![]() ![]() I can’t get over the above teaser image, though. ![]() It’s also the reason we now get made fun of by local schoolkids, and that’s fine. Trains is the reason Paul and I don’t play Dominion anymore. I couldn’t be more pumped.įor anyone who missed our gushing Trains review, no, I’m not being sarcastic. That’s right, mother*****rs! We’re getting MO’ TRAINS up in here! Alderac’s announced that the first expansion for Trains will land in September, and will include two new 2 player boards. 20% huger (and $90).īut wait, because I’ve got some expansion news that’s even more exciting! And this is just the first of the two huge ships revealed at Gen Con last year, with the other being approx. We all knew that these huge ship packs would be an investment (the Rebel transport will cost $60), so it’s nice to see that they’ll be a mini-expansion in and of themselves, with new rules for damage, movement and energy, an x-tra X-wing, and a deluge of tokens and cards. Just look at it! Imagine how many new players it’s going to bring to the game when they double-take at it in their local game shop. Fantasy Flight has done a grand reveal of the first “Huge Ship Expansion” for their excellent X-Wing Miniatures Game, the GR-75 Rebel transport. Quinns: Ooh, it’s nice to have dramatic news to lead off with. Hopefully these key takeaways will help others looking to start their own Kickstarter in the future.Star Wars: X-Wing Miniatures Game, Trains, 7 Wonders, 7 Wonders: Babel, Carcassonne, La Isla, Madame Ching, Lagoon: Land of Druids It takes up more time than I expected, but it was a huge learning experience and ending up paying off. There's a lot of work involved in running a Kickstarter campaign. People want to be part of something that is a guaranteed success, so the lower you can set your goal and the faster you can hit, the more funds you're likely to generate. As soon as the Kickstarter funding goal was hit, there was a huge spike in traffic and pledges after that. It worked wonders and gave that extra push needed to cross the finish line and help ensure success. Those that backed at the $25 level or higher would receive early access to the alpha build for Hello Neighbor, another highly anticipated indie game. ![]() Cross-promotions can help a ton! Over halfway through the campaign, I was able to offer a sweet cross-promo deal with the folks at Dynamic Pixels, thanks to my publisher, TinyBuild.This is the average Kickstarter pledge amount, so this should be your primary target reward. Pack as much as you can in there to make it very appealing. Make the $25 reward a "no-brainer" in value.The vast majority of pledges came from first-time backers. I believe more mainstream/family-friendly titles, in general, would do better on Kickstarter than "edgier" games like G&G. The Kickstarter community and culture seems much different that what you generally find on Steam. Different communities, different cultures.(Thanks, TinyBuild, for steering me in the right direction on this one!) Much to my surprise, the top tier ($1k level) rewards actually sold out! So in the end, it paid off, and now I can focus purely on the game immediately, rather than producing and shipping a bunch of physical stuff. I wanted to ensure that as much of the funds raised as possible went directly towards making a better game, rather than making T-shirts, so I opted for digital-only rewards. This quickly eats up a ton of the funds raised for production, shipping, VAT, etc. Most campaigns seem to have a lot of physical goods involved. Digital-only Rewards are a great option, as long as you give them enough value.Many people wrote me simply stating that they loved the project and were stoked to buy it, but simply didn't want to hassle with the Kickstarter process. Despite the fact that G&G had incredible Greenlight stats, #1 rank on IndieDB for several weeks, a well-known indie publisher, and very strong YouTube support, it didn't just "take off" as quickly or easily as I was hoping it would. There are also many more active projects competing for those dollars at any given time. Thanks to so many projects that have burnt their backers, or made pie-in-the-sky promises, people are less trusting of backing projects than a few years ago. Kickstarter is less appealing for indie games than it used to be.Running the Kickstarter when the hype was at its peak would have been much more efficient and effective, as the 2 campaigns would feed off each other. In retrospect, I wish I would have done this Kickstarter smack dab in the middle of the Steam Greenlight campaign, when new internet traffic was at it's peak and people were trying the open pre-alpha builds for the first time. So, for those of you interested, here is a brief Guts and Glory Kickstarter Post-Mortem: ![]()
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