontally into the full journey•Localize the consumer experience for narratives, and community / cultural norm s for specifi c geographiesProduct: Apps don’t go viral for containing AI, they go viral on a “m agical m om ent”Infrastructure and Data: Context and longitudinal data are the new edge. Personaliz ation m ust use proprietary data (historical and ongoing)Market: Fundamental human needs (health, food, love, money, status, learning, play, spirituality, movement, travel) haven’t changedLocalization and Culture: Generic approaches to tailoring a product (e.g., language) won’t win today
THE SHIFTConsumer behavior has changed. The apps haven’t caught up.
NON-GAMING IS LEARNING FROM GAMING’S PLAYBOOKThe Future of Consumer Apps Report | © 2026 BITKRAFT Ventures Management, LLC. All Rights Reserved.App and game app store revenue (2015-2025), $B010203040506070809020152016201720182019202020212022202320242025Note: Only 10-12% of the number of apps on the App Store and Google Play Store are GamingGamingNon-Gaming AppsWhy Now?In 2025, consum ers spent m ore on non-gaming apps than on games for the first time, driven by AI app adoption. This crossover m arks the inflection point. Game mechanics are no longer contained in gam ing. They’re spreading to every category.Source: 1) GWI, 2) 42matters (a similarweb company), all as of January 28, 2026
FOUR BEHAVIORAL SHIFTS DRIVING DEMANDThe Future of Consumer Apps Report | © 2026 BITKRAFT Ventures Management, LLC. All Rights Reserved.Source: 1) Newzoo as of January 26, 2026 2) Surveyed by Deloitte (Unlocking customer growth: Driving high value actions through personalization and retail media, 2025), 3) Duolingo, 4) McKinsey State of the Consumer 2025 as of January 26, 2026Instant FeedbackConsumers expect real-tim e feedback after every action. Micro-rewards, progress bars, streak notifi cations. >4 0 % o f th e g l o b a l population plays games.Progress VisibilityDemand for apps that reward sustained engagement is accelerating.1 0 M + Duolingo users have maintained streaks for over a year.Personalized Experiences80% of consumers1 prefer brands that offer personalized experiences and reported spending 50% m ore with such brandsMore Free TimeU.S. consumers in 2025 reported that they have >3 h o u r s m o r e o f fr e e tim e a week vs. 2019
THERE IS AN OPPORTUNITY FOR REGIONAL BREAKOUTSThe Future of Consumer Apps Report | © 2026 BITKRAFT Ventures Management, LLC. All Rights Reserved.Source: 1) DataReportal as of February 24, 2026There is potential for a massive opportunity to build local winnersDifferent regions have shifting behaviors specific to their geography, for example:India | Regulatory Dynam ics: Has banned all Chinese appsChina | Consum ption Habits: Mobile users in China spend 47% more per day on their mobile devices than the average user globallySouth Korea | Consum ption Habits: 97% of adults are online (vs 82-84% in France and Germany)Mexico | Device Penetration: There are about 125.4M mobile connections (97% of the population), vs ~107M internet users, showing that mobile lines outnumber actual internet users.Vietnam | Consum ption Habits: >6 0 % o f c o n s u m e rs re g u la rly use QR codes for payment (m ore tha n cred it ca rd s); comparatively, this is only 28% in F ranceBrazil | Device usage: The number of mobile subscriptions exceeds the total population, indicating that m any Brazilians have multiple SIMs/devices and reinforcing how m obile-first the m arket isFrance | Consum ption Habits: Only 20% of bank account holders say they can imagine managing their finances exclusively via m obile phone, a share that has been basically flat since 2018.
DISTRIBUTION: CUTTING THROUGH THE NOISEThe Future of Consumer Apps Report | © 2026 BITKRAFT Ventures Management, LLC. All Rights Reserved.Source: 1) Deloitte’s 2025 Digital Media Trends survey, 2) InvestGame, as of January 24, 2026Consumer ObservationsShort-form video com pressed the attention econom y: Gen Z now spends 54% more time than the average consum er on social platform s and UGC.01U s e r s n o lo n g e r b r o w s e , th e y r e c e ive : >6 0 % o f c o n te n t delivered via TikTok’s “For You Page” comes from accounts users don’t follow. The feed “learns” within 30 minutes.02Platform switching is frictionless, low loyalty: The average consumer globally uses 34 apps per month. Trying som ething new costs nothing.03Implications for FoundersThe novelty window is real but short. L o w s w itc h in g c o s ts + high curiosity = g e n u in e w il l in g n e s s to tr y A I-native appsNailing the “m a g ic a l m o m e n t” must land in session one, ideally in the fi rst 5 m inutesThe core loop (action → feedback → reward → return) must be felt before the user can get bored. AI enables you to personalize this loop from the very first session, b e fo re yo u even have behavioral data. Im pacts of social m edia and short-form content:
CONSUMERS DON’T CARE ABOUT AI, BUT THEY DO CARE ABOUT THE VALUE THAT AI CAN DELIVERThe Future of Consumer Apps Report | © 2026 BITKRAFT Ventures Management, LLC. All Rights Reserved.Consumer trust in AI rem ains low1, b u t adoption is exploding. ChatGPT reached 8 0 0 M + w e e k l y a c t i v e users. Gen AI app revenue tripled in 2 0 2 5 , r e a c h i n g $5 B +.1: In a survey done by Conjointly in December 2025, respondents were asked “On a scale of 1 to 5, how much do you disagree or agree that software that uses artificial intelligence (AI) is trustworthy?” – 30% respondents answered “A gree or Strong ly A g ree” (4 or 5); Sources: 1) O p enA I (as of O ctober 2025), 2) Sensor Tow er State of M ob ile (January 2026)THE UNLOCKWhy 2026 is the Moment: Infrastructure costs collapsed. What required larger budgets three years ago can now be built by an agile seed-stage team . The tools exist. The behavioral shift happened. Disruptors will be decided in the next 18-24 months.The Insight: Winning apps don’t sell “AI.” They use their data advantage, e n a b le d b y A I, to in visib ly deliver better experiences: adaptive, personal, game-like. Nobody opens Duolingo because it uses AI; they open it because they are having a fun experience that provides value to them .#1 R evenue D river: Generative AI became the top revenue growth category in mobile apps in 2025, outpacing every other subgenre by IAP growth.AI collapsed the cost of game-like experiences. Personaliz ation, dynam ic content, adaptive U X m oved from studio-grade budgets to startup-grade tooling. This makes the next wave possible.
THE OPPORTUNITYSectors of interest where AI × game-design principles could create the next generation of consumer breakouts
CategoryIncumbent ProblemGame-Design OpportunityAI UnlockBITKRAFT’S SECTORS OF INTERESTThe Future of Consumer Apps Report | © 2026 BITKRAFT Ventures Management, LLC. All Rights Reserved.See important disclosures for additional information; 1: On-Demand Spirituality, Creative Co-Creation, Custom Communities; Sources: 1) Sensor Tower, 2) The Business Research Company, all as of January 28, 2026EducationAI tutor design lacks the engagement loop of a gam e.Story-driven progression with adaptive diffi cultyPersonalized curriculum in real time01FinTechOutdated, backward-looking dashboardsAccessibility, community, better learning outcom esAI-narrated progress, adaptive coaching02EcommerceStatic search and browseDiscovery that feels like treasure huntingTaste-learning algorithm ic feeds03Health & WellnessTrack but don’t actDopamine loops driving adherenceVoice-first proactive nudges04Social/Community & ConnectivityDigital spaces have only exacerbated lonelinessEngagement and contribution-based featuresPersonalized community matching, group facilitation05Emerging Sectors1Fragmented incumbentsModernized engagement, streaks, progression, community challengesContent generation, algorithmic distribution06
EDTECH: AI TURNS EDUCATION INTO A GAME WORTH PLAYINGThe Future of Consumer Apps Report | © 2026 BITKRAFT Ventures Management, LLC. All Rights Reserved.Education is already a native AI use case. 10.2% of all ChatGPT messages are tutoring or teaching. But current AI tutors are “chatbots that quiz you.” They lack the compelling engagement loop of a game.Source: 1) OpenAI, ChatGPT, Duolingo public reporting as of January 28, 202601Potential Game Design, MechanicsNarrative progression (unlocking story chapters), skill trees (visualizing knowledge growth), lives/energy systems (pacing to prevent burnout and create anticipation), spaced repetition disguised as gameplay.How AI Supercharges ItCollected data on how kids learn enables adaptive diffi culty (real-tim e curriculum adjustment), personalized content generation (every student gets a different story), voice-first conversational tutoring.The Vision Education as a game you can’t put down. Every student gets a personalized experience that adapts in real time. Mastery unlocks the next quest.Market Signals$280BGlobal EdTech Market Size63%of K-12 teachers in the U.S. have adopted GenAI into teaching•10.2% of ChatGPT usage is education•Duolingo proves the model at scale: 50.5M DAU, 135.3M MAU, and a 37.3% DAU/MAU ratio (rivaling social media). 10M Duolingo users maintain 1-ye a r+ s tre a k s . •For EdTech in particular, there is exciting IP potential for both new and existing franchises to entrench their brand into households (e.g., Miss Rachel, Paw Patrol, Bluey)
CASE STUDY: BUDDY.AIThe Future of Consumer Apps Report | © 2026 BITKRAFT Ventures Management, LLC. All Rights Reserved.Sources: 1) Buddy.ai, 2) OneWay Ventures01WHERE EVERY LESSON IS AN ADVENTUREWhat it does: Voice-first learning game that teaches children English through interactive stories, where every lesson unlocks the next chapter.A BITKRAFT Ventures portfolio companyGame Design, MechanicsAvatar customization (identity investment), story-driven progression (each lesson unlocks the next chapter), spaced repetition as gam eplay (reviews feel like replaying a level), reward system s (stars, badges, unlockables).AI InfrastructureConversational AI (voice-first tutoring, not text quizzes), personalized curriculum (adapts to each child’s level in real tim e), dynam ic content generation (no two sessions are identical).Why It MattersBuddy.ai is an example of AI infrastructure powering game-design UX. They are the only kids-specific AI with a COPPA certification and the largest kids speech dataset globally.Children engage because it feels like play, not homework. The c o m p a n y h a s >7 6 M d o w n lo a d s a n d h a s ra is e d >$1 3 M .
FINTECH: TURNING FINANCIAL DISCIPLINE INTO INSTANT GRATIFICATIONThe Future of Consumer Apps Report | © 2026 BITKRAFT Ventures Management, LLC. All Rights Reserved.Financial literacy is high-friction and boring. Incum bents (M int, bank apps) are backward-looking dashboards. F intech currently captures only ~2% of $12.5T in fi nancial services revenue, projected to reach 7% by 2030.See important disclosures for additional information; Source: 1) U.S. Census Bureau as of January 26, 2026, 2) Accenture as of January 28, 202602Potential Game Design, MechanicsPractice portfolios (zero-risk sim ulation, sam e as gam e tutorials), leaderboards (social com petition), streak rewards for daily engagem ent, tiered status (Bronze/Silver/Gold m ilestones).How AI Supercharges ItAI-narrated progress; personalized coaching adapted to data collected on ongoing spending behavior, dynamic goal-setting based on real financial data.The Vision Democratized education and access via apps that offer instant gratification (digital rewards) for long-term delays (sa vin g , in ve stin g ). Market Signals61%of people want long-term support with their finances2%of total consumer expenditures are captured by existing products todayPersonal Consumption Expenditures (U .S. only), $T$7T$9T$10T$12T$20T0510152000051015$14T2024+1 9 4 %
CASE STUDY: STOCKGROThe Future of Consumer Apps Report | © 2026 BITKRAFT Ventures Management, LLC. All Rights Reserved.Source: 1) Entrepreneur India02Gamified Investing in IndiaWhat it does: Social investment platform that teaches retail investors to trade through sim ulated portfolios and gam ifi ed education. India’s leading gam ifi ed fi ntech.A BITKRAFT Ventures portfolio companyGame Design, MechanicsPractice portfolios (zero-risk sim ulation), leaderboards (social competition among traders), streak rewards (daily learning builds habit), tiered status (milestones for trading education progress).AI InfrastructurePersonalized education paths adapted to knowledge level, AI-driven market insights calibrated to experience, algorithmic portfolio suggestions for practice accounts.Why It MattersAt 18M subscribers, StockGro proves game mechanics make financial education fun in a market where literacy is low and incum bents are inaccessible.
ECOMMERCE: WHEN SHOPPING IS FUN, RETENTION BEATS PRICEThe Future of Consumer Apps Report | © 2026 BITKRAFT Ventures Management, LLC. All Rights Reserved.Traditional e-commerce search must evolve or die. Gen Z and Gen Alpha prefer algorithmic discovery feeds. 80% of consumers are more likely to purchase from brands offering personalized experiences.Source: 1) Deloitte (Unlocking customer growth: Driving high value actions through personalization and retail media, 2025), 2) Bloomberg, 3) Investing.com as of January 28, 202603Potential Game Design, MechanicsNew content formats (livestreamed shopping), mystery-box drops, countdown and scarcity timers, group-buy formats (team up for discounts), daily login bonuses, spin-the-wheel mechanicsHow AI Supercharges ItTaste profiles that learn from every interaction, algorithmic discovery replacing static search, dynam ic pricing personalized in real tim e, conversational shopping agents.The Vision Marketplaces that feel like games, where the thrill of the “find” drives retention better than low prices.Market Signals90%Global EdTech Market Size61%of K-12 teachers in the U.S. have adopted GenAI into teaching•80% of consumers surveyed prefer brands that offer personalized experiences and reported spending 50% more with such brands•Temu keeps customers on platform via game mechanics: Estimated 416.5M global MAU, 21 min avg daily time (2x longer than com petitors).
CASE STUDY: BINSThe Future of Consumer Apps Report | © 2026 BITKRAFT Ventures Management, LLC. All Rights Reserved.Source: 1) International Post Corporation03Turning second-hand shopping into a daily gameWhat it does: Fun-first, peer-to-peer marketplace that turns secondhand shopping into a daily thrift “playground,” using fi nite, gam ifi ed drops to make discovery fun instead of overwhelming.Game Design, MechanicsFinite “bins” with countdown timers, daily drops that reset, loot-box style reveals, streak rewards for opening bins, and seller “quests” to pack themed bins that perform better.AI InfrastructureAI-curated bin recommendations based on taste graphs, dynamic pricing suggestions for sellers, and ranking models that surface the most engaging bins instead of infinite-scroll feeds.Why It MattersBins is still an early-s ta g e s ta rtu p . T h e y h a ve >2 .1 K re vie w s with an average 4.8 star rating on the App Store.
HEALTH & WELLNESS: ACTIONABILITY WITH GAME-DESIGN LOOPSThe Future of Consumer Apps Report | © 2026 BITKRAFT Ventures Management, LLC. All Rights Reserved.70% of health app users track their data. but there’s a massive “action gap.” People track steps, sleep, and calories but fail to change behavior.Source: 1) PwC State of the Consumer 202504Potential Game Design, MechanicsDaily check-in streaks, progress visualization (bars filling with healthy choices), relationship progression with AI coach (investment creates switching costs), “boss fight” weekend challenges vs. friends.How AI Supercharges ItVoice-first interaction (with proactive or predictive nudges based on data), emotional memory (AI remembers context and adapts tone), adaptive goal-setting (targets shift based on real-tim e state).The Vision Wellness apps where your AI coach keeps you coming back. Streaks and voice nudges turn discipline into a game you can stick to long-termMarket Signals90%Of wearable users say their device has infl uenced daily habits>34%Of wearable users report significant lifestyle changes driven by these devices70% of consumers now use at least 1 healthcare app or wearable, with an average of 3 per user
CASE STUDY: TOLANThe Future of Consumer Apps Report | © 2026 BITKRAFT Ventures Management, LLC. All Rights Reserved.Source: 1) Tolan, 2) Geekwire, 3) A R R Club as of January 28, 202604$12M ARR in 4 Months With Game-Design ProgressionWhat it does: AI companion that uses voice-first interaction to guide users through wellness goals with em otional continuity across sessions.Game Design, MechanicsUsers advance through distinct relationship phases with their AI companion, creating emotional investment (same mechanic as Tamagotchi). A virtual planet evolves as the user engages, providing tangible visual feedback on commitment.AI InfrastructureVoice-first interaction (proactive, not reactive), emotional memory across sessions, personalized guidance that adapts to user’s state.Why It Matters3 M + d o w n lo a d s , 1 0 0 K + p a id s u b s c rib e rs , $1 2 M A R R w ith in 4 months of launch, $30M total raised. This trajectory shows voice-first plus game-design progression can drive daily engagement in health, a category where most apps are abandoned within 2 weeks.
SOCIAL, COMMUNITY & CONNECTIVITY: MORE APART THAN EVERThe Future of Consumer Apps Report | © 2026 BITKRAFT Ventures Management, LLC. All Rights Reserved.Digital connection has never been more accessible, yet genuine belonging is in freefall. Social apps are engineered for tim e-on-platform, not relationship depth, and loneliness loop proves the distinction m atters. Source: 1) WHO’s 2025 Commission on Social Connection as of January 28, 202605Potential Game Design, MechanicsDiscovery that feels fun (shared activities replace swiping), reputation systems (engagement quality earns better status), shared progression (m a tched p a irs a d va nce throug h m ilestones tog ether)How AI Supercharges ItBehavioral compatibility matching based on how users interact, adaptive experiences that evolve with group dynamics, AI moderation at scale, predictive connectivityThe Vision Connection powered by what you do, not what you say. The platform learns genuine compatibility from the inside out and puts that intelligence to find your people and truly deepen those connectionsMarket Signals1 in 6people worldwide are experiencing loneliness80% of Gen Z reports experiencing dating app burnoutAn unbreakable cycle: A 9-year study found that both passive and active social media use are associated with increased loneliness over tim e. It m ore im portantly pointed to a feedback loop: lonelier people use social media more, and higher use further increases loneliness, pointing to digital connection that doesn’t translate into felt social support.87% of consumers participate in fandom-related activities
CASE STUDY: TIKTOKThe Future of Consumer Apps Report | © 2026 BITKRAFT Ventures Management, LLC. All Rights Reserved.Source: 1) TikTok0595 Minutes/Day Driven by Behavioral AI and Variable Reward DesignWhat it does: Short-form video platform where an AI recom m endation engine surfaces content personalized to each user’s real-tim e behavior. No social graph required. The feed learns you faster than you learn yourself.Game Design, MechanicsContinuous discovery loop with duets, sounds, and hashtag challenges create low-barrier participation with social status upside. Complex UGC via games and filters enabled.AI InfrastructureCold-start problem solved by implicit behavioral model: new users have a personalized feed within minutes, not weeks.This extends outside of content relevance. Micro-communities (BookTok, MomTok, AnimeTok) a re crea ted w ithout ex p licit op t-in in the com m ents of relevant creators and videos.Why It Matters1 B + M A U , 9 5-minute average daily session, the highest of any social platform. Reached category-d e fi n in g s c a le in 9 0 % o f V C fu n d in g )5 ve rtic a ls.Let’s build the next generation of AI-native consumer applications together.Consumer returns are underappreciated vs capital deployed62% of unicorns are B2C and receive 30% of VC funding. AI x game-design products achieve enterprise SaaS multiples at consumer entry valuations – a structural arbitrage. By 2035, there will be at least 5 consumer non-g a m in g c o m p a n ie s w o rth >$1 0 B th a t d o n o t e x ist to d a y.Architecture is the moat, not the modelAI alone commoditizes in 18 months. Game design alone abandons in 2 weeks. Combined, they create compound moats. Infrastructure costs collapsed in 2024-2025, democratizing what required AAA budgets. Category leaders will be decided before defensibility moats solidify. Speed and execution matter more than timing ever has. The window to win in any emerging mobile category is 18-24 months.
IMPORTANT DISCLOSURESThe Future of Consumer Apps Report | © 2026 BITKRAFT Ventures Management, LLC. All Rights Reserved.This document does not constitute advice or a recommendation or offer to sell or a solicitation to deal in any security or financial product. It is provided for information purposes only and on the understanding that the recipient has suffi cient knowledge and experience to be able to understand and make their own evaluation of the proposals and services described herein, any risks associated therewith and any related legal, tax, accounting or other material considerations. To the extent that the reader has any questions regarding the applicability of any specific issue discussed above to their specific portfolio or situation, prospective investors are encouraged to consult with the professional advisor of their choosing.Certain information contained herein has been obtained from third party sources and such information has not been independently verifi ed by BITK RAF T Ventures. N o representation, warranty, or undertaking, expressed or im plied, is given to the accuracy or com pleteness of such inform ation by BITKRAFT Ventures or any other person. While such sources are believed to be reliable, BITKRAFT Ventures does not assume any responsibility for the accuracy or completeness of such information. BITKRAFT Ventures does not undertake any obligation to update the information contained herein as of any future date.Certain information contained herein constitutes “forward-looking statem ents,” which can be identified by the use of forward-looking terminology such as “may,” “will,” “should ,” “ex p ect,” “a nticip a te,” “p roject,” “estim a te,” “intend ,” “continue,” or “b elieve,” or the neg a tives thereof or other variations thereon or comparable terminology. Due to various risks and uncertainties, actual events, results or actual performance may differ materially from those reflected or contemplated in such forward-looking statements. Nothing contained herein may be relied upon as a guarantee, promise, assurance or a representation as to the future.Any examples, case studies, or references to prior investments or outcomes are provided for illustrative purposes only and are not indicative of future performance. BITKRAFT Ventures and its affi liates may have made, or may in the future make, investments in companies or sectors discussed herein, which may create conflicts of interest. In addition, changes in m arket conditions, technological developm ents, or applicable laws and regulations m ay m aterially aff ect the assum ptions, analysis, or outcomes described in this document.Specific investments described herein do not represent all investment decisions made by BITKRAFT. The reader should not assume that investment decisions identified and discussed were or will be profitable. Specific investment advice references provided herein are for illustrative purposes only and are not necessarily representative of investments that will be made in the future.Investm ents in technology-enabled consumer companies, including those utilizing artificial intelligence and game-design mechanics, are inherently speculative and involve significant risk, including the potential loss of capital. There can be no assurance that any investm ent strategy, trend, or them a tic view d escrib ed herein w ill achieve its objectives or result in favorable outcomes. Past performance, projections, and illustrative examples are not guarantees of future results.
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