
u/Klightgrove

Honestly..there is a certain comedy/humor that Zuko brings to the group that i deadass feel like was missing for a while and this scene kinda showed it to me.
Like he is deadass one of the funniest characters in the show without even trying to be and that's what's so funny to me.
Evil Aang appeared after I criticized Seven Havens and his name was Baang
Crowdfunding isn’t dead! Double Fine’s campaign success and Airship Syndicate’s pivot
Two independent studios have taken different approaches to working with their communities for fundraising their next project after facing hurdles the last few months. We will start off analyzing Airship Syndicate and then leap into Double Fine, so feel free to scroll if you’re just here for the Schafernanigans.
Front loading this and I will recap it later, I do critique both campaigns but I believe they did an excellent job that everyone can learn from.
Airship Syndicate, after dealing with the shutdown of their publisher for the last 2 years, turned to Kickstarter along with a Gamescom promotion campaign to raise $250,000 to polish their next project. It started with over 3000 followers, which is twice the amount you need for a successful mid-size campaign. In 72 hours they were a quarter of the way to their goal after raising $66,000 across 848 backers.
However the team faced a critical choice at this juncture, to continue supporting the Kickstarter the rest of the month or pivot to focusing on the game. They had garnered 50,000 wishlists on Steam and decided to cancel their campaign to focus their resources.
What they did right:
- The sheer disparity of only 7 people pledging $5 and mostly everyone else (680) going for the base game pledge ($25) or bonus edition ($35) aligned with their projection that people who were following the project wanted the game.
- They have custom graphics and gifs showcasing gameplay, an easily navigable sidebar, backer breakdown matrix (partially), and clickable buttons (after they were prompted to add them.)
- Although the sidebar is a tad longer and not as clear what each section entails, it is better than most indie campaigns.
- They built out channels in their Discord to engage with fans, answer campaign questions, and hype the community.
- It’s clear from the opening paragraph what this game is and who it caters too, making it clear from the start the pedigree of the team.
What they did wrong:
- Many campaigns struggle to cater to mid-tier to high-tier backers, drastically underestimating their demand. The limiting factor here which the team lamented on was Joe Madureira’s own ability to to sketch content for backers.
- Their $1K Captain’s Council only had 10 seats which sold out on the first day and their new tier with 5 likewise sold out.
- These 15 backers accounted for 25% of all funding in the campaign.
- None of their $3.5K, $7.5K, or $10K tiers sold which could have drastically shifted campaign momentum.
- You want these tiers to have rewards which pull people in. Deep behind the scenes involvement, Zoom meetings, and in-person studio tours are usually the expectation but what was offered were your name being on a cryopod in the game, a creature you design being in a terminal entry, and for the $10K tier a 90-second video.
- Not to diminish the effort Joe would have had to put into these, but these are all things you would expect to see in a $1.5K to $2.5K tier.
- They didn’t wait. Obviously as an independent studio with minimal support you have to make tough business decisions but by reevaluating what they could offer to the mid-tier they could have surged throughout the remaining 27 days, especially when a large portion of backers come in the final 72 hours.
- There were no social goals. These are challenges you give your followers who do not back, such as the 50K wishlists or 3K other followers on Kickstarter who did not back yet. It is an incredible source of organic marketing to get people using specific hashtags and interacting with posts in exchange for previews or digital rewards.
- As far as I can tell looking back there were no add-ons, which are essential for letting backers pay more to get the things they want without having to leap to a much higher tier.
I do not believe Airship Syndicate did anything necessarily bad, they acted on what they knew and prioritized the demand for the game. This is a lesson for many indies here too, do not set low goals if it’s better to cancel the campaign and try again later. While not strictly game development, Matt Braly infamously set a $25K Kickstarter goal for an animated pilot which was massively below budget. He was able to keep momentum going and secure $443K for 3 episodes, but he ran into the same issues as this campaign with running out of high-tiers and is going to have to stretch that budget thinly.
Double Fine brought forth an interesting campaign, funding 3 things simultaneously: a documentary, a 4-team game jam, and a short published game from the winning team of that jam. Like the Dust campaign above they had well over the recommended follow count, totaling over 4000 when they began. They are currently sitting at 4700 backers with $392K raised of their $400K goal. By the end of the day they should be funded and headed toward their stretch goal.
This has not been their first attempt at crowdfunding and they have a much larger fanbase at their disposal, but the interesting dichotomy is how involved backers are in voting for the jam, keeping them updated on the prototypes, planning to interact with backers at PAX, and sending demos out all for affordable tiers. Double Fine has also assembled a merch pipeline of various add-ons for backers which turned each $30 tier into potentially far more.
What they did right:
- Incredibly detailed breakdowns of each pledge tier, the pitches for their games, graphics highlighting each section, a cinematic video which tells a story of why they are crowdfunding to bring in new backers, and an easy-to-use navigation bar.
- They had a slew of social challenges for fans to achieve to get discount codes and for-fun votes, among teases of other potential rewards.
- They were able to rally a large volume of low-tier backers to reach a massive amount of fundraising in just the first few days. It remains to be seen if they pivot with additional roles.
- They pull in your attention right away with the dictionary definition of Amnesia and Fortnight to explain it, then succinctly state what the campaign is about.
What they did wrong:
- There were multiple mistakes with what merch was in each tier and unavailable add-ons were in graphics, which were corrected.
- They have a $15K and $26K tier still stuck in legal review and honestly the rewards for it do not align with the value.
- For example, one studio brought fans of the franchise to the office for $5K, not $15K.
- High-roller tiers did not stack rewards and were the same cost-range for having limited slots.
- I’ve talked with the team about this and obviously, there is only so much merch they can pull from the vault for things like the Tiki swag, Psychonauts, and holiday merch.
- However, being able to pull someone from $2K to $3K or $5 with the promise of getting everything is alluring to superfans.
- There was a ton of money left on the table here but like with Airship Syndicate what the studio can do for fans is mostly out of their control based on the current resources at their disposal. I would ballpark Double Fine left around $60K - $100K because of these limited slots just from prior experience with these campaigns. Again, not their fault.
- They do not have social buttons, just hyperlinks at the very bottom. You need clickable graphical buttons that get people to act before they back the campaign.
One potential path here for Double Fine to pivot is to create a digital tier around the $1K range with involvement behind the scenes or other non-merch exclusives that fans would pay for. Pivoting mid-campaign is a great way to bring backers who were hesitant or convince existing ones to upgrade.
If you are an indie studio considering launching your own Kickstarter, please come to this community and share the full details, graphics, etc before you go live. Too many times people ask us what went wrong and we find glaring issues right off the bat. We are looking at putting together a Kickstarter megathread at some point, but for now the key things are:
- You have 500 - 1500 people following the campaign before launch.
- You have graphics, a sidebar with navigation tabs, clickable buttons for socials, a matrix showing rewards.
- You have a strong array of tiers with notable backer rewards.
- Even for indies without merch pipelines or distribution partners, look at Coral Island or Tideborne Haven for what you can work with.
You have a community, even if it’s just 50 people in a Discord, to interact with potential backers.
- Spending several months organically growing your socials by contributing, not just posting links to your Steam page or game is essential here. You cannot launch with 3 people following your Twitter account.
- Your video tells a story which pulls the viewer in and your opening paragraph is to the point.
- You have a cost breakdown chart showing where the funding goes.
- Neither campaign here did this but they had too much else to analyze and talk about.
- For indies it is essential you have this though so it’s clear to high rollers and mid-tiers you are aware what your costs are going to be.
- You have a marketing consultant familiar with Kickstarter, a mailing list of some kind, or a moderate budget to run ads for the campaign.
- Surprise, many campaigns actually solicit funding from private investors to run a Kickstarter! There are also dedicated Kickstarter consultants.
- Yes, “Wait but indies don’t have this money” is why you need to have a pitch deck and practice storytelling to people who can give you moderate funding to make this happen.
If I missed anything with these campaigns please feel free to let me know. Again, major props to the Airship Syndicate team for a successful Gamescom and pulling 50k wishlists. Congrats to the Double Fine team for their Schafernanigans and pulling $400K as I finished writing this sentence.
Aggro Crab announces their plan to bankroll indie games
Thanks to the popularity of PEAK, the studio/publisher hybrid now has some spare cash to invest in the people reading this post right now. I'll link to the press release at the bottom if you want to read all the details but the high level are:
- Games which match their vibe and will do well with their existing audience
- This is collaboration, not raw funding like Outersloth
- No 100% recoup, you're getting revenue from the start
- Release date milestone payment is paid ahead of time so devs can finish the game
- < $500K budget on each project, with limited projects since their focus are on making games
- Projects take 2 years or less
- No generative AI is permitted in these projects
Full breakdown: https://aggrocrab.com/publishing
Their submission form requires a <150 word elevator pitch, link to your pitch deck, ballpark release date, budget needed, target platforms, and other general questions. Most notably they ask why you believe your game is a good match for Aggro Crab. They stated several times they want stylized games with vibe with what their brand is known for. While this might not be for everyone it still should bring multiple projects across the finish line.
Seattle Indies Plan to SLICE up the games industry in 2 days; Xsolla's latest GDC push to put devs in hotels
In 2 days developers in the PNW will congregate for the 2nd SLICE expo, picking up noticeable steam in their 2nd year as they near 1000 attendees. The last chance is coming up for indies in the region to grab their tickets and plan how to manage the 46 talks and panels across multiple tracks. The expo also has surprisingly put together a full list of features from speed networking, portfolio displays, vendor halls, and even a creative clinic for 1-on-1 pitch consultations.
SLICE is ran by Seattle Indies, the local non-profit entering its 10th year of serving the gamedev community. With rising costs associated with GDC, regional expos like SLICE and MDEV build local connections. I would love to visit both expos in the future, but what local gamedev expos do you recommend people check out if GDC is outside their budget?
If you still want to make it to GDC, there are thankfully new options this year. The Festival Crew applications are now open, with a new format. Xsolla has also announced a scholarship program to provide hotels and passes to 75 game developers. With the new pricing structure previously announced (ranging from $99 career day to $149 expo hall only) the conference is working to meet the demands of many indies who come into town to network, although hotel costs are still a major strain.
Also, if you're going to be at SLICE make sure to share your experience in the r/GameDev Discord and bring some advice back for everyone at home.
Another publisher in the indie ring? Thatgamecompany launches Thatgamepublisher.
The folks over at GamesIndustryBiz have done an impressive deep dive into TGC's latest initiative, just announced today a few hours ago. Everywhere we look, developers are taking funding matters into their own hands whether it's crowdfunding campaigns (like we discussed last week) or developing unique constellation model for production (like Strange Scaffold) to account for the costs of building games.
One of these breakout publishers, Evil Landfall, has landed another hit with their recent release "How to Fish" that has soared to over 300,000 players at the moment. With more games on slate for all these indie publishers it looks like developers are charting their own course.
Throughout the last few years, XBOX's ID@XBOX program has opened the door to indies wanting to publish on console, with last November the publisher opened up their certification process publicly to further improve accessibility alongside their continuous resources to help developers meet accessibility criteria.
All the tools are in place now for indies to not just self-publish, but find larger success with these partners. Although the line does begin to blur of where indie is ending and where AA is beginning, this is a promising new frontier for an industry shaken by turmoil.
Which of the two capsules would you be more likely to click on?
I’m working on a new capsule for my game and would love some feedback on how it’s looking so far.
Need help deciding direction of Steam capsule art
Hi y'all. I'm hoping to get some input on a few options of capsule art I have drafted for my game Liar Liar.
A little about the game first. It's a Jackbox-style game where everyone gets a story texted to their phone. Half the time it's a true story they entered at the start, the other half the time it's a complete fabrication from a big database of lies. Your friends interrogate you, then vote true/lie for points. Very silly, hearing embarrassing stories about each other.
Doing the art in a Saul Bass paper cutout style. The avatars in the game wear stupid disguises like Groucho Marx glasses, a box over the head, a bush, etc... Three capsule concepts I have so far:
- Shifty dude opening a trench coat with the game title inside. His pants are on fire ("Liar Liar, pants on fire" expression).
- Someone staring at their phone while hands reach in from off-screen pointing accusingly. Groucho Marx glasses/moustache.
- Similar to above but a pair of pants on fire instead of the person. (pointing to "Liar Liar, pants on fire" expression again).
I think #2 might explain the game best. Any thoughts or other different ideas?
Thanks a lot!
GDC 2027 Announces Changes to Format, Targeting Cost and Festival Hall
Salutations, game developers. Reporter Klight here with a quick overview of the changes coming to GDC 2027, just off the press.
Bottom line up front: Accessibility.
Below are the new passes and their super early rates
- $99 1-day career pass for Friday only
- $99 Business Hall access (Perfect for indies just wanting to connect with publishers)
- $150 Expo pass
- $299 Academic (full access to everything)
- $299 Indie / Startup-Up
The early rate for the all-access pass is $499 which is honestly a steal when it used to be $1200 in the old format. The incredibly obvious downside is that $700 in savings gets eaten up by the hotel costs associated with extra days in San Francisco.
If you know plenty of people going it might be worth pooling everything together to get a 10% off a 10+ person group.
There are quite a few new updates you all can explore in detail on the website, but I wanted to highlight a few:
- Friday career day. We already see there is a new pass around this day, which is normally the slowdown and everything closes early. Heck most people fly out Thursday night. Bringing a career faire is honestly one of the most impactful changes I think the conference could make especially with the volume of students in attendance each year. View the full details here.
- Festival hall is moving from Wed-Fri to Tues-Thur which is going to greatly impact travel plans for many, especially if you were wanting to make the most of the hall + attend the career events which are slotted for Friday. I imagine this means we get 3 full days now instead of 2 and a half.
- Summits are more community driven. I know many people had complaints about some of them (production was simply amazing thankfully) so fingers crossed the focus on community voices improves how professionals are able to share their knowledge with one another and connect.
- The Festival Hall has the same format as last year, relying on neighborhoods and making use of the commons space to let natural conversations happen. Honestly the redesign made traversal so much easier than in prior years and I think this was one of the stronger points of the changes they made last year.
Overall it appears they have been listening to criticisms and are aware of the costs associated with this conference. Some influencers have made public their wishes to move the conference to Canada or Europe, but that would be far more costly and detrimental to most attendees especially given San Francisco's accessibility. While it is unfortunate the city is pricey, sprawling, and crowded, you can still reliably get to the conference and Moscone remains one of the best suited locations in the US to handle the AV demands of a conference this size, along with making use of the regional unions that have the staffing to meet this demand.
Honestly I am a bit intrigued about the business hall but probably won't make use of it at this moment (who knows though!). Have any of these changes made you reconsider your attendance for better or worse? Or do the flight and lodging costs still outweigh the value you believe the conference can give?
[Fanart by caroliner_draws] Aang's Best Friend.
Imagine she has her own Iroh moment
What ever happened to Barkfield?
Yes, it was a promotional campaign for a charity event about dogs, but the twist on the Starfield IP and art was so well crafted it felt like there was more there. You have to wonder if someone experimented behind the scenes to make more concepts about what a Barkfield game could have been like.
And yes, that is me wishing for one. I've often considered just cracking open the modding tools and bringing on some of my old team to make a proof-of-concept.
With the current market, a cute animal mascot that targets all ages seems like a solid strategy instead of an ambitious game which targets a niche portion of potential players. There are obviously dozens of major factors playing into what IPs a company chooses to pursue. Then again it took 20 years for Commander Keen to come back which no one talks about anymore.
Dead Spin capsule — before vs after. Which rabbit works better?
hey everyone,
we already updated the Steam capsule, but we're curious about your honest opinion.
old. the Rabbit with glasses. the one that appears in the tutorial. looks almost welcoming. but something feels a little off…
new. the Rabbit without glasses. the one players actually face for most of the game. no warmth. just that unsettling smile and the button he's about to press.
both work, but they give completely different first impressions.
which one would make you click?
if you're interested check out our Steam page and wishlist the game: https://store.steampowered.com/app/3705670/DEAD_SPIN/
Which of these Steam capsule concepts would make you click?
Hey everyone!
We’re updating the Steam capsule for our indie game and wanted to get some outside opinions before we commit to one direction.
It’s a medieval resource-management / decision-making game where you rule from a castle, listen to petitioners, manage resources, make tough choices, and deal with the consequences.
For these concepts, we’re trying to make the capsule stand out more on Steam. We’re leaning into the red, dramatic look because we want it to feel noticeable and clickable, rather than blend in with other medieval/strategy games.
The tricky part is figuring out how much the capsule should focus on the main character versus the actual “ruling / management” side of the game.
A character-focused capsule feels more personal and story-driven, but it may not clearly show that the game is about managing resources and making decisions. A castle-only direction feels more medieval, but also a bit generic. So we’re trying to find a middle ground — maybe through the castle, the throne-room atmosphere, or the desk/papers showing the character in a decision-making role.
We’re also not fully sure about the sword concept, since the game doesn’t really have direct combat and we don’t want to give the wrong impression.
We’d love to know which concept you like the most, which one would make you click, and which one you think best communicates what the game is about.
Any honest feedback, advice, or quick first impressions would help us a lot!
Signups for the ASGC Game Jam are now public til July 14th!
A few weeks ago, the ASGC (one of the largest communities who we love to see share content here) put out a call for leadership for their upcoming jam. As someone who loves to mimic studio orgs with jams, I believe this is the perfect opportunity for someone looking to add a marquee project to their portfolio to get experience they cannot anywhere else.
The jam premise is simple: no teams, prizes, crunching. It's 6-months of a community building one game. Every discipline is included.
Signups are open until July 14th and the jam goes live July 20th. The signup link for the jam is on Google Forms: https://forms.gle/mins8rkbB6XTzWKm7
There are over 70 people who applied to help lead the project so I would estimate well over 100 developers will be working on this jam, especially given the size of the community. This is honestly something I have been trying to build on my own the last year and I am happy to see other people realizing that we need larger jam teams to give people opportunities to work on specific skills while contributing to real world pipelines.
If you have any questions about the jam, you will need to reach out to the people running it on the ASGC Discord because I do not have all the details, but I'm just eager to get involved and see what the community creates.
Updated my capsule art. Thoughts? (Going for prestigious)
At first glance I wouldn't blame you for thinking this was the new cover art for GTA VI, but no it's my new party game SKEWER'D!
Let me know what you think of the capsule and maybe wishlist on steam: https://store.steampowered.com/app/3895420/Skewerd/
What is the market like for group strategy / deceit games?
Hey, I'm primarily following the game development community but am interested in tabletop games as well. I recently found a public investment opportunity for a tabletop game and wanted to shoot some questions here to get feedback. No one here is able to give financial advice. I am asking designers about their thoughts on compatibility with the current market.
The rundown is:
- This is a finished diplomacy / political tabletop card game with a rulebook, prototype, and over 200 play sessions.
- They are seeking $50K to invest in user acquisition over a 2-month period for a Kickstarter they project to raise $150K
- They have already raised $93K from various investors to develop this game.
- $25K for promotional content and $10K for a campaign trailer, other misc costs.
- The creators are 2 college students with a network of advisors from business schools or management funds.
- They have a strategic partner whose own campaign raised $500K but has been plagued with scope creep and delays in delivering physical goods, according to one backer I talked with.
- Their exit strategy is to get acquired in 5-7 years for 10m-100m valuation. This is the biggest red flag to me.
- They have no social media following at the moment and have not built up any communities.
The tabletop market is hot right now on Kickstarter, especially if you have actual investments funding marketing campaigns like ones I have been involved with, but I am rather hung up on how receptive general audiences would be to the diplomacy niche.
One of their stretch goals at $360K is a D&D 5e adventure set in their game's world which does make it more palatable but that also feels like the hook you should be leading with. Would greatly appreciate your thoughts and I can always toss out more info, even if there is a mismatch between what is on the proposal and their pitch deck.
We updated the capsule for our weird west adventure game.
Since we had almost no organic traffic from Steam, we started thinking about changing our main capsule. Cuz why not? We weren't happy with it anyway. So, we changed it!
With more contrast, we think it's more eye catching now, and the title is more visible. We also wanted to highlight our aesthetic and the vibe of the journey, hence the alien horses. And it's character driven, so we wanted to show the characters' faces more.
But we want to hear your thoughts!