Kickstarter was an interesting experience for us here at Cadenza, and in the wake of the final day this past Friday, we thought it’d be interesting to talk a bit about what went wrong, what went right, and also where we’re going from here.
First, the interaction with fans, particularly new fans, was awesome. We haven’t spent enough time getting the game out into the public eye, and this whole process has proven the need to expand that. We need to be writing about the game, talking about it with fans, and taking in feedback as much as we possibly can. The fact that a thousand or so people were willing to put down hard earned money on a game they could only barely sample, and from a company of our size, was encouraging despite not reaching our funding goals.
Scale really is the primary culprit. We shot big, and we’re not quite there yet. We needed more traction in the media, but to get that from most media, we need to have a game that is much more polished and much more easily digestible. Add to that the fact that we didn’t explain well enough what our plans were for $75,000. Our plans were to spend two months on the editor pre-release, to spend an additional month on content, and to help expand our team to include a voice actress, writer and 3D artist in support of a final release. Now, we’re looking at what we can do to focus on one thing at a time.
Rather than bursting onto the scene with a large Kickstarter drive, we’re going to regroup and start a “slow burn”, offering incentives for fans who support us early and letting the community grow more organically. As the game itself is refined and polished, our reach should expand to include players that would rather pay for a much more complete product.
Retrovirus is still going to be made. We’re going to have to postpone the release of our tools until the game itself has been released, but the plan is still to release them. Stick with us, and we’ll keep you posted!