Monday, September 29

Aw[esome|ful]

It's the end of our 8th financial year on Tuesday.

We've done well to last this long, Reiver Games only managed 6 years, and it was on life-support for the last two.

If you run a business there's two things you really care about.

Cashflow.

And profit.

Historical we've done ok at the second one, managing around 11% profit on average over the last 7 years.

But cashflow was always a challenge.

Our overheads were initially small, but our web sales outside of campaigns were tiny.

We stayed alive through crowdfunding campaigns and the occasional convention.

But that put us on the clock - we needed to crowdfund frequently to keep us going.

Then Paul lost his job and we started paying him a (tiny!) salary.

Larger overheads meant worse cashflow - more pressure.

The last few years we've had to lend the company money a few times to keep it alive.

This year I've focused on fixing that.

Building up more cash in the company and trying to leave it in, not take it out.

Spending money on ads to boost website sales, so we can cover our monthly overheads.

And in some senses it's been successful.

Web sales are near double last year.

We've much better cashflow than the last couple of years.

That's awesome!

But the ads weren't as profitable as I'd hoped, and as I scaled them they got worse.

The ad spent brought in enough sales to cover the overheads and keep us afloat.

But not profitably.

Every year until now we've shipped a full crowdfunding campaign.

But this year we carried nothing over from last year and only shipped about 10% of the rewards of this year's campaign.

So sales are much lower. 

Coupled with the fact that we've paid the costs for a crowdfunding campaign this year: ads and fees.

So with the unprofitable website ads compounded by all of the costs and very few of the sales of crowdfunding we've made a massive loss this year.


That's awful.

I'm hoping next year will be better.

We've a lot of crowdfunding to ship in the next few months.

And I'm working with someone to improve our web ads.

Fingers crossed. 

Something needs to change.

Monday, September 22

Inception

The weekend before last I was down in York helping Paul bag up bits for Gamefound Fulfilment.

Last week he made up the first 35 copies of Box of Xeno Flicks 1.

Each one laser-cut in the garage.

Then bagged, boxed and shipped by hand.

Fulfilment has started in earnest.

Before I got my train home I told Paul that the campaign for Exodus from Reynoldsworld was the last roll and write game I had in progress.

There was nothing else in the pipeline.

No more ideas.

We left early for the train, as we'd had a very slow journey to Paul's from the station due to roadworks.

But it was fine.

I got there with half an hour to spare.

So I started designing a new roll and write.

I'm incorrigible.

I need to get the Exodus rewards out in the next week or so.

And cover Paul's holiday with shipping any orders we get.

But I've started on the next one.

And I could steal a few bits from The Planets My Destination and Away Team Bingo to knock up a very quick first prototype!

A bastardised first prototype, stealing bits from other games for speed.

Monday, September 15

Grafting

Paul makes all the FlickFleet games himself.

On a laser-cutter in his garage.

But that’s not all of it.

He sorts and packs the dashboards.


He counts and bags all the wooden bits.

Then the right ships in with them.

Then boxes everything.

Then parcels, addresses and ships all the orders.

It’s an enormous amount of work.

Especially when we have a crowdfunding campaign to fulfil.

Hundreds of orders.

All more or less at once.

My wife had friends round for her and the girls this weekend.

So I went to York.

And lent a hand.

For 24 hours only.

But we bagged hundreds of ships.

100 copies of FlickFleet.

And most of 100 copies of the new expansion.


And we managed to get a couple of games of Battle of Hoth in too :)

In other news, the Exodus campaign finishes tomorrow!

Monday, September 8

Retail-ish

We're back from Tabletop Scotland.

Where we had a good weekend.

Sales started very slow.

But ended strong, so a good weekend overall.

And we picked up another retail stockist for FlickFleet.

Mighty Minis in Whitburn, West Lothian, Scotland. 

Our first Scottish retailer.

We recently picked up one in Northern Ireland too: Roast & Roll, in Banbridge. 

And another in England, The Rogue Trader Warehouse in County Durham.

We make the games ourselves.

In Paul's garage.

We have neither the volume nor the margins to get into distribution.

Just a few direct sales to shops in the UK.

The new ones add to the few we've been working in previous years.

Travelling Man in Newcastle, York, Leeds and Manchester.

Roll It! in Scarborough where I did a demo day last year.

Bridge Command in London, a starship simulator.

Plus Farplace Games and Gloucester Geek Society who help us cover conventions we can't reach.

Small scale, but growing!

Monday, September 1

Back, Briefly

It's been a whirlwind few days.

First my father-in-law and his partner visited us for a few days.

Then we went off to the Lake District for a end of holiday weekend with friends.

Now The Wife is in Dublin for a week.

Then she gets back and Paul arrives and we're off to Tabletop Scotland in Edinburgh.

We're on stand C1-02!

We'll be running our FlickFleet competition for the first and last hour of each day, and demos the rest of the time.

While The Wife is away, I'll spend by evenings and possibly lunch breaks finishing off the Exodus from Reynoldsworld campaign page.

There's just over a week to go before it launches.

It, like our other print and play games, is tariff-free for our American fans, despite the recent changes :)