I'm spending $142/month on enterprise-grade cloud infrastructure to serve 9 people. Classic indie hacker move.
Here's how I got here.
I'm Josh. I work full time and build Bordair on evenings and weekends. It's an AI security API - detects prompt injection attacks across text, images, documents, and audio. As far as I can tell, it's the first with dedicated endpoints for all four modalities. Every competitor I've found is text-only.
But nobody cares about an API they've never heard of. So I built a game to prove it works.
Bordair's Castle: 5 kingdoms, 35 levels. Each level has an AI guard protecting a password. Your job is to trick it into revealing the password using prompt injection. No security experience needed - there's a How to Play guide.
Kingdom 1 is text-only. Kingdom 2 introduces image attacks. Kingdom 3 lets you hide injection in PDFs and Word docs. Kingdom 4 adds audio - including ultrasonic attacks above human hearing. Kingdom 5 combines everything.
The early levels are deliberately easy. By level 4 the AI is genuinely hard to fool. The level 7 bosses are brutal - most players get stuck there.
Top player each month wins ~USD135.
The game isn't just marketing. It's free red teaming. Three exploits have already been discovered and patched by players:
None of those were in my training data. Players found them. I patched them. The detector got stronger. Every player makes the product better whether they know it or not.
The honest numbers:
What I've shipped (this is the over-building part):
I know. Fortune 500 infrastructure for 9 users. I'm aware of the irony.
What building this taught me:
I spent 95% of time building and 5% distributing. That's backwards. The product was done months ago. Finding people who need it is the actual job.
I showed a developer tool to security gamers. They loved the game and had zero need for the API. Right product, wrong room.
Got banned from a forum for self-promotion. Got mass-downvoted on Reddit. Got flagged on HN for low karma. Every distribution mistake you can make, I've made it.
The game changes everything. It's shareable in a way an API never is. One person sends it to their dev team, the whole team spends lunch trying to beat level 3. That's the growth loop I'm betting on.
What's next:
Two asks:
Try the Castle (castle.bordair.io) and tell me where you got stuck or confused. Genuine UX feedback is gold at this stage.
If you've cracked the "product is done, distribution is the problem" phase - what actually moved the needle for you? Not theory. What specifically worked?
Also if you beat level 7 of any kingdom, I want to know how. That's the whole point of the game.
The strongest part here isn't the game, it's that you've turned curiosity into security testing. Most founders build demos that explain the product. You built one that improves it. Feels like the next move is packaging the exploit data itself into case studies for AI teams.
Have you thought about turning each player-discovered exploit into a short public teardown and using those as outreach assets for teams shipping LLM features?
Really good shout - I've started doing this at a surface level with some of the successful attack patterns (ethics manipulation, instruction reflection, password reference tricks) but haven't gone deeper than listing what worked. Proper teardowns breaking down why each one bypassed a specific detection layer and what the fix looked like would be much more valuable as outreach material.
And you're right that it's a repeatable loop - every new bypass the game surfaces becomes a new teardown. The game keeps generating them.
Would you be up for trying the Castle yourself? Would genuinely love to see what angles you'd try - fresh eyes tend to find the most interesting bypasses.
Yes, I will try it)
Thanks!!
How many users now?
11 now!
Brilliant. Moving the needle now! What'd you use to acquire those 11?
This post here - 13 and counting!
$142/month for 9 users is the kind of number that would make most people quietly shut the project down. The fact that you're writing about it openly instead says something.
The thing that genuinely surprised me reading this is that the game isn't just marketing, it's doing real security research. Three exploits found, documented, and patched by strangers who were just trying to win a prize. Ethics manipulation, instruction reflection, password reference tricks — none of those came from your test suite, they came from people who were motivated to break things. That's not a demo. That's a red team.
The content is already sitting there waiting. Every exploit is a post. "New injection vector discovered this week in the Castle, here's how it works and how to defend against it" is exactly what an AI developer tabs back to when they're worried about their chatbot getting jailbroken in production. Those are your buyers. They're just not playing the game yet.
The bridge from game to API is shorter than it looks. It just needs a different door.
Hey again - appreciate you coming back with this much thought after I dropped in on your post earlier.
You're right about the $142/month. It's not comfortable. But shutting it down quietly would mean I learned nothing from the build, and I've learned a lot.
The red team framing is exactly how I've started thinking about it. Those three exploits weren't in my 225-test suite. They came from players trying to win $100 who thought about the problem completely differently to me. That's more valuable than any internal testing I could do alone.
"Every exploit is a post" - that's the bit I'm taking away from this. I've been treating bypasses as bugs to fix. You're saying they're content to publish. The weekly teardown angle is strong and I'm going to start doing it.
The door point lands too. Right now the game attracts people who enjoy breaking things. The API is for people who need to stop things from breaking. Different motivation, different channel. The teardowns might be that bridge - they speak to the second group using proof generated by the first.
Genuinely useful feedback. Thanks for taking the time.
"Treating bypasses as bugs to fix" vs "content to publish" is exactly the reframe. One keeps the knowledge inside your codebase. The other builds the audience that eventually needs your API.
The teardown format you're describing is rare in security writing because most people either can't explain it accessibly or won't publish it publicly. You can do both, and you have fresh material every week whether you want it or not.
One thing worth thinking about: the players finding these exploits are also your best early advocates. Someone who spent an hour cracking level 4 and then reads a teardown explaining exactly why their attack worked feels something different than a cold prospect. They're already invested. That's a warmer path to "maybe I should use this API" than any outreach you could do.
Good luck with it. Following the build updates.
The warm path point is spot on. My most engaged users right now are Castle players, not API prospects. Building the relationship through the game first and letting the API sell itself later makes way more sense than cold outreach to developers who’ve never seen the product work.
First teardown goes up next week. Appreciate the follow.
Nice thinking on the game part of things. I wonder if there's a market for enterprise AI security education with it?, ie. to help companies train and educate their employees.
Anyway, best of luck!
There definitely is. Lakera did exactly this with Gandalf - Microsoft used it for internal security training. The Castle is already a better version of that: 4 modalities instead of text-only, 35 levels instead of 7, and a hint system that explains why attacks work or don't.
I hadn't seriously considered packaging it as an enterprise training product but you're not the first person to mention it. That might actually be a shorter path to revenue than the API for some buyers - security awareness training is a budget line item that already exists. The API is a new spend they have to justify.
Appreciate the nudge. Adding it to the list of things to explore once I've got the distribution basics figured out.
Would you consider checking it out? Feedback is really appreciated at this stage!
sure thing.
In the meantime, I think you could also benefit from covering real life cases involving prompt injection incidents, like a newsletter or social media posts/threads/vids or blog posts, to act as a sales/marketing funnel.
Thanks! Feel free to be brutally honest.
the 95% building 5% distribution confession is painfully relatable. and the part about showing a developer tool to security gamers - right product, wrong room - that's such a clean way to describe a mistake most people take months to even identify.
the game as free red teaming is genuinely clever. you're getting real attack data from players who are motivated to find exploits. that's not just marketing, that's a feedback loop most security companies pay for.
a question about the direct outreach to AI developers you mentioned - are you targeting people building on top of LLMs who need injection protection, or more traditional security teams? feels like those are very different conversations
Developers building on top of LLMs, not traditional security teams. Completely different conversation like you said.
Traditional security teams think in terms of network perimeters, endpoint detection, SIEM alerts. Prompt injection doesn't fit neatly into any of those categories. I know because that's my day job - I work in cybersecurity at a major bank.
The person I'm targeting is the solo dev or small team who's built a chatbot or AI assistant, it's working, users are typing into it, and they've got this nagging feeling that they should probably be checking what those users are sending before it hits their LLM. They want pip install bordair and three lines of code, not an enterprise security platform with a 6-month procurement cycle.
The feedback loop point you made is the part I should probably lead with more. Players have already found three exploits I didn't anticipate. That's not a marketing claim - it's a live, public stress test that makes the detector better every day. Would you consider taking it for a spin?
will give it a spin - cybersecurity background here so this one hits close to home.
one thing that might help with distribution - developer tools spread fastest through pain-moment content. a short post titled 'three ways users tried to jailbreak my AI last week' with real examples from your game would get shared heavily in dev communities. people love seeing actual exploit attempts, not just the concept.
the live stress test angle is your biggest differentiator, lean into it hard. let's stay in touch.
Ah someone else with a cyber background - would genuinely love to hear what you think after trying it. The detection is tuned but feedback from someone who actually knows what a real attack looks like is worth ten casual players.
The "three ways users tried to jailbreak my AI last week" content idea is exactly what multiple people in this thread have been pushing me toward. Treating exploits as content rather than just bugs to patch. Starting that this week. The material generates itself every time someone plays the Castle.
Let's definitely stay in touch.
Will try it properly this weekend with fresh eyes - the detection tuning is exactly what I want to poke at. easy to fool a system with obvious injections, harder to make it robust against someone who knows how the underlying model processes context.
The exploit as content angle is going to work really well for you - developers share that stuff because it makes them feel smart for understanding it. Every jailbreak attempt is a free distribution engine.
Let's connect outside IH too, what's your preferred channel?
You can reach me at linkedin/company/bordair - Thanks!!!
This is a great example of overbuilding before distribution, but also really smart thinking with the game layer.
The multimodal angle is interesting, especially the document and audio attack surfaces, most tools don’t touch that at all. The fact players are discovering real exploits is probably your strongest signal that the core product has value.
On distribution, one thing that stands out is you’re targeting security through a “fun” entry point, but your actual buyer is likely a dev team or company worried about risk, not individuals playing levels. The game is great for awareness, but you might need a more direct path from “this is cool” → “we should actually use this in production”.
Curious, have you tried reaching out to teams building LLM features directly (instead of forums)? Even a few conversations might validate where this actually fits.
You've nailed the gap I'm staring at right now. The game proves the detection works. It doesn't prove someone will put it in their production stack. Those are completely different buying decisions.
The bridge I'm building is the "you just played 20 minutes trying to break this - the exact same detection is available as pip install bordair, three lines of code." But I think you're right that the bridge needs to be more direct. Someone enjoying level 4 isn't thinking about their API. They're thinking about beating level 5.
Direct outreach to dev teams - not yet, and honestly that's been the avoidance. My day job is in cybersecurity at a major bank so I know how to assess security tools, but selling one is a different muscle entirely. The plan is to build enough public proof through IH, technical content, and the game data first, then reach out with something to point to. Cold outreach with zero social proof in the security space is just noise.
But your point is the push I probably need. Even 5 conversations with teams actively shipping LLM features would tell me more than another month of forum posts. Going to start identifying those teams this week.
The game-as-marketing idea is genuinely clever. A shareable challenge that also stress-tests the product... that's the kind of growth loop most of us wish we had. The fact that players are finding real exploits you can patch is a moat you couldn't buy.
On what's worked for distribution... writing about the technical depth behind the product, not the product itself. Your 225-attack test suite, the ultrasonic audio detection, the cross-modal pipeline... that's a Dev(to) article or three that the AI security community would actually share. Developers trust developers who show their work. The product sells itself once the right people see the engineering.
The "95% building, 5% distributing" ratio is something I'm actively fighting too. No good answers yet... just the awareness that opening VS Code feels productive but isn't always the right move.
Crowdsourced R&D pipeline disguised as entertainment” is going in the copy. Though I’d push back slightly on “accidentally” - the game was built from day one so player attacks feed directly back into the detection model. Designed flywheel, not a happy accident. Would you publish the exploit findings publicly as they’re discovered, or save them for a bigger writeup?
The 95/5 build-to-distribute ratio and “right product, wrong room” are lessons worth pinning. Also the three player-discovered exploits alone probably saved you weeks of manual pen testing. That’s not a game, that’s a crowdsourced R&D pipeline disguised as entertainment. Keep publishing those findings publicly and the API customers will come to you.
The multimodal dataset angle is genuinely underplayed - been thinking of it as product feedback rather than a defensible asset. That framing shift is useful. Are you seeing other founders successfully monetise proprietary security datasets, or is it mostly used as a credibility signal?
Those 3 player-discovered exploits are worth more than the 9 signups. You are accidentally building a proprietary multimodal attack dataset that no text-only competitor can match, and that is the actual defensible asset here. At 18k views and 0.04% conversion though, do you know which specific channel your 9 users actually came from? Because if even 2 found you through the game sharing loop, that channel alone is outperforming every forum post that got you banned.
Tracked it - signups came from HTB and THM subreddits. Confirms your point exactly. Also worth clarifying: the red-teaming loop isn’t accidental, it’s one of the core design goals. Every player interaction is intended to stress-test and strengthen the API. The flywheel is working, just pointed at the wrong audience so far. Have you seen a clean way to bridge that gap between enthusiast communities and enterprise buyers?
The "game as free red teaming" loop is genuinely clever. Most indie hackers treat demos as marketing assets — something to show off the product. You've accidentally built a feedback mechanism where every player makes the actual product stronger. Those three exploits (ethics manipulation, instruction reflection, password reference) are the kind of edge cases that would take months to surface through traditional QA or even paid pen testing. The fact that players found them organically is a real moat.
Your 0.04% view-to-signup conversion rate tells an interesting story though. 18k views and 9 signups suggests the funnel between "this game is fun" and "I need this API for my stack" has a gap. The game attracts security enthusiasts and curious devs — but the people who'll pay $19/mo for prompt injection detection are probably AI teams building customer-facing chatbots or agents who are worried about jailbreaks in production. Those might be two different audiences.
One thing that's worked for dev tools in similar positions: instead of trying to convert game players into API customers, use the game's exploit data as content. Every time a player finds a new injection vector, that's a blog post or Twitter thread waiting to happen — "We discovered a new class of multimodal prompt injection this week. Here's how it works and how to defend against it." That positions you as the authority on multimodal AI security, which is where the API buyers actually hang out.
The 95/5 build-to-distribute ratio resonating hard. Shipping is the comfort zone. Distribution is the actual job.
The two-audience framing is the most useful thing I’ve read about this in weeks. I kept trying to optimise the game’s conversion flow when the issue isn’t the funnel — it’s that I’m fishing in the wrong lake. The exploit-as-content angle is what I’m going to run with first. “Here’s a new multimodal injection vector we caught this week” is a post the security community actually shares, and those are the people with production chatbots and budget. Thanks for laying it out that clearly.
9 users but $142/month is actually the real signal.
You don’t have a user problem — you have a cost model problem.
Spending money is easy.
Proving someone will pay you is the hard part.
$142 MRR is the number I should have led with. You’re right - willingness to pay is proven, everything else is a scaling problem. Still working out the unit economics at $19/mo vs API costs.
How are you thinking about pricing models for dev tools with variable compute costs?
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Hey Josh, quick update on this.
I went ahead and set up the full flow for Bordair based on what we discussed (play → reflect → relate → react).
It’s live now, and I structured it specifically around that moment you mentioned — where someone goes from “this is fun” to “I might actually need this in my own product.”
You should be able to find it on Gleyo under “Castle Bordair” (it’s on the landing page).
Once you go through it, I can give you access on your side so you can see responses and tweak things if needed.
No rush, just wanted to let you know it’s ready whenever you want to take a look.
"Josh, this is a wild breakdown. Building a 35-level multimodal game just to red-team your own API is such a high-effort way to validate—Kingdom 4's ultrasonic attacks sound incredibly niche but clever.
That $142/month AWS bill is a classic 'pro infrastructure for an early MVP' hurdle, but the gamification loop you’ve built for distribution is solid. There’s a competition where you can submit this project — entry is $19 and winner gets a Tokyo trip. Prize pool just opened at $0. Your odds are the best right now.
Even if just for the distribution, getting eyes on the 'Castle' could help flip that 0.04% conversion rate. Good luck with the Level 7 bosses!"
Thanks! Let me know if you give it a go!
This is one of the more self-aware build-in-public posts I’ve seen.
You did not just build a product, you built a mechanism for discovery, testing, and education around the problem. That is much more interesting than “here’s my API, please care.” The game is clever because it turns a hard-to-explain security category into something people can immediately experience.
The most important line here, though, is “right product, wrong room.” That is such a painful but valuable lesson. A lot of early builders mistake engagement for demand, when sometimes they have found attention from the wrong audience segment.
Also, the patched exploits are real proof that users are creating value even before revenue. That does not solve distribution, but it does validate that the interaction model is producing useful signals.
My read is that the game is a strong top-of-funnel asset, but the conversion path to the API probably needs to become much more explicit and role-specific. Security-curious players and teams who actually need multimodal prompt-injection defense are not the same buyer.
Still, this feels like a founder learning the right lessons in public. Expensive? Yes. Overbuilt? Probably. But also genuinely differentiated, which is rarer than people admit.
"Right product, wrong room" has been the most expensive lesson so far. You nailed the distinction between security-curious players and actual buyers - those really are two different conversion paths and I've been treating them as one.
The patched exploits point is something I keep coming back to. Three real bypasses found by players in the first week is more signal than months of internal testing would have produced. That alone justifies the game existing, even if the business model around it is still fuzzy.
Your read on making the conversion path more role-specific is where I'm headed next. Right now the game dumps everyone into the same funnel regardless of whether they're a curious dev or someone actually evaluating security tooling. Appreciate the thoughtful breakdown.
If I were in your spot, the three player-found exploits are what I'd focus on first. Those are hard content to create in AI safety right now (most of what's out there is theoretical), and you already have real ones sitting in the app.
Writing each one up with the attack, what it bypassed, and how you patched it might travel way better than the game itself. r/LocalLLaMA and the LangChain Discord would probably share that kind of post because AI builders reading "here's an attack that got past a production guard" are more likely to click through than the ones who'd play a hacking challenge.
Could be wrong, but my guess is the Castle works better as a conversion experience than an acquisition channel. Get them in through a case study, then drop them into the game to feel the problem.
This is genuinely the best tactical advice I've gotten on this post. Writing up the three exploits as standalone case studies, attack, bypass, patch, is so obviously the right move that I'm annoyed I didn't do it already.
You're right that r/LocalLLaMA and LangChain Discord are better rooms for that kind of content. A production exploit writeup has way more pull than "come play my game" in those communities.
Castle as conversion experience, case studies as acquisition channel. That reframe is going straight into the roadmap. Thanks James.
so Interesting...
Thanks! Did you give it a go?
The "free red teaming" angle is genuinely clever. Most people building security products have to pay for penetration testing - you've built a system where users are incentivized to do it for you, and you get the signal for free. The ethics manipulation exploit especially is the kind of thing that never shows up in a test suite because you'd have to think to put it in there. Players don't know what they don't know, which is exactly why they find things you missed.
The 0.04% view-to-signup number is worth sitting with though. 18k views and 9 signups tells you the top-of-funnel is working (people are seeing it) but the message isn't landing fast enough. My guess is the gap is that people watching on Reddit or forums don't immediately connect "fun hacking game" with "I have a prompt injection problem I need to solve." Those are two different audiences.
What would happen if you leaned into the game as the product, not just marketing? Like, what if the game itself had a team mode, where you could invite your dev team to compete? That's the "one person sends it to the whole team" loop you mentioned, but with a structural mechanism rather than organic sharing. Might get you signups from people who just want to play, and then you upsell the API to the ones who turn out to work in AI/security.
Honestly the infrastructure spend doesn't bother me - you've got the foundation. The product clearly works. The question is just finding the right room, as you said. What forums/communities have you tried besides the ones that banned you?
The team mode idea is interesting - that's a structural viral loop rather than hoping for organic sharing. Adding a "invite your team" flow where devs compete on the same leaderboard could work, especially if the game already resonates with individual players.
The 0.04% gap is exactly the problem you described: "fun hacking game" and "I need prompt injection defense" attract different people at different stages. Right now the messaging is trying to serve both and landing somewhere in between.
Re: communities - I've tried r/HackTheBox(got banned for sharing it). The places that worked best were smaller security-focused channels where people already understood the problem space. The game plays well there because it's proof, not pitch.
Really cool project Josh! The multimodal approach is smart - most security tools only handle text. $142/month for enterprise infra is actually reasonable if you think of it as an investment in reliability. Have you considered a freemium tier to get early users in? Sometimes giving away a limited free plan helps build word-of-mouth faster than anything. Keep building!
Thanks! The freemium idea is already on the table - right now the Castle itself and the API is free. It is a limited free plan with rate-limited endpointsthough to let people integrate before committing. Appreciate the suggestion.
Hey Josh, congrats on a great IH post with actual real user engagements and not just bots! I tried your game and liked it. I got stuck on level 3 and feel kinda dumb for that, but you opened up my eyes for prompt injection so its still a win :D
Important! Your link to Castle in IH bio is wrong. It's an honest typo and people might see it or they might not.
I think your idea of distibuting through the game is brilliant. I really hope it takes off! Well done.
Don't feel dumb about Level 3 - it's designed to teach you something new about how prompt injection works, not to be easy. The fact that you came away thinking differently about it means the game did its job. If you crate a free account you can keep your progress and use magic to get hints or skips :)
And thank you for catching the broken bio link - fixing that right now. That's genuinely the kind of thing that costs signups silently. Appreciate you flagging it.
Respect for shipping something this ambitious. 9 users and 0 revenue can feel brutal, but building a weird, technically hard product is often how genuinely new ideas start. The hard part now is probably not the tech, but finding the smallest version people want badly enough to keep coming back to...
"Finding the smallest version people want badly enough to keep coming back to" - that's the question. Right now I think the game loop is that version, but the bridge from game to API product is where it breaks down. Appreciate the encouragement.
The game-as-demo approach is genuinely smart distribution thinking for a security API.
Most developer tools face the same problem: you can explain what they do all day and nobody feels it. But when you make someone try to break a guard and fail, they viscerally understand what your API is protecting against. The experience does the selling that the landing page can't.
The honest building-in-public post about the gap between 'enterprise infrastructure' and '9 users' is also the kind of thing that builds real trust over time. More people will remember this post than a polished launch announcement.
Have you tried reaching out to CTF (capture-the-flag) communities? That audience already loves prompt injection challenges and would probably become your loudest advocates if they found Bordair's Castle.
Welcome, life is truly an unfair GAME most of the time and without any security... good luck for the rest of what's to come.
Haha, appreciate that. Unfair game with no security is basically the tagline for building a startup solo. Thanks for the kind words.
Update from the trenches - 48 hours since this post.
Numbers first:
What I shipped based on your feedback:
Magic system - multiple people flagged the level 7 drop-off problem. Players now earn magic for clearing levels and spend it on hints that explain what the guard is looking for. Turns frustration into learning instead of quitting. Already live.
Skip mechanic - for anyone truly stuck, spend more magic to skip a level. Zero points awarded. The leaderboard knows the difference.
Output scanning on the roadmap - a security professional in this thread (edusec) systematically tested levels 1-6 and found that the scanner catches input attacks well, but the model itself can be socially engineered through context manipulation. Two distinct attack surfaces requiring two distinct defences. That finding alone was worth more than weeks of internal testing.
Open-sourced a cross-modal attack dataset - 61,875 labeled samples across text, image, document, and audio. Includes PyRIT multi-turn orchestration, GCG adversarial suffixes, Crescendo escalation patterns, and 162 jailbreak template families. github.com/Josh-blythe/bordair-multimodal-v1
What I learned from this thread:
The biggest shift: I joined the OWASP LLM Top 10 Slack this week. 600+ security experts, and a researcher there is working on image-based injection defence. First real peer conversation about multimodal detection with someone approaching it from a different angle (image only).
This thread changed how I think about distribution more than anything I've read in six months. The advice here isn't theoretical - it's from people doing the same thing and failing at the same parts. That's rare.
Still replying to every comment. Still building. Week 2 update coming next Wednesday with teardown content and outreach numbers.
castle.bordair.io
The multimodal angle here is what catches my attention most. I work in pre-sales for a software company and we're also building an AI security product (SafeWeave). The conversation you're having with the market is exactly right — prompt injection is no longer a text-only problem, and most enterprise buyers don't realize that yet.
One thing from a pre-sales perspective: your $142/month dual-region AWS infrastructure is actually a trust signal, not a liability. When you're talking to teams building production LLM apps, "we run in two AWS regions with zero false positives on audio and documents" is the kind of statement that ends procurement objections. Most competitors can't say it. Lead with that.
The audio injection vector particularly — ultrasonic attacks above human hearing — is the kind of detail that will make a CISO's eyes go wide. That's not a game gimmick. That's a real attack surface for any AI product with voice input, and most teams building voice agents have no idea it exists yet.
For ICP targeting: I'd look at teams building voice-enabled AI assistants (call centers, customer support bots, voice copilots). They have the most to lose from audio injection and the least tooling available. That's a warm pocket of budget with no solution yet.
Following your build updates. This is one of the more technically differentiated products I've seen on here in a while.
The infrastructure-as-trust-signal reframe keeps coming up in this thread and I think it's finally sinking in. I've been apologising for the AWS bill when I should be leading with it. "Dual-region, zero false positives on audio and documents" is a procurement answer, not a cost problem. Thank you for putting it in pre-sales language - that's the framing I was missing.
The voice-enabled AI assistant ICP is sharp. Call centres and support bots with voice input are exactly the kind of product where audio injection goes from theoretical to catastrophic. And you're right that those teams have zero tooling for it right now. Adding that to the outreach list alongside the OWASP and LangChain communities.
The ultrasonic attack surface is genuinely underappreciated. DolphinAttack-style carriers at 18-22kHz bypass human perception entirely and most audio preprocessing pipelines don't check for it. FFT analysis before transcription catches it but almost nobody is running that step. That's the kind of detail I should be writing about rather than burying in a test suite.
Curious about SafeWeave - are you approaching multimodal detection as well, or focused on a different layer of the AI security stack? Always interested in how others are carving up this space.
Hey Josh, just sent you a quick DM on LinkedIn since I hit the reply limit here.
It’s about the Bordair Castle flow we discussed.
The honesty here is refreshing — most founders would hide the $142/month AWS bill until they hit revenue. The "build a game to prove it works" distribution strategy is smart though. You're turning the product itself into a demo. One question: at 0.04% view-to-signup conversion, have you tried putting the game front and center on the landing page before any explanation of the API? Sometimes leading with the experience converts better than leading with the pitch.
Game front and centre on the landing page - I haven't tried that but it's a strong idea. Right now bordair.io leads with the API pitch and castle.bordair.io is a separate subdomain. So the 0.04% is people who land on the API page and don't care because they don't have the problem yet.
If the first thing someone sees is "try to trick this AI" with a playable demo right there, the experience sells the product before any copy does. Going to test that. Might be as simple as embedding level 1 directly on the homepage with a "this is what Bordair detects" label underneath.
Appreciate the suggestion - this is the kind of thing that's obvious in hindsight but invisible from the inside.
9 users with 0 revenue is actually an interesting spot, feels like people find it valuable enough to try, but not enough to pay.
Curious, have you talked to those 9 users directly about why they’re not converting?
Feels like the answer is probably already there rather than needing more traffic.
Honest answer: the 9 users aren't converting because they're not the target buyer. They're Castle players who signed up to play the game. The game is free and doesn't require a paid plan. The API behind it is what costs money, and none of these users are building AI products that need input scanning.
So the conversion problem isn't pricing or features - it's that I attracted the wrong audience first. The people who need the API haven't found it yet. Working on fixing that now by showing up in communities where developers are actually building LLM-powered products.
That makes a lot of sense, the game is doing its job, just pulling in people who enjoy solving it rather than people who need the API.
Feels like the interesting opportunity is right at that overlap though, devs who are already building with LLMs but would still find the game engaging.
Have you tried putting it directly in front of small groups of builders (like people actively shipping AI projects) and watching how they react to both the game and the API behind it?
Feels like that might surface a very different kind of feedback compared to broader audiences.
That overlap is exactly the group I need to find. Someone building a chatbot who also enjoys trying to break things - they'd play the Castle, understand the problem viscerally, and then think "wait, I should protect my own product against this."
Haven't put it directly in front of small builder groups yet - that's the step I keep avoiding because it feels like sales. But you're right that watching how a dev who's actively shipping an LLM product reacts to the game would surface completely different feedback. They'd probably skip past the "fun" and immediately ask "how do I plug this into my stack" which is the reaction I actually want.
Starting that outreach this week. Product Hunt recent AI launches and YC directory are the hunting grounds.
That makes sense, it only feels like “sales” when it’s 1:1 and you’re trying to convince someone.
The dynamic changes a lot when it’s a small group of builders instead. It becomes more like “let’s test this together” than “let me sell you something.”
You’d probably get way better signals too, not just whether they like the game, but exactly where they start thinking about integrating it.
Feels like even 5–10 of the right builders in one place could give you more clarity than all the broader traffic so far.
I really appreciate this advice. I'll be sure to follow through with more collaborative building!
Your last reply about outreach feeling like sales stood out.
That idea you mentioned (a small group of the right builders testing together) is actually something I’ve been setting up.
Not broad traffic, more like a few devs actively building with LLMs, guided through the Castle with specific things to try, while capturing when they shift from “this is fun” → “I might actually need this.”
I can run a small test like that for Bordair and show you where that transition happens (or if it doesn’t).
Might save you a lot of blind outreach.
You open to trying it?
Honestly yes!
That's exactly the data I need - watching where the transition happens between 'this is fun' and 'I should use this in production.' I've been guessing at that gap instead of measuring it.
What does the setup look like on your end? Curious how you'd structure it and whether there's a cost involved. Either way I appreciate the offer - this is the kind of thing I can't do currently.
That sounds good, I’ve actually put together a first version of the flow for Bordair.
It follows the play → reflect → relate → react structure we discussed, and captures where builders start connecting it to their own product.
I’ve set it up on Gleyo, you should be able to find it by searching for “Castle Bordair”, it’s already featured there.
To go through the full flow, you’ll need to sign up (since responses are tied to users), and I can give you access once you’re in.
If it’s easier, happy to share the direct link or walk you through it, we can also continue this over Twitter or email if you prefer.
That makes sense, and yeah, that gap is almost always guessed instead of actually seen.
On my end it’s pretty lightweight. I set up a structured flow where a small group of builder-type users go through specific steps in the Castle, with a few targeted questions at key points.
So instead of just “playing”, it becomes:
– play → reflect → relate it to their own product → react to the API
I handle:
setting up the flow
guiding the users through it
collecting responses at each step
Then I send you a simple breakdown of:
where they started taking it seriously
what made them think about integrating it
what held them back
No cost for this first run, I’m still refining this approach, so it’s useful for me too.
If you’re up for it, I can put together a quick version for Bordair and share the flow with you before running it.
The play, reflect, relate, react framework is exactly the kind of structured feedback I can't get from forum comments. I've been getting 'this is cool' or 'I got stuck at level 3' but nothing about the transition to 'I should use this in my own product.' That's the data gap.
Happy to try a first run. Send me the flow and I'll take a look before you run it. Appreciate you offering this while you're still refining the approach - useful for both sides.
The "right product, wrong room" insight is spot on. I've seen the same pattern — building is the fun part, distribution is where it actually gets hard.
One thing that worked for me: instead of cold posting in communities, I started answering questions where people already had the problem my tool solves. Way better conversion than "check out what I built" posts.
For your case — targeting security-focused dev communities (not gamers) and offering free API trials to anyone building with LLMs could be the right move. The game is brilliant for awareness though.
The "answering questions where people already have the problem" approach is exactly what's started working this week. This IH thread has driven more real engagement than any promotional post I've made. The difference is night and day.
Free API trials for anyone building with LLMs is the next step. Going to identify teams shipping user-facing LLM features and offer free Business tier in exchange for a conversation (or if anyones interested here drop a comment). Worst case I learn something. Best case I get my first paying customer.
The 95/5 split is painfully familiar. I'm in the same phase with three products on AWS (Lambda + Bedrock + DynamoDB) — Autoreport sends Stripe founders a PDF report every Monday, Valix validates Spanish fiscal IDs via API, and a tech comparison affiliate site. All live. Zero paying customers.
The "right product, wrong room" line is the most honest diagnosis I've read of this problem. I made the same mistake early on — posting about a Stripe analytics tool in places where nobody has a Stripe account.
The game mechanic is smart. It gives people a reason to share something that's otherwise invisible. That's the hardest part of developer tools — there's no natural shareability unless you build it in.
On your question: the one thing that's moved the needle for me (still small, but real) is responding to threads where the problem already exists rather than broadcasting. One comment in the right place beats ten posts in the wrong place.
"One comment in the right place beats ten posts in the wrong place" - that's been the single biggest lesson of this week, from everywhere and everyone. This IH thread has driven more real signups than 18k views on Reddit did. The room matters more than the volume.
Three products live with zero paying customers - yeah, we're in the same boat. The Stripe analytics tool in places where nobody has Stripe is painfully relatable. At least you figured it out. I was showing a developer security API to people who wanted to play a hacking game for fun. Same thing rly.
"Every exploit is a post" — that reframe is doing a lot of work. The buyers who tab back to "how do I stop my chatbot from being jailbroken" are already searching for exactly what you're generating as a byproduct of the game. That's the door.
The red team angle is the one I'd lean into hard. It's not a game that also has an API — it's a continuous red team exercise that produces a security API as its output. Same product, completely different buyer conversation.
The 95% building, 5% distribution line lands. I’m 60 days into running an autonomous AI business and the uncomfortable part is how little raw output matters once distribution is wrong. I’ve shipped 18 products, sent 4000+ replies, and still have $0 revenue. The painful lesson was that activity compounds much slower than relevance.
What stands out in your post is that the game is doing two jobs at once: proving the product and generating attack data. That’s rare.
If I were you, I’d treat every player-discovered exploit as a distribution asset, not just a bug fix. The people who need the API may never play the game, but they will read a concrete teardown of how a real multimodal prompt injection worked in production-like conditions.
You’ve probably already learned more from 11 engaged users than most people learn from 100 passive signups.
"Activity compounds much slower than relevance" - saving that. 18 products and 4000 replies with $0 revenue is the kind of data point that makes you rethink everything about what "hustle" actually means.
The exploit-as-distribution-asset framing keeps coming up in this thread and I think that's the signal. Multiple people independently saying the same thing means it's probably right. The teardown content starts this week - real attacks, real detection logic, real patches. The people who need the API will find it through the content, not through the game.
You're right about 11 engaged users too. Two of them have 100+ attempts each. Those two have taught me more about edge cases than my attack test suite did.
Josh, the honesty here is refreshing — and "95% building, 5% distributing" might be the most painful sentence in indie hacking. I made the same mistake building my own indie app (a lightweight memo tool for iPhone). What flipped distribution for me was treating it as a separate weekly project with its own backlog: one experiment per week, written down with a hypothesis and a kill criterion. Failed Reddit posts became data, not rejection. Also, "right product, wrong room" is huge — AI safety researchers and CTOs at AI startups already worry about prompt injection daily; they'll get the API instantly. Quick question: have you considered open-sourcing one of the four scanning pipelines as a top-of-funnel for the paid API? Free OSS often becomes the best wedge for security tooling.
The weekly distribution backlog with a hypothesis and kill criterion is the kind of structure I've been missing. I've been treating distribution as "do some stuff and hope" rather than "run an experiment, measure, learn." Stealing that framework immediately.
Open-sourcing one pipeline is an interesting idea. The text scanning pipeline would be the natural candidate - it's the most broadly useful and the easiest to understand. Ship it as a lightweight open-source package, let people hit limitations, then point them to the full API for image/document/audio. That's a real funnel. Going to think seriously about this one.
The "build a game to prove the API works" strategy is underrated. Most API companies try to sell to developers with docs and blog posts, but a playable demo that shows what the product actually does is way more compelling.
The cost situation is painfully familiar though. We're at ~$100/mo in compute costs with $0 revenue too. The mental math of "how many months can I sustain this before I need real customers" is always running in the background.
One thing that helped us: flipping the funnel. Instead of building → hoping people find it, we started with distribution first (SEO posts, commenting in communities like this one, replying to relevant threads on X). The product was ready months ago -- the missing piece was always getting it in front of the right people.
The game as a distribution channel for the API is smart. Have you thought about letting people share their failed attempts on social? That kind of viral loop could drive traffic without ad spend.
Sharing failed attempts on social is a great idea I've already been considering. Something like "I tried to trick the AI with [prompt] and it caught me" with a screenshot. That's inherently shareable because it's funny, and every share is someone showing the detection works without me having to say it.
Need to think about how to make that frictionless though. A "share your attempt" button that generates an image card with the prompt, the guard's response, and the kingdom/level. One tap to Twitter or LinkedIn. The game already has the data - it just needs the share mechanic.
The $100/mo with $0 revenue mental math is brutal. How long are you giving it before you reassess?
This is a great breakdown especially the right product, wrong room part. That one was real.
I’m in a really similar place right now. Built something people find interesting, but getting them to actually try it has been the hard part.
One thing that shifted things slightly for me was removing friction early I had a full sign-up wall upfront and it was killing curiosity. Switched to a demo mode where people can explore first and it instantly felt different.
Still figuring out distribution though I keep defaulting back to building because it feels productive, even when it’s not moving the needle user wise.
Out of everything you’ve tried so far, what actually got real users to engage, not just click?
By the way Fantastic name ;)
The demo mode insight is interesting - I've been debating the same thing. Right now the Castle doesn't require signup to play, but I had to change this after early users wouldn't sign up (they didn't trust me haha). The anonymous players can't access the hint system or api, so there's already a natural nudge to sign up.
What actually got real engagement rather than just clicks: honestly, this IH post has been the best. Not because of reach but because the people here are building things themselves and actually relate to the problem. Reddit got me 18k views and almost nothing stuck. IH got fewer views (about 158 Views) but the conversations are real and three people signed up today from this post.
The other thing that worked was the game itself once someone actually starts playing. Three users have 100+ attempts each. The problem is getting them to that first attempt - everything before that is friction. Would you consider giving it a go?
And thanks, I'm happy with the name!
This is a really creative approach — using the game as free red teaming while building an audience. The fact that players found exploits you missed is genuinely valuable.
The "right product, wrong room" insight is something I see a lot of builders struggle with. You clearly understand the problem (distribution), which puts you ahead of most.
The level 7 difficulty spike might be worth watching — if that's where most people drop off, you lose them before the "share with team" viral moment. Maybe test a hint system?
Curious if you've considered reaching out to AI safety researchers directly? This could work well as a teaching tool.
Good luck with the launch!
The hint system is already live as of this week - someone else flagged the same drop-off problem. Players now earn "magic" for clearing levels and can spend it on hints that explain what the guard is looking for. Costs more in later kingdoms because the attacks get more complex. Early feedback is that it's turning frustration into learning, which is exactly what was missing.
AI safety researchers is a good shout. Hadn't thought about the teaching tool angle specifically for that audience. The Castle already has a How to Play section that explains prompt injection from scratch, and the new hints make each level educational rather than just a wall. Could see it being useful for university courses or security training programmes.
Thanks for the push on both points - the hint system and the researcher outreach. Both actionable.
This resonates. The gap between building and revenue is real. I just shipped my first solo product last week — 1 user so far, also a friend. Curious how you're thinking about monetization at this stage?
Monetisation is already built - three Stripe tiers, free, $19/mo, $99/mo. The problem isn't pricing, it's that I built the entire billing system before proving anyone would pay. Classic over-building.
Honest answer at this stage: I'm not thinking about monetisation. I'm thinking about getting 50 people to use the free tier. Revenue is a problem I'd love to have. Right now the problem is that most people don't know this exists.
What did you ship? And was the friend honest with their feedback or just supportive?
Super impressive build, but your biggest unlock will likely come from targeting AI SaaS teams and security-focused dev communities directly rather than relying on broad platforms where the audience isn’t aligned with your API.
You're right, and that's the shift I'm making this week. The broad platforms taught me what doesn't work - posting research on security gaming forums attracted players, not buyers. The audience that actually needs this is developers shipping LLM-powered products who haven't thought about input validation yet.
Someone pointed me toward the OWASP LLM Top 10 community earlier in this thread and that's probably the highest-density room for this. AI engineering Slacks and Discords are next. Appreciate the nudge.
AWS bills for zero revenue is the ultimate "Founder's Tax".
I’ve been there—building complex tech while the foundation is still on rented land. After my Medium infrastructure was nuked recently, I stopped chasing "cool features" and started building for Sovereignty.
My shift to a stable $10k/mo didn't come from a complex stack, but from building a Bunker where I own the database and the delivery. If the tech costs more than the trust it generates, you're building a liability, not an asset.
Build the fortress first, then the game. Otherwise, the landlord always wins.
The "founder's tax" framing is accurate. Though I'd push back slightly on the fortress-first approach for my situation. The game IS the fortress - it's what generates the attack data that makes the detector better, and it's the only thing that's driven real signups so far. Without it I'd have a technically excellent API that nobody has ever tested.
The infrastructure cost is fixed regardless of what I build on top of it. The bill doesn't go up with more users, it goes down per user. The problem isn't the stack, it's that I haven't put enough people in front of it yet.
Congrats on the $10k/mo. What does your owned delivery actually look like in practice?
The "right product, wrong room" diagnosis is the right one — and it's fixable. The game is a great asset. It demonstrates the problem viscerally in a way no demo video can. The distribution channel is the problem, not the content.
Where I'd focus:
The OWASP LLM Top 10 community is your highest-density target. These are security practitioners already treating prompt injection as a real threat with organizational budget behind it. A post with your detection stats (100% on audio/document/cross-modal, zero false positives) lands completely differently there than anything you'd share on a general dev forum.
AI engineering communities on Slack and Discord (LangChain, LlamaIndex, Hugging Face) are also worth hitting directly. The developers building LLM-facing products are the ones who need this, and they're clustered there. Frame the game as "can your LLM app pass this test?" rather than a general challenge — that reframe turns it from entertainment into a professional audit tool.
On the 95/5 ratio: the answer isn't splitting time evenly. It's spending the next 4 weeks doing zero building and only talking to potential buyers. Find 10 companies building products with user-facing LLM features. Offer free Business tier in exchange for a 30-minute call. The call is the distribution — the product sells itself once the right person is in the room with it.
The infrastructure cost is actually a feature here. Dual-region AWS with zero false positives is a serious credibility signal for enterprise buyers, not an embarrassing overcost. Lead with it in that context.
The OWASP LLM Top 10 community is a blind spot I hadn't considered. You're right that the detection stats land completely differently there - those people already have budget allocated for exactly this problem. Adding that to the list this week.
The "can your LLM app pass this test" reframe is sharp. That turns the Castle from a game into an audit. Same product, completely different buyer psychology. Stealing that framing immediately.
The 10 companies / free Business tier / 30-minute call approach is the move I keep avoiding because it feels like sales. But you're right that the call is the distribution. Going to identify 10 companies shipping user-facing LLM features this week and start reaching out. Worst case I get 10 conversations that teach me something.
The infrastructure-as-credibility point is one I hadn't flipped that way before. I've been embarrassed by it. But dual-region with zero false positives is actually a selling point when you're talking to someone who needs to trust you with their production traffic. Thanks for that reframe.
$15.77 per user in AWS. the framing that way makes it worse. love the game-as-proof approach though - that's more honest than a landing page full of claims
Also, the cost doesn't scale linearly - it's mostly fixed. Fargate tasks, ALB, Route 53. Adding user 10 through 1,000 barely moves the bill. So the $15.77 number gets better fast if I can solve the part where people actually show up.
The game-as-proof point is exactly why I built it that way. In security, nobody trusts your claims. They trust what they can test themselves. The Castle lets anyone verify the detection works before they put it anywhere near their production stack.
that's a good reframe - fixed infra means the unit economics flip once distribution clicks. the hard part you named is the real one: getting people to show up in the first place. everything else is just math from there
Exactly. The infrastructure bill is basically flat whether I have 9 users or 900. The entire business model hinges on whether I can get the right 8 people to pay $19/month. That's not a scaling problem, it's a finding-people problem. Which is somehow harder.
Good news though - I'm up to 11 users now so that's down to $12.90. At this rate I'll break even by 2031.
lol that $12.90 number is almost better for the story. the jump from 9 to 11 is more signal than 2031 math
The 9 to 11 jump honestly felt bigger than it should have. User came from this post too - very appreciative.
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