Since 2017 we’ve launched board games, RPGs and comics on Kickstarter, Gamefound and Indiegogo. Over a hundred campaigns run, from pre-launch strategy to the last day of the campaign.
100+ campaigns run · 4× Roleplaying Game of the Year · 2 ENnie Awards, Gold and Silver
More than 41,000 backers worldwide, across five publishers. SHUG was funded in pounds (£1,325,389, about €1.5 million) and Rat Queens in Canadian dollars. Every figure is public and verifiable on the campaign pages.
Two stages, with two separate fees. No monthly retainer.
Before we talk about a campaign, we look at whether the project has a market. We build a landing page and put it in front of a real audience, with paid ads behind it. Then we measure what it costs to bring in one subscriber, and how many subscribers your goal would need. A cost that's too high for the goal you have in mind shows up right here.
At the end of the test you've got numbers in hand. If they say the goal isn't reachable this way, you know it after two thousand euros, not after fifteen thousand spent on production. If it is reachable, you also know your cost per subscriber, and the campaign starts from that figure.
The ad budget for the test is separate, and we agree it together. Reliable numbers usually take a few hundred euros. The €2,000 covers our work, and it's due even if you decide to stop after the test. What you're buying is the answer.
When the test says go, we take on everything else. We build the audience in pre-launch, then build the campaign page. While you're live we run the ads, the retargeting and the community day by day, and you get a report every day.
No monthly retainer, no day rates. We take 5% of what the campaign raises, calculated after platform and payment fees. The base is what actually reaches you, not the gross pledged.
PR and press, reviewer outreach and post-campaign management are available as add-ons when you need them.
If your campaign does badly, we earn very little too. And that's why the test comes first: neither of us gains from taking a project to launch when it doesn't hold up.
Fees, VAT, production, fulfillment and advertising eat most of what you raise. Put in your numbers and see what’s left. Free, no signup.
Try the Kickstarter fee calculator