Indie Game Kickstarter Highlights August 2018

By Tim Youngblood

August had some interesting Kickstarter campaigns that have a few weeks left to meet their funding goals. Let’s check out some games!

Titan Arena: A Virtual Reality Shooter

Titan Arena is a VR battle arena where players have to jump and fly around using futuristic weapons to fight giant robots. The game was developed by Lightbound Studios, whose members have worked on AAA series like God of War, Medal of Honor, and Lord of the Rings: Conquest.

Titan Arena is set to release in late 2019 for Oculus Rift, HTC Vive, and Windows Mixed Reality if it can get funding. This game stood out to me because the gameplay looked more fast-paced than most VR games being developed currently. In future updates, this is a game I would love to see with some kind of multiplayer or high score ladder system. I think this would be an awesome game to see at an arcade.



Learn More About Titan Arena


Squarewave Maker: A Rhythm Game With a Sandbox Level Creation System

Rhythm games aren’t everyone’s cup of tea but Squarewave Maker might change some minds about the genre. Besides having pretty graphics and smooth gameplay, it has a sandbox style level creation system that allows players to make their own levels and share them with others.

Squarewave Maker was developed by Moshing Cat Studio with a goal of releasing on Steam in October 2019. Moshing Cat Studio had to make their own game engine in order to create their sandbox system, which they say was “inspired by Mario Maker and Ableton Live.” The editor looks actually does look a lot like Ableton and I’m especially interested to see if Squarewave Maker can help people learn about audio production.



Learn More About Squarewave Maker


Meeple Station: A Cooperative Space Station Simulator

In Meeple Station, players (up to 12 of them!) build and maintain a space station for their meeple, which are little cartoony people. While the game features some low pixel count retro graphics, the game itself is quite complex. Players have to mine resources in space, trade with other stations, manage crew morale and much more!

Meeple Station was developed by Vox Games, who also developed Regions of Ruin. Meeple Station is set to release in December 2018 on Steam if it can get funding! Also, Meeple Station has a demo!



Learn More About Meeple Station

What Were Your Favorite Kickstarter Campaigns This Summer?

There were a lot of awesome-looking campaigns this summer that I didn’t get to write about so I tried to focus on games that could use some help to meet their funding goals. Were there any Kickstarter or Indiegogo campaigns that caught your eye? Please share them in the comments!

Indie Game Kickstarter Highlights: May 2018

By Tim Youngblood


Editor’s Note: This month’s Kickstarter highlights are technically last month’s highlights, so,  unfortunately, some of their campaigns have already finished.

May’s indie game Kickstarter campaigns gave us some new genres and revamped some classics.

Hide Or Die – Large Scale Asymmetrical Horror


Hide or Die was developed in Unreal Engine 4 by VecFour Digital, a 3 person dev team based out of Singapore. The game’s genre was coined as a “horror royale,” a combination of an asymmetrical horror and a battle royale. The game has a minimal interface and an immersive feel. Even player’s chat windows are contained on the screen of an in-game smartphone.

In Hide Or Die, 16 players (designated as survivors in the game) start in an underground bunker and have to solve an array of puzzles in procedurally generated levels while avoiding “the darkness”. Once a survivor is consumed by the darkness, that player will transform into a crazed “hunter”, who tries to stop the other players from completing their objectives. If the “hunter” fails to stop a “survivor” from completing their objective, the “hunter” is eliminated. There are some more steps in between, but the game ends with a duel between the last “survivor” and the last “hunter”.

VecFour Digital raised $153,000 for Hide Or Die, and the game is set to release in October. Despite being a super immersive game, virtual reality was not one of their stretch goals… which I’m not sure if that is a good thing or a bad thing…



Learn More About Hide Or Die


Chiaro and the Elixir of Life: A Virtual Reality Adventure

Chiaro and the Elixir of Life is a story-driven, VR, puzzle adventure developed in Unreal Engine 4 by Martov Co, a dev team based out of Montreal, Canada. In the game, players are immersed into the magical VR realm of Neverrain, where they unlock the secrets of alchemists, by doing lots of puzzles, and they get a steampunk penguin for a companion. I’m probably biased here, but all of those things in list form sound awesome.

The developers have been working on the game for over two years, and it shows in the production value. The game is fully voiced and features an original soundtrack. Chiaro and the Elixir of Life has only 12 days left on their campaign and are about halfway to their $7,500 goal.


Learn More About Chiaro and the Elixir of Life


Stoneshard: Open-world Roguelike RPG with Tactical Freedom


Stoneshard is a procedurally generated, open-world, roguelike RPG developed by Ink Stains Games. Back in 2015, Ink Stains Games successfully funded 12 is Better Than 6, a top-down shooter.

Stoneshard doesn’t have the high contrast art style of 12 is Better Than 6. Instead, Ink Stains Games went old school for this game. What the game may lack in modern graphics, it more than makes up for in complexity and brutality. I don’t mean brutality in the context of the game being ultra-violent (Although it’s still plenty violent), this game is really, really, hard. Death is permanent and just about everything can kill your character… like even infection and disease. I did not make it far into the demo before dying. It’s like if Hardcore mode in Diablo 2 had a baby with Oregon Trail.

Ink Stains Games raised over $100,000 to fund Stoneshard, which is set to release in October for PC, PlayStation 4, XBox One, and Nintendo Switch.



Learn More About Stoneshard

Can Gag Games Be Profitable? Let’s Look at Some Kickstarters

By Tim Youngblood


Remember the good old days in the early 2000s, when flash games were becoming popular? The flash games were great because it gave gamers a platform to try lots of new games. It was also good for developers because it made publishing games much more accessible. The lucky developers made some money on ads, and some games became popular enough to build studios out of and move to other platforms. For example, the creators of Alien Hominid went on to make console games like Castle Crashers.

Another aspect of the lowered barrier of access created by flash games, for better or worse, was that developers could make very adult-themed games. These games ended up finding a home living in ads on porn sites and bootlegged streams of sporting events. I’m all for freedom of expression, so I’m not going to knock the creators of games like Ganguro Girl or Fap Titans (I LOL every time I read that title), but I don’t know if the indie game market for paid games has a market for games like those.

So without any further adieu, here are adult-themed, punny games running Kickstarter campaigns. I’ll leave whether or not they deserve funding to you readers…



If you saw this game’s title and thought “Space Invaders with Dildos”, you’d be right. DILDOS IN SPACE! is being developed by BluePine Games and features procedurally generated levels so you and your friends can shoot down STDs from your dildo ships forever…

DILDOS IN SPACE! has raised $89 of their $2,000 goal with 9 days to go. Be sure to check out their Kickstarter campaign if you want to bring the dream of piloting pixel art dildos to life.



Learn More About DILDOS IN SPACE!


Neckbeardia: Quest for the Golden Fidget Spinner

Neckbeardia is a pun-filled open world RPG based on the culture of cringy men’s online and offline personas. Players can equip an assortment of weapons, trench coats, cargo shorts, and fedoras while battling other nerds in turn-based combat, solving puzzles, and collecting cards.

Neckbeardia is being developed by Pixel Mayhem and is currently at $47 of their $4500 goal with 25 days to go. Games built around making fun of a subculture have been known to gain a cult-like following (The Emo Game comes to mind), so I wouldn’t write this game off just yet. If completed, the game is set to release on PC and Android.


Learn More About Neckbeardia

  • Neckbeardia Kickstarter
  • I couldn’t find any more info about PixelMayhem, so if you have info on their website or social media profiles, let me know so I can add them!


Waifu Fight Dango Style

Waifu Fight is basically a mix between Pong and Ganguro Girl. The game seems to teeter between the comical and cringy parts of anime culture. Players bounce little gumdrop ghost creatures back and forth across a map with anime babes (Or as they say, “busty waifus”) between the players, and of course, your gumdrop critters can bounce on their boobs… and your pong paddles are sushi, I guess.

As cringy as I find the game’s title and premise, I will give Enso Entertainment credit for the amount of work they put into both the Kickstarter campaign and the game itself. The graphics and gameplay are smooth and the studio has a clear goal. Waifu Fight is currently at $1222 of their $30000 funding goal. If you want to bring the dream of bouncing gumdrop critters from sushi to sushi while “busty waifus” combat each other by bouncing said gumdrop critters off their titties, be sure to check out Waifu Fight’s Kickstarter page! I won’t judge, you weeaboos do you…



Learn More About Waifu Fight Dango Style

  • Waifu Fight Kickstarter
  • Waifu Fight Demo *I haven’t got to play it yet, but I’m curious to see if the controls are one-handed…
  • Waifu Fight on Twitter *It looks like votes are in favor of turning Waifu Fight into a full-blown hentai game, so we may see another crowdfunding push in the future. Now I’m really curious about those one-handed controls…


What Do You Think About Gag Games?

Do you think that there is a market and price point for games like these? Is there anything gag games can do to be taken more seriously as commercial games? Do you know how many hands the Waifu Fight controls require? Let us know in the comments!



Indie Game Kickstarter Highlights: April 2018

By Tim Youngblood


It’s time for the monthly Kickstarter roundup! Here are the games with campaigns that started back in April that caught my eye!

Solar Warden

Solar Warden is a six-degrees-of-freedom space fighter developed by Polar Zenith in Unreal Engine. Solar Warden isn’t just any space shooter, it’s also a fleet-based RTS with a campaign that forces the players to manage the expectations and egos of countries all around the world to secure funding for their fleet. The campaign is also full co-op!

What drew me to this game was how it combines so many different genres using a feature they call “telepresence”. Players have an entire world to protect and deploy on missions accordingly (Like XCOM), they then have control of a fleet (Kind of like EVE), and then they can take control of individual ships in combat (Like Colony Wars).

With 6 days left on their campaign and $15,000 to go, it’s going to be a photo finish for Polar Zenith and Solar Warden!


Learn More About Solar Warden

Black Geyser: Couriers of Darkness

Some of my favorite games growing up were Balder’s Gate and Icewind Dale. Isometric graphics were a staple of PC games in the late 90’s and early 2000’s, and I think that look always ages well. So of course, I got excited when Grape Ocean Technologies announced Black Geyser, which was developed in Unity and continues in that vein.

Although the graphics in Black Geyser don’t look much more modern than the classics, it’s what’s under the hood that counts. Black Geyser was developed to have NPCs whose alignment is constantly shifting due to a curse in the game world that causes characters to be seduced by greed — even within your own party!). This will hopefully make for a lot of unique playthrough experiences. As much as I loved making new party combos in Icewind Dale, the story and experience didn’t change much, so I’m excited to see what dynamic and shifting allegiances can bring to one of my favorite game genres!

Black Geyser has already met its funding goal and is set to release in August 2019! A small donation can still unlock some stretch goals and guarantees access to the Beta.


Learn More About Black Geyser


Forest of Liars was developed by Umesha Lovers, a dev team in France. Forest of Liars is a narrative driven game where players must traverse the treacherous forest of liars, where many have entered and few have returned. Players will encounter NPCs and new party members whose motivations are not always clear and have a good chance of betraying you. If you can traverse the politics and dangers of the forest, you’ll get a chance to solve its mysteries.

Narrative-adventure games are becoming quite common, but I was really drawn to the artwork in this game. Every frame looks like a painting. I’m a bit biased on this, but I love that CloZee, one of my favorite music producers, is doing the in-game soundtrack. Since there isn’t a demo, I can’t be sure of the gameplay itself, but the artistry alone should generate a lot of interest.

Forest of Liars has 15 days left on its campaign and is about one-third of the way to reaching its funding goal.


Learn More About Forest of Liars


As always, there are too many crowdfunding projects for me to include them all. Is there a game on Kickstarter that you want to see on the list? Let us know in the comments!

Why Should Indie Game Developers Use Twitter For Marketing?

By Tim Youngblood

In part one of our Twitter tutorial series, we’ll delve into the aspects of marketing that Twitter is good and not-so-good for.

What Should Marketers Know About Twitter?

Twitter is an interesting platform because it allows users to generate enormous amounts of reach. On the flipside, however, it has the lowest chance of meaningful conversions of the more popular social media platforms (a conversion goal might be having somebody buy your game, download your demo, or contribute to a crowdfunding platform. Sidenote: I’m leaving things like Instagram, SnapChat, and Tinder out of this… yes, people do use Tinder for marketing…)

So what exactly does this mean? The TL:DR version is that if you want to use Twitter as your primary platform for sales leads, you’re going to have a bad time. So what is Twitter good for? Twitter is great for exposure and engagement.


Exposure normally gets a bad rap (and rightfully so), but when you’re marketing a product instead of your services, it’s a necessity. (Comic courtesy of The Oatmeal)


What Do Exposure and Engagement Really Mean?

These terms both sound like generic marketing garbage you see marketing professionals blab about on LinkedIn, so let’s break these concepts down. (10x! Growth hacking! )

Exposure is simply the act of getting more eyes on a certain page, product, or project (Like your game!). Exposure is great for spreading the word about your game and gathering support. It doesn’t, however, guarantee that these new eyes on your project are the right kind of viewers (In this case, people willing to provide some kind of meaningful support, like buying or sharing).

Engagement is simply connecting with a relevant audience in a meaningful way. This can be getting feedback from people interested in buying or helping crowdfund your game. It can also mean support from other studios or a publication writing about or retweeting your game. For example, I hear about a lot of games that I end up writing about for the first time through Twitter.


The team developingWild Mage took to Twitter after their first crowdfunding campaign fell short. After stepping up their Twitter game and using a program called Thunderclap, they reached their funding goal in 13 hours!


This doesn’t mean that Twitter doesn’t provide exposure to meaningful users and transactions, it’s just much harder to quantify. Twitter is a gamble with no real risks because the platform is free and with the right hashtags, your tweet can be seen by thousands more people than networks with gatekeeping systems like Facebook and Reddit. Twitter is the best social media platform for something to “go viral” on (Although, Reddit is a close contender). So in a sense, Twitter is kind of like the lottery for social media marketing. It will never be a consistent avenue for conversions, but it’s worth doing because it takes little effort and can have a big payout.


Twitter Marketing Tutorials Series

In upcoming tutorials, we’ll get into some tricks for analyzing your data and optimizing your tagging to get the most out of your Twitter efforts! In the meantime, if you need any specific Twitter advice, please reach out in the comments!

Indie Game Kickstarter Campaign Highlights: March 2018

By Tim Youngblood

March brought us some interesting new games that build on old genres and feature some new art styles that caught my eye. One game absolutely crushed its funding goal, one made their funding goal with a photo finish, and the other came up just short. Let’s check out some games!

Iron Harvest – A Real-Time Strategy From KING Art Games

Iron Harvest more than doubled its funding of $450,000 as their campaign wraps up with over $1.1 million! Iron Harvest is KING Art Games’ fourth successful Kickstarter campaign. I usually harp about important it is to have a playable demo when seeking crowdfunding, but with four funded projects under their belt, KING Art Games can do whatever they want. Ok, that’s enough gushing over how much cheddar a small studio like KING Art is moving, what is this game about?

Iron Harvest takes place on an alternate Earth called “1920+”, which is essentially the World War 1 era with sweet steampunk machines. The game’s designers said that they wanted to get away from being an RTS focused on actions per minute and clicks per second. Instead, they’re focusing on map control, base building, and using the terrain for positional advantage. While those are still important aspects in faster RTS’s like Starcraft, KING ART wants this game to flow slower, probably like Age of Empires. The combat features a cover system as well as destructible environments. The game is also set to feature an extensive single-player campaign. After crushing its funding goal, Iron Harvest is set to release in December 2019 on PC, PS4, and XBox One.



Learn More About Iron Harvest

CHOP – A Local Multiplayer Fighting Arena From Claws Up Games

CHOP barely squeaked by to reach their funding goal of $10,000, so we probably won’t see it come out on consoles soon (Those were stretch goals). CHOP has a playable demo, and I would say the gameplay reminds me of Brawlhala. This doesn’t mean that CHOP is simply a Brawlhala clone, it has several elements that make the game unique. For starters, instead of simply trying to get the best K/D ratio, the goal of the game is to escape the arena through a portal. The characters all have quirks that make their playstyles unique. Add in some ultra-violence, and this looks like a game with a lot of replay value!

We won’t have to wait very long to see the full release of this game, as it’s set to come out in June!




Learn More About CHOP


Tala – A Point and Click Explorational Puzzle Game By Matthew Petrak

Unfortunately, Tala fell just short of its funding goal, but I’m hoping Matthew Petrak tries another Kickstarter campaign or Indiegogo in the future. Tala is a cutely animated puzzle adventure (Kind of like Day of the Tentacle or Sam and Max). I haven’t had time to play the demo yet, but even if the gameplay was terrible, I would still be excited about this game.

This is the first game I’ve seen that is animated over real-life backgrounds, which gives it a unique look. I think there is a lot of potential in this development style. Using backdrops from nature saves animation time and, perhaps, more importantly, gets game developers outside more. This development style could be a great change of pace for devs who feel trapped in a dungeon for hours on end.

Tala was set to release in January 2019, but without the funding from Kickstarter, it could be delayed.



Learn More About Tala


Were there any games from March that caught your eye? Let us know in the comments!

January 2018 Kickstarter Campaigns Fall Short But Worth Looking At

By Tim Youngblood


There have already been some interesting games announced and successfully crowdfunded this year, but I’d like to show some love to some games that didn’t meet their funding goals. Here are three games from January 2018 that caught my eye.


Wild Mage: Phantom Twilight 

Wild Mage was developed by Luna Orion in Unreal Engine 4. Unfortunately, Wild Mage is likely to miss out on its funding goal, but the team at Luna Orion has already produced the framework for a beautiful looking game. If I had to guess why the game didn’t reach their funding goal, I would say it was because the team at Luna Orion was trying to raise money so they could quit their day jobs and focus on development for a year. While I think that the team likely would be able to deliver on their goal of a Winter 2019 release, very few crowdfunding campaigns with the goal of game developers quitting their day jobs tend to succeed.

Of all the Kickstarter campaigns for video games run in January, Wild Mage was the unfunded project that fits into the type of games that I like to play. Granted, it isn’t hard to suck me in with wizards and pretty colors. The game features fully destructible environments that are procedurally generated. Combine this with being a multiplayer game, and Wild Mage has a lot of potential for replayability. If Luna Orion implements player versus player later on, I could certainly find myself getting hooked.



Learn More About Wild Mage


Genesis Noir

Genesis Noir was developed by Feral Cat Den in Unreal Engine 4. The game features a minimalist noir look, an awesome interactive soundtrack, and a complex plot that gets very meta. With 8 days left, Genesis Noir is a little over halfway past their funding goal. Their marketing efforts have been on point, but I think a lot of gamers are hesitant to donate to a single player game that likely lacks replay value. That being said, I think that this game is something truly original and has the potential to disrupt an industry that has increasingly become a prisoner of corporate and consumer expectations.



Learn More About Genesis Noir


AVARIAvs was developed in Unity by Andrew Linde. The game puts a new twist on the classic JRPG format by allowing players’ parties to compete in ranked PVP. Turn-based games aren’t getting the love that they used to on consoles, so a game like this can change the way competitive gamers view JRPGs. The game also boasts 2000 possible party combos, which will hopefully help eliminate the dreaded regression to cookie-cutter compositions in player versus player games.

With 7 days left in its campaign, AVARIAvs has $8,000 to raise in order to meet its funding goal. This is a game that I’m certainly rooting for because it has the potential to create a new genre in gaming.



Learn More About AVARIAvs

The Onus Helm: A Rogue-Like Meets Zelda With Procedurally Generated Levels

By Tim Youngblood


In the Onus Helm, you play as a guy who wakes up with a magical helmet on his head that he can’t remove. He goes into a labyrinth to solve the Onus Helm’s mysteries and hopefully remove the helmet.



As for the gameplay, we can confront the elephant in the room… this game is very similar to the old Legend of Zelda games. Your health is displayed in hearts, rooms don’t open until you defeat all the enemies or solve a puzzle, and there is an assortment of not so original items such as the sword, bow and arrow, bombs, a boomerang… you get the picture. That being said, this isn’t necessarily a bad thing. I love the old-school Zelda games and would love to see more games with that classic style come out. Especially with Breath of the Wild being rumored to be the last Legend of Zelda game.

What The Onus Helm has that Legend of Zelda doesn’t, is procedurally generated levels for replayability. Often, when replaying classic games for SNES or Sega Genesis, there isn’t much to gain in terms of skills or entertainment because the fights are always scripted the same with no variation. This makes the games more of a test of memory than skills. Having procedurally generated levels allows players to have new experiences playing still playing in the same engine.


That’s so Zelda!


The Onus Helm’s Kickstarter Campaign

Unfortunately, the team at B-Cubed Labs is unlikely to meet their funding goal on Kickstarter. As far as their campaign and promotion they did a lot of things right. They set a modest goal of $5,500, had a playable demo, and made lots of cool gifs. The game was covered by a lot of big websites too. There are a few things that might have helped them reach their goal, although, running a Kickstarter campaign and failing is still good for promoting a game.

I think that a press kit would have helped them out a lot. I scoured the internet to find a decent featured image (Around 600x 400 pixels) and ended up having to resize an image anyway. This could have turned off a lot of media outlets from covering the game. I also would have liked to learn more about the story. Normally, I would advise not going too deep into lore on a Kickstarter campaign, but I wanted to learn more about. All you can really glean from the campaign is “Guy gets helmet stuck on his head and has to do Zelda stuff to remove it”. Lastly, I would have liked to see a longer demo. It didn’t take me long to beat the level, and although I enjoyed the gameplay, I had seen all there was to do in less than 10 minutes. Comparatively, I spent hours playing the demo for Broken Reality.

Fortunately, with crowdfunding, you can always run a new campaign later! I love the concept of the game and I think their stretch goal of making the game multiplayer will make it a unique gaming experience and distance The Onus Helm from stereotypes of being a lazy Zelda clone. If you check out B-Cubed Labs on Twitter and, you’ll see that there are actually a lot of cool fight mechanics a very fast gameplay style. Unfortunately, I don’t think the demo does what B-Cubed Labs is trying to build justice.


Learn More About B-Cubed Labs and The Onus Helm





Broken Reality: A Trippy Internet Odyssey Developed in Unity

By Tim Youngblood

Broken Reality is kind of like that episode of Futurama where the gang goes to the internet… but with more rainbows, GIFs, and dank memes. I’ll go more into that later, but I recommend watching the trailer to get an idea of what I’m talking about.



The game was developed in Unity by Dynamic Media Triad, a small development team based out of Mexico City. Broken Reality’s Kickstarter campaign was a photo finish, reaching their funding goal with one day left. The Dynamic Media Triad team ran an unsuccessful campaign back in 2016, so they applied some of the lessons learned from that one to be successful the second time around. The most noticeable of which was lowering their funding goal and including a playable demo.


Gameplay and Impressions

This game won’t be everyone’s cup of tea, but I can promise that it will be a truly unique gaming experience. The basic premise of the game is that the player is an internet user in the future, where the internet is a 3D simulation. Despite taking place in the future, most of the textures in NATEM (The internet simulation players enter) are from the late 90’s and early 2000’s.


Welcome to NATEM! The receptionist is the cutest…


The gameplay is relaxed and not very button or skill intensive. Instead, the game focuses on puzzles and quests that involve zany characters and advertisements. The experience is unique and incredibly immersive, somewhere between a first-person puzzler and an acid trip. Even in the demo, players can spend hours just observing the little details and easter eggs, which usually involve dark comedic views of consumerism, marketing, and online culture. If you like memes, puns, flashing lights, and an original soundtrack made by several different producers, you’ll probably enjoy this game.


Use your camera to get more likes. Also, be sure to snap a picture of Chronic the Hedgehog


What’s Next For Broken Reality?

Dynamic Media Triad has several stretch goals for the game. Most of them involve porting the game to more systems, but the most intriguing to me is making the game compatible with virtual reality. I think that Broken Reality’s strength as a game is the immersive experience it creates and VR would take that experience to a new level.

The game is tentatively set to release in September 2018 barring any major setbacks. If you’d like to learn more about Broken Reality, check out the links below!

I took some footage of the game when I played through the demo, but I haven’t had time to upload the footage. I’ll give an update when I get around to that. Have you had a chance to play the Broken Reality demo yet? If so, let us know what you thought in the comments!

Xeno Crisis: An Indie Game Kickstarter Done Right

By Tim Youngblood

Xeno Crisis, a retro top-down shooter for Sega Genesis developed by Bitmap Bureau recently more than doubled its crowdfunding goal on Kickstarter. See how they did it!

A few months ago, I wrote about some of the do’s and don’ts when it comes to making a Kickstarter campaign for an indie game. Xeno Crisis, developed by Bitmap Bureau, stuck by most of the principles I recommended and even did some things I would have been too timid to try. Although Bitmap Bureau was founded in 2016, the development team behind the company has a lot of experience, some going back over 20 years and they have some great marketing tricks for studios with a small or non-existent budget.


A Simple Game Trailer

I’ve harped on about game developers over-diverting time and effort into making extravagant cinematic trailers in the development and crowd-funding page. Don’t get me wrong, I love a beautiful cinematic trailer as much as the next person, but I think that they fit in better for the release. When it comes to generating interest while the game is still under development, gamers want to get a feel for how the game plays more than anything. If you watch the trailer below, you’ll notice that the trailer is just gameplay and sweet retro synth metal.


Keeping it short and sweet.

Keeping the Content Focused on Gameplay

Even if a game has the greatest story ever told, plenty of games with great stories don’t have the gameplay to match it. When reading through Bitmap Bureau’s description of Xeno Crisis, they make practically no mention of the game’s plot in the description and instead go immediately into gameplay style comparisons. That being said, the game itself probably has a decently in-depth plot, but for crowdfunding purposes, viewers can simply gather that there is an alien infestation and some badass space marine has to shoot up a lot of xenomorphs to save the day.


This GIF illustrates the procedurally generated levels. Not the prettiest marketing material but it gets the job done.

When is the Best Time to Begin Crowdfunding an Indie Game?

Knowing the answer to this question can save developers a lot of redos when it comes to crowdfunding campaigns. Bitmap Bureau waiting until the frameworks of Xeno Crisis were completed before seeking funding. This ensured that their game would be playable when they began marketing it, even if they are still adding more levels and features between then and the release. The framework for gameplay, menus, and procedurally generated levels are already in the game, meaning that the odds of a catastrophic programming error delaying the game’s release are much lower. Xeno Crisis is already more complete than many EA releases lately…


Addressing Risks and Challenges

Bitmap Bureau was quick to address what they felt would be the primary concerns of backers. Since Xeno Crisis will have physical copies for Sega Genesis (Or MegaDrive in the UK) and Sega Dreamcast, the logistics become far more complex than a simple digital download. There is nothing worse for backers than funding a Kickstarter, having the project reach its funding goal, and still having to wait years to get your own copy or model. if it ever arrives at all… Reaching a crowdfunding goal and not delivering on your product is a good way to never get funding again.

Bitmap Bureau got ahead of the situation by noting that programming Sega Genesis cartridges can be troublesome and this could cause delays in the release. Bitmap Bureau’s solution was simple and effective, they included a digital download of the game for all backers and buyers. This ensures that even if there is a supply chain disaster or hardware difficulties, players will at least get to play the game!


Physical game copies can cause additional challenges to arise when releasing a game. 

Bitmap Bureau does a lot of little things with their marketing that allow a small studio to have success on a small budget. This goes beyond their Kickstarter campaigns and applies to their websites as well, which I’ll get into at a later date. If you’re a developer who doesn’t have much experience with marketing, emulating Bitmap Bureau is a good place to start!

If you know any tricks that Bitmap Bureau did that I left out, or if you know of any other any indie developers who you think market their games well, please share in the comments!

More Indie Game Marketing Tricks and Tutorials

Be sure to check in for more marketing tutorials and tricks. If there’s something you’d like to learn more about, let us know in the comments!


*All images courtesy of Bitmap Bureau and Kickstarter