
Loot Crate
Loot Crate is a technology company.
Financial History
Loot Crate has raised $19.0M across 1 funding round.
Frequently Asked Questions
How much funding has Loot Crate raised?
Loot Crate has raised $19.0M in total across 1 funding round.

Loot Crate is a technology company.
Loot Crate has raised $19.0M across 1 funding round.
Loot Crate has raised $19.0M in total across 1 funding round.
Loot Crate is a subscription box service, not a technology company. It delivers monthly curated crates of pop culture, geek, gaming, and collectible merchandise to fans, targeting enthusiasts of comics, video games, and nerd culture.[1][2][5][8] Founded in 2012 and headquartered in Los Angeles, the company serves hundreds of thousands of subscribers through an e-commerce platform, generating revenue from subscriptions, limited-edition crates, and brand partnerships while solving the problem of accessible, surprise-themed geek swag without attending conventions like Comic-Con.[1][5][7] Loot Crate has scaled to ship globally, employing tech like inventory systems and e-commerce tools to manage hyper-growth, though its core is consumer services in e-commerce rather than pure tech innovation.[2][3][4]
Loot Crate emerged from a 48-hour Startup Weekend event in Los Angeles in August 2012, where co-founders Matthew Arevalo and Chris Davis ideated the concept of "Comic-Con in a box."[5][6] Arevalo had experience in social media trend tracking, while Davis ran a prior venture called Gamer Food, giving them procurement know-how for geek products.[6] They launched without winning the event, fielding initial customers immediately and shipping the first simple, rubber-stamped cardboard crates within a month using grassroots tools like Google Docs—no outside funding needed.[6] Early traction built organically via social media, growing from a small operation to a multi-million-dollar business peaking at $160 million in revenue by curating t-shirts, figures, peripherals, and exclusives for gamers and nerds.[6][7]
Loot Crate stands out in the subscription box market through these key strengths:
Loot Crate rides the explosion of subscription e-commerce and direct-to-consumer models, capitalizing on millennial affinity for recurring geek merchandise in an untapped niche amid rising pop culture fandom (comics, gaming, conventions).[2][5][7] Timing aligned with 2010s subscription boom, scaling via cloud tools and DevOps without heavy VC, influencing DTC by proving niche curation viability.[6] Market forces like IP expansions from studios/games favor it through partnerships, while it pushes ecosystem adoption of IMS/ERP tech for fulfillment at scale—demonstrating how consumer brands leverage "digirati" platforms for logistics and data-driven personalization.[1][3][4]
Loot Crate's path forward hinges on sustaining subscriber loyalty amid competition, likely expanding digital perks like redeemable points and virtual unboxings while chasing new IP deals in gaming/esports surges.[2][8] Trends in personalized DTC subscriptions and AI-driven curation could amplify growth, evolving its influence from pure crates to hybrid experiences blending physical goods with apps or NFTs for global nerd communities—reinforcing its origin as accessible Comic-Con magic in a maturing geek economy.[1][7]
Loot Crate has raised $19.0M in total across 1 funding round.
Loot Crate's investors include 7GC & Co, BlueRun Ventures, Camber Creek, Conductive Ventures, Grit Capital Partners, Interplay Ventures, Left Lane Capital, M13, QEY Capital, Raine Ventures, Dennis Crowley, Kevin Hart.
Loot Crate has raised $19.0M across 1 funding round. Most recently, it raised $19.0M Series A in June 2016.
| Date | Round | Lead Investors | Other Investors |
|---|---|---|---|
| Jun 1, 2016 | $19.0M Series A | 7GC & Co, BlueRun Ventures, Camber Creek, Conductive Ventures, Grit Capital Partners, Interplay Ventures, Left Lane Capital, M13, QEY Capital, Raine Ventures, Dennis Crowley, Kevin Hart, Mark Cuban, Whitney Cummings |