Campaigns that hit the goal,
then go past it.

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 goal day.

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2nd of 62,696 projects
SHUG, 2026 — the highest-ranking campaign MG Solutions has run

100+ campaigns run · Roleplaying Game of the Year · 2 Ennie Awards, Gold and Silver

Just these seven projects:
over €3.5 million.

More than 39,000 backers worldwide. SHUG was funded in pounds (£1,325,389, about €1.5 million). Every figure is public and verifiable on the campaign pages.

€717,608
The Queen's Dilemma · Horrible Guild
5,673 backers
View the campaign →
€492,504
Railroad Tiles · Horrible Guild
5,257 backers
View the campaign →
€481,673
Cowboy Bebop: The RPG · Mana Project Studio
4,854 backers · 2,408% of goal
View the campaign →
€190,933
Wilderfeast · Horrible Guild
2,653 backers
View the campaign →
€183,312
Nightfell: Children of the Moon · Mana Project Studio
2,192 backers
View the campaign →
€103,307
Journey to Ragnarok · Mana Project Studio
825 backers
View the campaign →

First we tell you whether the campaign
can work. Then we build it.

Two stages, with two separate fees. No monthly retainer.

Stage one
€1,000once, up front

The smoke test

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 count 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 a 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 €1,000 covers our work, and it's due even if you decide to stop after the test. What you're buying is the answer.

Stage two
5%of funds raised, after platform and payment fees

The campaign

When the test says go, we take on everything else. We build the audience in pre-launch, then sort out the campaign page. While you're live we run the advertising day by day, the retargeting and the community, and you get a report every day.

No monthly retainer, no days to count. 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 stay 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.

Tell us about your project

What people ask us
before signing.

How much does working with you on a Kickstarter campaign cost?
Two items. A one-off smoke test at €1,000 up front, then 5% of what the campaign raises. No monthly retainer, no days to count.
How long does the smoke test take?
About two weeks. That's how long the cost per subscriber takes to settle into a number you can rely on.
What happens if the test says the goal isn't reachable?
We tell you, with the numbers underneath. From there it's your call: stop, or rework the project before you spend on production. The €1,000 is still due, because what you bought is the answer. And you got it after a thousand euros, not after fifteen thousand.
Is the ad budget included in the €1,000?
No, it's separate, and we agree it before we start. Reliable numbers usually take a few hundred euros of ads.
Is the 5% calculated on the total raised?
No, on what actually reaches you: the amount left after platform and payment fees, not the gross pledged. If you want to see the difference on your own numbers, the calculator breaks it down line by line.
Do I need an audience already?
No, you can start from zero, and there's no minimum follower or subscriber count. The smoke test is there to measure what building that audience costs: how many subscribers your goal needs, and at what price.
How far ahead of the launch should I get in touch?
Three or four months before. That covers the smoke test, building the audience in pre-launch, and getting the campaign page right.
Do you only work with board games?
Board games, RPGs and comics are the bulk of it, on Kickstarter, Gamefound and Indiegogo. Over a hundred campaigns since 2017. Outside crowdfunding we also work with publishing, food brands and events.

How much do you actually keep
after the campaign?

Fees, VAT, production, fulfillment and advertising eat most of what you raise. Put in your numbers and see what’s left. Free, no signup.

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