Thankbox: £150 to £12,000 a Month in 11 Months Selling $5.99 Online Group Cards
Thankbox, an online group greeting card service, grew from £150 in monthly revenue in October 2020 to £12,000 eleven months later. With a ~$1,000 starting budget and $15/day in ads, growth ran on product-embedded virality: dozens of colleagues sign each card, and one of them becomes the next buyer.
No subscription, barely any ad spend. So how did a little web service grow dozens of times over in under a year?
The answer turns out to be the shape of the thing it sells.
- The 11 months from £150 to £12,000 a month, laid out as a timeline
- How a $5.99 group card brings in its own next buyer
- Why putting the payment at the very end cut drop-off
- Three reasons to discount the growth: one-off billing, unverified later numbers, and market timing
Thankbox, an online group greeting card service, was making £150 a month in October 2020.
Eleven months later, in September 2021, monthly revenue was £12,000. That’s an 80x increase.
Founder Valentin Hinov shared the figures himself in an interview with UK outlet TechRound.
When people hear about a fast-growing web service, most picture a subscription SaaS. Thankbox has no monthly plan at all.
What it sells is a $5.99 group card, and revenue is a pile of one-off purchases. The ad budget was $15 a day.
It still grew 80x because the growth engine was neither advertising nor subscriptions. It was the card itself.
What a $5.99 online group card actually is
Thankbox is the online version of the paper card that gets passed around an office.
When a colleague leaves or has a birthday, an organizer creates a card and shares the link with the team. Coworkers add messages, photos and videos, and can chip in cash for a gift in the same place.
Hinov noticed there was nothing combining digital message collection with cash collection in one spot. His reaction, he says, was that this was something he could build.
The billing timing is unusual. Creating a card requires no payment and no registration.
Only when the messages are in and the organizer is ready to send it does the $5.99 charge appear.
Value stacks up first, and the bill comes last.
Later the product added custom backgrounds and fonts, card scheduling, video messages, a premium mode, and Thankbox Packs for companies buying in bulk. Each one nudged up average order value.
First sale on day one, then six flat months
| Period | Event / figure |
|---|---|
| March 2020 | Development starts. Initial budget of about $1,000, mostly spent on design |
| May 2020 | Launch (under two months of build). A team of former Ubisoft colleagues buys on day one |
| May–Oct 2020 | Product tuning and channel hunting. Revenue barely moves |
| October 2020 | Revenue £150. Full landing page overhaul, a $300 explainer video from Fiverr, Google Ads begin |
| September 2021 | Revenue £12,000 (80x in 11 months) |
According to Indie Hackers, developer Joe Pritchard joined on a profit share instead of a salary, which kept fixed costs down.
The initial budget, planned with Hinov’s wife, was about $1,000.
The only paid channel was a $15/day Google Ads campaign, and the piece credits it with driving much of the growth.
What tends to get overlooked is that the first six months after launch were a plateau.
There was no explosive debut. Until the landing page, video and ads were rebuilt in one push in October 2020, monthly revenue stayed in the low hundreds of pounds.
The 80x multiple owes a lot to that low starting point.
- March 2020: building on about $1,000
Most of it went to design, and the developer joined on a profit share.
- May 2020: launch and a first sale
A team of former Ubisoft colleagues became the first buyers.
- May to October 2020: the plateau
Product tuning and channel hunting went on, and revenue barely moved.
- October 2020: landing page, video, ads
A $300 explainer video came from Fiverr, and Google Ads began.
$15 a day was enough because the card was the ad
The core mechanism sits in the structure of the product.
Only one organizer buys the card. But dozens of colleagues write in it, and the recipient sees it too.
So every purchase doubles as a product demo for dozens of people.
And one of the signers becomes the organizer the next time someone leaves.
That’s exactly what happened at Ubisoft. The day-one sale turned into 20 more purchases inside the company, because people from the original group remembered Thankbox.
The pay-later design meshes with that structure.
Internal data reported by Indie Hackers shows that once a card has collected at least two messages, the creator is 90% more likely to buy it.
Before any charge appears, the organizer is looking at a card already full of messages. That kind of value is hard to walk away from, so the payment step loses few people.
Then there’s market timing. In 2020, offices emptied out and physically passing a paper card became impossible.
Remote teams needed a substitute, and Thankbox slid into that gap in two months.
Hinov had spent his career across multiple teams, watching workplace celebration culture up close. He still answers every support ticket himself.
For an emotional product like this, a builder who knows the organizer’s awkwardness firsthand beats a longer feature list.
- Each purchase is a demo for dozens of people, and a signer becomes the next organizer
- Payment only after the messages are in
- Shipping in two months, in the year paper cards could no longer go around
The $15/day ads worked because the viral loop was already in place to catch the clicks.
The spend was never the engine on its own. That’s how we read it.
Discounting the 80x
Three discounts should be applied to this story.
- One-off billing resets to zero every month. £12,000 is the result of that month's card sales, with no subscription stock that persists unless canceled
- Nothing guarantees the next month sells as many
- This market was created by the pandemic's remote-work surge, and the numbers from that period say nothing about resilience if the tailwind reverses
The verifiable numbers stop in 2021. The figures here are what TechRound (2021) and Indie Hackers (January 2021) reported from Hinov's own statements, with no filings behind them. Later revenue can't be verified from these two sources.
As the flip side of a business born on market timing, a remote job board’s record is worth reading alongside.
In 2019, the rival would have been a £3 card
What carries over from Thankbox to other products isn’t the $15-a-day ad budget. It’s the order of things.
By the time ads started in October 2020, the loop was already running. Each purchase served as a product demo for dozens of people, and one Ubisoft card had chained into 20 purchases inside the same company.
Pay-after-use billing works for the same reason. Value is visible before the charge, with purchase likelihood rising 90% once two messages are in.
The limits of timing are just as clear.
The specific 2020 situation, where paper cards could no longer be passed around an office, handed the product a six-month runway and urgent demand.
Launched in 2019, it would have competed with a £3 card from a stationery shop.
There’s a personal side too. Hinov’s design and app background let him judge where $1,000 would matter most.
The £12,000 month happened inside those two conditions.
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Sources
- Reported TechRound「Meet Valentin Hinov, Founder and CEO at Online Group Card Service: Thankbox」
- Reported Indie Hackers「Deep Dive: Valentin Hinov of Thankbox」(2021年)