Tobias Günther built the popular Git client, Tower. He grew it to a seven-figure ARR and 100k customers over the course of eight years. Then, two years later, it got acquired.
Here's Tobias on how he did it. 👇
I'm best known for cofounding and building Tower, a popular desktop app for software developers. But I've been an entrepreneur for almost 20 years, and I've had my fair share of wins and losses: I started four companies, made two of them profitable, and successfully sold my last one.
Together with a fantastic team, we grew Tower to a seven-figure ARR with over 100,000 customers in companies like Apple, Google, and Amazon before Saas.group acquired it in 2021. But it took us almost eight years to get there.
Today, I coach and mentor other founders and entrepreneurs on their journeys. I keep a very small coaching roster, which allows me to develop deep relationships with my coachees — almost like a cofounder. It's a fun model for working together, because I create real impact over a longer time.
Developing Tower was a classic case of "scratch-your-own-itch."
Before we started the product, we were a small web agency with a heavy tech and dev focus. We adopted the Git version control system very early, and at that time, no good graphical user interfaces were available. So we decided to build our own!
Building it was the toughest professional challenge I've ever faced. We had no experience building desktop applications and had never built a product — we had only done client work. On top of that, we were running out of time: Without any outside investment, we had to live and work off the profits I had saved from client projects.
After 10 months of development, we launched the project. We only had two months of runway left in the bank.

We often debated our tech choices, especially switching to a web-based/cross-platform technology. This would have made it much easier to make the product available on Mac, Windows, and Linux.
However, we stuck to native desktop technologies, first on macOS and later on Windows. We aimed to build the very best product in terms of performance, stability, and user interface, and were unwilling to make compromises.
This doesn't mean a different tech choice couldn't have achieved these goals. We simply felt most comfortable and confident with this choice.
We launched Tower in 2011 — a time when people bought "licenses" for software as a one-time fee. This model worked well for the Adobes and Microsofts of the world because these companies had incredible sales volume.
For a small, indie business like ours, staying profitable and keeping the lights on was always tough. In 2018, we mustered our courage and switched to a yearly subscription model. Today, of course, this model seems obvious; it's the standard. But back then, the move was difficult and tricky for us.
Our users loved the product and supported the switch to a subscription. This really changed a lot for us: it finally gave us the stability we needed to ship constant improvements and make bold product moves.
Early on, we took a big bet and focused heavily on just two things:
We wanted to create the best learning content out there. We wanted to help developers learn not only our product but also the underlying technology (even if they didn't use our product). This led to countless blog posts, video series, and even a book.
Additionally, we wanted to "spread good vibes" in the developer community. Our "Illustrated History of macOS" and fun T-Shirts and posters brought us closer to our fellow developers.
Small software companies always struggle to stay afloat and keep the lights on. Yet, I have no doubt that refusing VC money and following a bootstrapped path was the absolute right choice — at least for me!
I'm not looking down on VC funding at all; quite the opposite. I just think every founder should understand who they are, what they want to build — and which model fits these two aspects.
If I had to start over, however, I would do a few things differently:
Don't aim too low — It might seem easier to succeed by picking a "smaller opportunity." But in the end, you invest 100% of your time and energy into this endeavor, whether you're running a sandwich cart or building rocket ships. So why not pick the bigger goal (as long as it truly resonates with you, of course)?
Watch my work-life balance — I experienced severe burnout in 2014 — the full monty, including five weeks in a rehab clinic. I regularly see too many founders exceeding their limits. It's not worth it!
Coaching / Community / Peers — For too long, I kept my circle too small. I'm certain that a coach or mentor and a community of peers would have helped me tremendously. Both would have kept me sane and helped me reach my goals much faster. This would have saved me a few unnecessary detours.
Here's my advice:
Develop a bias toward action. Don't wait until you're "ready." You learn so much more from building and creating stuff than from making plans in your head.
Surround yourself with like-minded people. Join the Indie Hackers community or one of the many other communities/groups.
Read, read, read. Focus on long-form stuff. Especially today, many tend to stay on the surface of things. But always having one or multiple books lying around will give you a real edge.
I want to help other founders reach their potential. I consider entrepreneurship the greatest self-development journey one can undertake. But when you're on this journey, it's easy to lose track of the bigger picture. You risk becoming a slave to your company.
After 20 years on this journey, I want to help founders get better, smarter, and more successful — without burning out, without regretting things, and with a bit less pain on the journey. Drop me a line if any of this resonates with you. I'm always happy to chat.
You can follow along on LinkedIn and my personal website.
Leave a Comment
Tobias's 8-year journey from scratch to
7-figure acquisition is a reminder that
great bootstrapped businesses are built
slowly and deliberately — not overnight.
The decision to stay native instead of
going cross-platform is a lesson I'm
applying right now. I built AgentFlow Pro
— a Real Estate CRM with legal docs, AI,
and global maps — as a simple HTML/JS
product instead of overengineering it.
Ship first, optimize later.
The subscription model section hit hard.
Recurring revenue changes everything about
how you think about growth and sustainability.
20 years of entrepreneurship with honest
reflections on failures — this is exactly
the kind of content that makes IH worth
coming back to every day. 🙌
This is such a transparent and helpful read, especially the point about taking a big bet on content and community early on. It is so easy to get caught up in the tech stack and deployment architecture, but creating genuinely helpful content (like your Git learning resources) seems to be what actually builds a moat and drives organic trust.
I'm building a discovery-heavy platform right now, and balancing the time spent on UI architecture versus just making great content is a constant struggle. Seeing that content was a massive driver for Tower’s growth to 100k users is exactly the validation I needed to keep leaning into it.
Also, massive respect for being so open about the burnout in 2014. We don't talk about that enough in the indie space.
That's great
8 years to acquisition is a timeline people gloss over. I've been building PM tools for 2 years and still figuring out distribution. the subscription-before-it-was-cool move - gut call or market signal?
Really enjoyed the part about focusing heavily on content and community early on. A lot of founders underestimate how much trust and long-term growth comes from genuinely educating the audience instead of only pushing the product.
The “Illustrated History of macOS” example was smart too because it gave value even to people who were not Tower customers yet. That kind of content tends to compound over time.
Also agree with the point about subscriptions creating stability for continuous improvements. Many software businesses struggle because one-time purchases make revenue too unpredictable.
As someone interested in software and sports data products, I’ve noticed the same thing with communities around analytics and betting tools — educational content usually performs better long term than aggressive promotion. Sites like do a good job building audience through guides, odds analysis, and informational content first.
That's greate, Waiting for more content for you
I noticed my family had no idea where ₹40,000 went last month. So I'm building something about it.
Last month I sat down with my parents to review household expenses.
We had nothing. No record. No app. No diary.
My dad checks the bank statement at the end of the month and calls that "tracking." My mom remembers roughly what she spent at the sabzi wala but nothing is written down. My younger brother doesn't track at all.
Sound familiar?
I started looking for solutions. Every app I tried had the same problem — you have to remember to open it, find the right screen, fill in a form, select a category, press save. By the time you do all that, you've already forgotten what you bought.
Then I asked myself: what if you could just send a WhatsApp message?
Type "200 sabzi" and it's logged. Send a receipt photo and it's scanned automatically. Send a voice note and it transcribes it. No app to open. No form to fill. Just WhatsApp — which is already open on everyone's phone anyway.
And if you're a family or a small business — every member logs their own expenses, and the admin sees everything in one real-time dashboard.
---
What I've validated so far:
I posted a 2-minute survey yesterday. 14 responses overnight.
- 86% said yes or maybe to WhatsApp-based logging
- 79% said "too lazy to open an app" is their #1 blocker
- 57% currently only check their bank statement monthly (meaning they have zero real-time visibility)
- 86% also want to track income — not just expenses
The data is telling me the idea has legs. But I want more signal before I build.
---
Who I'm building this for:
- Families where one person manages everyone's spending but has no visibility
- Small business owners tracking employee expenses manually in diaries
- Freelancers who lose receipts and miss GST claims
- Anyone who has tried 3 expense apps and quit all of them within a week
---
Where I am:
Pre-build. Still in validation. I'm a part-time builder with a ₹20k budget and evenings/weekends to work with. I'm not raising money. I'm not quitting my job yet. I just want to solve a real problem in the simplest possible way.
If this resonates — or if you've felt this pain — I'd genuinely love your input. Takes 2 minutes.
And if you've built something in this space — or tried to — I'd love to hear what killed it or what worked. Drop it in the comments.
---
Building in public. Will share survey results, learnings, and honest updates as I go.
Dm me for form link.
We are looking for someone who can lend our holding company 300,000 US dollars.
We are looking for an investor who can lend our holding company 300,000 US dollars.
We are looking for an investor who can invest 300,000 US dollars in our holding company.
With the 300,000 US dollars you lend us, we will open a game programming and e-commerce company.
We will use the 300,000 US dollars you invest in our holding company to establish a game programming company and an e-commerce company.
With the 300,000 US dollars budget you will provide to our holding company, we will open a game programming and e-commerce company.
Why would we establish a company in these two business sectors?
The game company we will establish will produce our own game projects and generate significant revenue by publishing our games for a fee on major gaming platforms such as the Play Store, Apple Store, Microsoft Store, and Steam.
We will release the game projects we produce as paid downloads on digital stores, generating significant revenue by charging a fee for each download.
The e-commerce company we will establish will promote our game projects and increase the download rate of our game.
The e-commerce company we will establish will advertise our game projects, helping to introduce our game to a wider audience, and in this way, the download rate of our game will increase rapidly.
In short, our game company will produce game projects and publish these games on digital stores. Our e-commerce company will promote these game projects, increasing download rates and thus generating significant revenue.
By working in coordination between our game company and our e-commerce company, we will create great games and the download rates of the games we make will increase rapidly.
Today, the gaming industry is a large, innovative sector that generates significant returns, so by focusing on the gaming industry, we will achieve substantial income.
Because we have a strong infrastructure and advertising network, and an expert team, we will be able to grow the company rapidly by focusing on the gaming sector.
Since we have the infrastructure ready in the gaming industry, we will be making big money in a short time.
Because the gaming industry is a highly in-demand sector, and because we have a strong infrastructure and foundation, entering this sector will allow us to generate significant revenue.
How will we advertise the game projects we will produce?
We will increase the number of downloads for our game using 5 different advertising tactics.
Thanks to the 5 different advertising tactics we will use, our game will be downloaded by an average of 10,000,000 people in just 2 months.
Thanks to our strong advertising strategy, we will increase our game's download rate in a short time.
1. Advertising strategy: By continuously promoting our game on global social media platforms like Facebook, Instagram, YouTube, X, Telegram, LinkedIn, and TikTok, we will attract a large audience to our game.
2. Advertising strategy: We have 170 unique social media applications for each country. By using these applications, we will promote our game to many countries and increase its international popularity.
3. Advertising Strategy: Our game will feature a referral system that will benefit both existing and new users. The system will work as follows: each registered user will receive a unique referral code, which they can share with others to bring in new customers. When a new user registers, they will enter this referral code in the designated field. The system will automatically recognize the code, and the user who shared the code will receive 2 US dollars for each new customer they bring in. Additionally, the new user who registers using the referral code will receive a 20% discount on the game purchase. This will motivate existing users to recommend the game to more people by earning income from their referrals, and will make new users more willing to join thanks to the discount. This will create a rapid and natural spread among users, allowing our game to reach a wider audience and grow quickly.
4. Advertising strategy: By using advertising platforms like YouTube Ads, Google Ads, Facebook Ads, and Instagram Ads, we will have our game's promotional video viewed by millions, which will increase the number of downloads.
5. Advertising strategy: We will place advertisements for our game on blogs and news websites.
Thanks to our strong advertising network and strategy, our game will receive 10,000,000 downloads in just 2 months.
By releasing our game on multiple app stores instead of just one, the download rate will increase even more.
We will release our game on major digital stores such as the Play Store, Microsoft Store, App Store, and Steam.
By implementing these 5 advertising tactics, we will increase our game's download rate in a short time.
We aim for our game to have an average of 10,000,000 downloads within 2 months.
How will we generate revenue from the game project we will produce?
1. Our game will cost 7 US dollars. Since it will be a paid game, we will earn money for each download.
2. The game will feature a purchase system. Some characters, weapons, and vehicles in the game will be offered for a fee. Users can purchase this content for a certain price to strengthen their characters and improve their performance and progress in the game more quickly and effectively.
Thanks to the in-game purchase feature, we will generate significant revenue.
3. By sharing our game on multiple digital stores instead of just one, we will further increase our revenue.
4. We will add short ads to our game using Google AdMob and generate revenue from these ads.
5. When our game's download numbers increase, we will advertise the products of companies for a fee.
Today, the gaming market is a highly demanded sector, and by entering this market, we will generate significant revenue in a short time.
With our expert game programming and e-commerce team, we will create great games, attract large audiences to our games, and generate significant profits.
Thanks to our strong advertising network and advertising tactics, our game will receive an average of 10,000,000 downloads in just 2 months.
Since we will be releasing our game on many digital stores, our game will definitely get a total of 10,000,000 downloads.
We will have earned a total average of 70,000,000 US dollars from our game.
Since the download price of our game will be 7 US dollars, we will earn 70,000,000 US dollars just from the number of downloads.
Even companies that make simple games are earning billions of dollars these days.
The gaming industry is a very profitable sector.
By investing in our holding company, you too will earn significant returns and increase your wealth.
How much revenue will you generate by investing in our game project?
If you lend our holding company 300,000 US dollars, I will return your money as 950,000 US dollars on February 26, 2027.
If you invest 300,000 US dollars in our holding company, we will return your money as 950,000 US dollars on February 26, 2027.
I will invest the 300,000 US dollars you lent to our holding company in the gaming sector, increase its value, and return it to you as 950,000 US dollars on February 26, 2027.
I will repay the 300,000 US dollars you lent to our holding company as a loan to you as 950,000 US dollars on February 26, 2027.
You will receive your money back as 950,000 US dollars on February 26, 2027.
By investing in our holding company, you will have increased your money within a few months.
How to contact us:
To learn how you can lend our holding company 300,000 US dollars, please send a message to the WhatsApp number, Telegram username, or Signal number below. I will provide you with detailed information.
To learn how you can invest 300,000 US dollars in our holding company, please send a message to the WhatsApp number, Telegram username, or Signal number below. I will provide you with detailed information.
To learn how you can increase your money by investing 300,000 US dollars in our game project, send a message to the WhatsApp number, Telegram username, or Signal number below. I will provide you with detailed information.
For detailed information, please send a message to the WhatsApp number, Telegram username, or Signal number below. I will provide you with detailed information.
To learn how you can lend our holding company 300,000 US dollars and to get more detailed information about our game project, please send a message to the WhatsApp number, Telegram username, or Signal number below. I will provide you with detailed information.
My Telegram username:
@adenholding
Signal contact number:
+447842572711
Signal username:
adenholding.88
great work
Hey, this looks amazing! The UI is very clean. Keep up the great work!"
Tobias's story is a masterclass in what actually makes a bootstrapped product acquirable — clean ARR, loyal customers, and a team that wasn't dependent on one person to run everything. Buyers price businesses on recurring, transferable cashflow, and the quality of that cashflow (churn, concentration, founder dependency) can move the multiple by 2x or more. Worth running a valuation check even 12 months before you're ready — knowing the number tells you exactly what to prioritize first.
Really enjoyed this, Gert! 👏
Tower is one of those rare products that feels like a true craftsman’s tool — you can tell the team obsessed over quality and native experience. Your story from web agency → building a desktop Git client with almost no runway left is genuinely inspiring.
I especially respect three things you shared:
Sticking with native desktop tech even when cross-platform looked easier. In an era where everyone chases “ship everywhere fast,” choosing depth and excellence over breadth is a bold and respectable decision. It clearly paid off with the kind of customers you attracted (Apple, Google, Amazon).
Switching to subscription in 2018 when it was still risky and unpopular for desktop tools. That must have been scary, but it became the move that finally gave you stability. Great example of doing the right thing for the business even when it’s uncomfortable.
Your honesty about burnout and the importance of work-life balance. Too many founders glorify grinding until they break. Hearing that you went through rehab and still came out successful is a powerful reminder that sustainability beats short-term heroics.
Your advice about developing a bias toward action and surrounding yourself with the right people hits hard. Many of us spend too much time planning and not enough time shipping.
Quick question for you:
Now that you’re coaching founders, what’s the most common mistake you see in people who are transitioning from “successful side project” to “real business” — especially around pricing, team, or focus?
Thank you for sharing your wins, losses, and lessons so openly after 20 years in the game. This kind of wisdom is gold for the indie community.
hanks for sharing your journey. It's really inspiring for solo developers like us."
Indie hackers, if you're bootstrapping a SaaS, SerpSpur is a great free SEO tool to track your keywords and analyze competitors. Helps validate your SEO strategy without spending on expensive tools.
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Exactly - repo growth is often the leading indicator, not the company launch.
In developer ecosystems, demand usually appears bottom-up first:
developers repeatedly solving the same pain, internal tooling getting shared publicly, OSS projects accelerating before monetization exists.
By the time the polished startup appears, the signal was often visible months earlier in commits, stars, workflows, and community behavior.
What makes this especially interesting now is that AI compressed the build phase dramatically. The advantage is no longer just functionality, but simplifying adoption, onboarding, collaboration, hosting, and workflow design around existing primitives.
That’s why the “commercialization gap” framing is powerful.
The OSS project proves technical demand first. The startup monetizes usability, reliability, and organizational adoption later.
That’s also what makes watching fast-growing repos interesting. Sometimes the repo itself is not the opportunity - the operational layer that forms around it is.
—
The native-desktop bet and the early subscription bet are the two decisions that compound over a decade, and both looked uncool in year one. Most founders chase what the loudest voices on Twitter are doing this quarter. Tobias picked two unfashionable bets and ate the boring middle for 8 years. The other thing rarely said about exits like this: bootstrapped is what made it actually pay out. Most VC-backed founders sell their company for a number that sounds great and walk away with less than they should because the cap table is too wide. Bootstrap means the exit math is yours.
Eight years is the number people skip over. Everyone wants the acquisition story but nobody wants to sit with the timeline. The subscription switch in 2018 before it was standard takes real conviction, you had no proof it would work and your existing users could have revolted. The burnout warning hit differently too. Most founder content glosses over that part.
most devs scratch their own itch and don't get traction. the subscription pivot and native commitment are what separated this - those are decisions, not itch-scratching.
sounds good!
That's pretty rare - getting acquired after bootstrapping a dev tool to that scale. Most dev tool founders seem to either stay indie forever or go the VC route. What was the acquisition timeline from launch to exit?
Like this post. Genuine inspiring.
The part about switching to subscription in 2018 hit hard. I'm sitting with the same decision right now on my own tool. one-time vs monthly, knowing the monthly is
"Right," but terrified of how the existing users will react. question for you — when you made the switch, did you grandfather existing license holders forever, or did you give them a runway and then convert everyone? Curious how you handled the trust piece without losing the people who'd already bought in.
awesome story!
What would you say is the biggest factor you have to keep an Eye out when building a team?
So I started looking for an alternative and found this site: https://workstation-master.com/bluetooth-battery-level.html. I installed it—and finally everything became clear: the battery level displays properly, you can set up notifications, and there’s a handy widget.
ars for each new customer they bring in. Additionally, the new user who registers using the referral code will receive a 20% discount on the game purchase. This will motivate existing users to recommend the game to more people by earning income from their referrals, and will make new users
hi
hi wery vell
Bootstrapping a popular Git client to 7-figure ARR and getting acquired basically means building a software product without outside funding, growing it to a strong recurring revenue level (like $1M+ yearly), and then successfully selling it to another company after proving its market value and scalability.
8 years to acquisition is a timeline people gloss over. I've been building PM tools for 2 years and still figuring out distribution. the subscription-before-it-was-cool move - gut call or market signal?
nice
We are looking for someone who can lend our holding company 300,000 US dollars.
We are looking for an investor who can lend our holding company 300,000 US dollars.
We are looking for an investor who can invest 300,000 US dollars in our holding company.
With the 300,000 US dollars you lend us, we will open a game programming and e-commerce company.
We will use the 300,000 US dollars you invest in our holding company to establish a game programming company and an e-commerce company.
With the 300,000 US dollars budget you will provide to our holding company, we will open a game programming and e-commerce company.
Why would we establish a company in these two business sectors?
The game company we will establish will produce our own game projects and generate significant revenue by publishing our games for a fee on major gaming platforms such as the Play Store, Apple Store, Microsoft Store, and Steam.
We will release the game projects we produce as paid downloads on digital stores, generating significant revenue by charging a fee for each download.
The e-commerce company we will establish will promote our game projects and increase the download rate of our game.
The e-commerce company we will establish will advertise our game projects, helping to introduce our game to a wider audience, and in this way, the download rate of our game will increase rapidly.
In short, our game company will produce game projects and publish these games on digital stores. Our e-commerce company will promote these game projects, increasing download rates and thus generating significant revenue.
By working in coordination between our game company and our e-commerce company, we will create great games and the download rates of the games we make will increase rapidly.
Today, the gaming industry is a large, innovative sector that generates significant returns, so by focusing on the gaming industry, we will achieve substantial income.
Because we have a strong infrastructure and advertising network, and an expert team, we will be able to grow the company rapidly by focusing on the gaming sector.
Since we have the infrastructure ready in the gaming industry, we will be making big money in a short time.
Because the gaming industry is a highly in-demand sector, and because we have a strong infrastructure and foundation, entering this sector will allow us to generate significant revenue.
How will we advertise the game projects we will produce?
We will increase the number of downloads for our game using 5 different advertising tactics.
Thanks to the 5 different advertising tactics we will use, our game will be downloaded by an average of 10,000,000 people in just 2 months.
Thanks to our strong advertising strategy, we will increase our game's download rate in a short time.
1. Advertising strategy: By continuously promoting our game on global social media platforms like Facebook, Instagram, YouTube, X, Telegram, LinkedIn, and TikTok, we will attract a large audience to our game.
2. Advertising strategy: We have 170 unique social media applications for each country. By using these applications, we will promote our game to many countries and increase its international popularity.
3. Advertising Strategy: Our game will feature a referral system that will benefit both existing and new users. The system will work as follows: each registered user will receive a unique referral code, which they can share with others to bring in new customers. When a new user registers, they will enter this referral code in the designated field. The system will automatically recognize the code, and the user who shared the code will receive 2 US dollars for each new customer they bring in. Additionally, the new user who registers using the referral code will receive a 20% discount on the game purchase. This will motivate existing users to recommend the game to more people by earning income from their referrals, and will make new users more willing to join thanks to the discount. This will create a rapid and natural spread among users, allowing our game to reach a wider audience and grow quickly.
4. Advertising strategy: By using advertising platforms like YouTube Ads, Google Ads, Facebook Ads, and Instagram Ads, we will have our game's promotional video viewed by millions, which will increase the number of downloads.
5. Advertising strategy: We will place advertisements for our game on blogs and news websites.
Thanks to our strong advertising network and strategy, our game will receive 10,000,000 downloads in just 2 months.
By releasing our game on multiple app stores instead of just one, the download rate will increase even more.
We will release our game on major digital stores such as the Play Store, Microsoft Store, App Store, and Steam.
By implementing these 5 advertising tactics, we will increase our game's download rate in a short time.
We aim for our game to have an average of 10,000,000 downloads within 2 months.
How will we generate revenue from the game project we will produce?
1. Our game will cost 7 US dollars. Since it will be a paid game, we will earn money for each download.
2. The game will feature a purchase system. Some characters, weapons, and vehicles in the game will be offered for a fee. Users can purchase this content for a certain price to strengthen their characters and improve their performance and progress in the game more quickly and effectively.
Thanks to the in-game purchase feature, we will generate significant revenue.
3. By sharing our game on multiple digital stores instead of just one, we will further increase our revenue.
4. We will add short ads to our game using Google AdMob and generate revenue from these ads.
5. When our game's download numbers increase, we will advertise the products of companies for a fee.
Today, the gaming market is a highly demanded sector, and by entering this market, we will generate significant revenue in a short time.
With our expert game programming and e-commerce team, we will create great games, attract large audiences to our games, and generate significant profits.
Thanks to our strong advertising network and advertising tactics, our game will receive an average of 10,000,000 downloads in just 2 months.
Since we will be releasing our game on many digital stores, our game will definitely get a total of 10,000,000 downloads.
We will have earned a total average of 70,000,000 US dollars from our game.
Since the download price of our game will be 7 US dollars, we will earn 70,000,000 US dollars just from the number of downloads.
Even companies that make simple games are earning billions of dollars these days.
The gaming industry is a very profitable sector.
By investing in our holding company, you too will earn significant returns and increase your wealth.
How much revenue will you generate by investing in our game project?
If you lend our holding company 300,000 US dollars, I will return your money as 950,000 US dollars on February 26, 2027.
If you invest 300,000 US dollars in our holding company, we will return your money as 950,000 US dollars on February 26, 2027.
I will invest the 300,000 US dollars you lent to our holding company in the gaming sector, increase its value, and return it to you as 950,000 US dollars on February 26, 2027.
I will repay the 300,000 US dollars you lent to our holding company as a loan to you as 950,000 US dollars on February 26, 2027.
You will receive your money back as 950,000 US dollars on February 26, 2027.
By investing in our holding company, you will have increased your money within a few months.
How to contact us:
To learn how you can lend our holding company 300,000 US dollars, please send a message to the WhatsApp number, Telegram username, or Signal number below. I will provide you with detailed information.
To learn how you can invest 300,000 US dollars in our holding company, please send a message to the WhatsApp number, Telegram username, or Signal number below. I will provide you with detailed information.
To learn how you can increase your money by investing 300,000 US dollars in our game project, send a message to the WhatsApp number, Telegram username, or Signal number below. I will provide you with detailed information.
For detailed information, please send a message to the WhatsApp number, Telegram username, or Signal number below. I will provide you with detailed information.
To learn how you can lend our holding company 300,000 US dollars and to get more detailed information about our game project, please send a message to the WhatsApp number, Telegram username, or Signal number below. I will provide you with detailed information.
My WhatsApp contact number:
+212 619-202847
My Telegram username:
@adenholding
Signal contact number:
+447842572711
Signal username:
adenholding.88
Like this post. Genuine inspiring.
Really enjoyed this.
The part that stood out most is “bias toward action.” A lot of founders wait until they feel fully ready, but the real learning only starts once something is shipped and tested in the market.
Also loved the point about not aiming too low. Building a small idea still takes years of energy, so it makes sense to choose a problem that truly matters.
The bootstrapped Tower journey is a great reminder that patience, focus, and community compound over time.
sounds fantastic
Found "Develop a bias toward action. Don't wait until you're "ready." You learn so much more from building and creating stuff than from making plans in your head" really interesting. I do tend to push things off and make excuses similar to "I'm not ready," so this really helped put into perspective how to get better at this. Thank you for sharing your journey!
The subscription model timing really stood out to me. Switching in 2018 when everyone still expected one-time licenses took real courage, and the framing you used makes sense: stability enables bold product moves. That is something I am thinking about right now with my own app.
The burnout warning also hit differently than the usual "take breaks" advice. Five weeks in a clinic is a serious consequence that most founder content glosses over. Appreciate you being direct about it.
Really interesting journey - especially the decision to stay focused on native desktop quality instead of chasing easier cross-platform shortcuts. Looking back now, was there a specific moment where you felt Tower had truly become a real business and not just a risky side bet anymore?
Really impressed with this Roblox APK! Easy to install, smooth gameplay, and no issues so far. Totally recommended for Roblox fans.
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Really an interesting journey