BitGym was launched as a video library under a streaming model under Virtual Active’s branding — a toolkit for exercise games that brought in the experience of Wii Fit and Xbox Kinect to mobile, combined with computer vision tech. The SDK uses the front-facing camera on any mobile device to track a person's exercise and movement and cardio workout.
After they launched, BitGym initially used app-store transactions to buy individual videos as in-app purchases. The challenge with that was the longevity of the product — people would download one or two videos and then never come back.
Around the same time, Netflix was gaining popularity and BitGym was inspired to use their subscription model. The backend payment pages from Netflix were, however, homegrown. And building something similar was proving to be complex. With an aim to diversify beyond the app store, BitGym started integrating with Stripe subscriptions.
They ran a Kickstarter campaign for 30,000 dollars as a market validation and raised around 35,000 dollars where they basically pitched the idea of subscription to a large and growing library of beautiful locations around the world that can be used during workouts.
But Stripe subscriptions, at that time, proved to be rudimentary, and they ended up building a lot of custom code on their payments page using JavaScript. They also ended up writing custom code to build a customer portal where customers can manage their own subscriptions — including pausing, reactivating, or cancelling their subscriptions, or requesting a refund, on demand. As the user base grew, the technical debt to maintain their code base which was becoming more spaghetti with each passing day grew exponentially.