Monday, December 30

Happy New Year!

Another brief one this week, as I’m still on holiday with my family in Bristol at the moment.

I’d like to take this opportunity to say thank you to everyone who has supported us in any way during 2019, especially those who bought our games or backed our Kickstarters - we literally couldn’t have done it without you.

And finally I’d like to wish you all a happy, healthy and successful 2020!

Monday, December 23

Merry Christmas!

Today’s blog post will be brief as I’m now on holiday for the Christmas break.

I’ve spent last week on the last few orders of FlickFleet materials and starting to catch up on the bookkeeping from the pledge manager. We’ve now placed all the orders except the Expansion rules and dashboards printing (2nd January) and are just waiting on the boxes, wooden bits and main acrylic order before we can start making and shipping rewards. It’s all coming together for a big push early in the New Year.

Merry Christmas to those who celebrate it, and Happy Holidays to the rest!

Monday, December 16

Orders, Please!

Last week the focus of my lunch breaks and evenings was mostly around getting quotes and placing orders for the FlickFleet reprint materials.

These are all done except the wooden bits now, and we’ve already received the dice and asteroid acrylic and the printing proofs. This week we hope to get the rest of the acrylic and the printing so then it’s just the boxes and the wooden bits outstanding. That and the printing for the expansion (rules and dashboards) which will follow in the New Year. Next up for me is making the first set of rewards (7 deluxe games with no extras). Paul meanwhile is flat out laser-cutting bits for the second set of rewards: deluxe games and expansions, which aren’t due until April, but there’s a lot of them.


Test cuts of the deluxe asteroids, ramming ship and round counter marker

Then we’ll have a break for Christmas before I start on the other tasks: website work and designing the next expansion for FlickFleet.

With the boxes (approx. 15 mins / game) and the dashboards (~4 mins / game) now being done on our behalf, a decent chunk of my time is freed up. Last year I really struggled to work on anything other than making and posting games, which is clearly not sustainable!

I’m looking forward to being able to spend time in 2020 on tasks that got neglected this year. Hopefully that will lead to noticeable improvements in our preparedness for the next project.

We're also getting some of the first Kickstarter left-over stock into Travelling Man, a small chain of game stores in the North of England. I'm delivering some stock to the Newcastle store at lunchtime!

Tuesday, December 10

Spend! Spend! Spend!

With the pledge manager now closed we know what we’re on the hook for so I’ve been able to start placing the orders for materials. First up was the boxes - these have the longest lead time. Once they were ordered next up was the dice (a simple order) and the asteroid acrylic. We’ve also asked for fresh quotes on the printing (which came in yesterday) and the wooden pieces.

The last part of the puzzle is the main acrylic order which is dependent on me laying out all the components on cutting sheets (until now all I’ve just laid them out on small Print and Play sheets). Over the weekend I did the Imperium (grey), Uprising (red) and the Civilian ships (blue). Monday lunchtime I did the mines and the clear acrylic (mine blast template and cloaked ship). That just leaves the objective tokens and I can get a quote and place the order.

Once the orders are all placed things are ready to go. The dice have arrived and asteroid acrylic will arrive this week, the box proofs before Christmas. The printing and wooden bits I’m still waiting for a date on.

Our next deadline is shipping the deluxe only copies (down to 7 as several of those pledges got extra expansions in the pledge manager) by the middle of January. We’ve got almost everything we need to do those already as we can use the leftover stock from the first edition.

Monday, December 2

Three Times!

I’ve seen Paul three times in two weeks! Two weeks ago I spent the day in York playtesting FlickFleet scenarios with him; then last Monday I dropped in at a moment’s notice after my train travel to Manchester for work was heavily disrupted leaving me with some time to kill in York; and finally my family visited his this weekend as a pre-Christmas celebration. 

It’s been great to see more of him - we used to game together two or three times a week at one point and now I only see him a few times a year.

We’ve spent the last couple of visits talking manufacturing and planning for the second Kickstarter fulfilment. The focus of last week was finishing off the print and play files and sharing them with P&P reward backers ahead of Saturday’s deadline. The trip to York meant the deadline was actually Friday lunchtime - we left Friday evening and then we’re busy all day Saturday. I managed it though - so it was all good and slightly less last minute than last time!

With the P&P rewards done the next focus is on placing orders for the games’ materials.  First up is the boxes, then the asteroid acrylic, printing, wooden bits, other acrylic and finally dice. I’ve a decent chunk of work to do before placing the two acrylic orders and a little before the others. Better crack on!

Monday, November 25

Pressing Deadlines!

We hit all of our deadlines on our first Kickstarter, fulfilling pledges on time in the worst case and up to four months early in the best and I’d like to repeat that this time.

Last time round the Print and Play rewards were the tightest (I was sending emails with the files at 9:30 on New Year’s Eve!). This time around it’s the P&P rewards again that are proving to be the most challenging.

When setting the deadlines I hadn’t banked on running a pledge manager (it finishes next weekend - last chance for late backers to get the Kickstarter discounts and subsidised shipping!), and choosing a platform and setting that up took over a week (of the four I’ve got between the end of the Kickstarter and the end of this month) so things are pretty tight.


There's less than a week left of the Pledge Manager!

I’ve tweaked the base game files and they are ready to go, so I’m now working on the cutting files, instructions and rules. I did some in my lunch breaks last week and I’ve got a night in a hotel tonight to work on them too so I should be ok. But it’s cutting it fine!

Thursday, November 21

Design and Play

With the pledge manager live, and generating a very surprising (to me and Paul at least!) number of upgrades/add-ons, I’ve been able to focus this week on the graphic design for the expansion. In the run up to the Kickstarter I didn’t want to invest too heavily in it because I didn’t know which stretch goals we’d unlock. With that information sorted I’m now in a position to lay out the rulebook (and the ship dashboards - something else I’d deferred to focus on the Kickstarter). Last week I spent my lunch breaks on the dashboards and this week I've finished them off and started on the rulebook. We've also made a couple of tweaks to the base game rulebook to make things easier to understand and adjusted the points value of the fighters slightly (from 5->6 points).

The other thing we needed for the expansion rulebook was a bunch more scenarios. Again, the exact selection of scenarios relied on which stretch goals we unlocked - we’ve a limited amount of space in the rulebook, so we wanted to get a nice spread of scenarios that covered all the unlocked stretch goals.

On Saturday I went down to York (where Paul lives) and we spent six hours thoroughly testing the scenarios we’d chosen and confirming the points values for the new ships. I also got two hours on trains to work on the dashboards too!


Testing a scenario with the mines

This week will be all about graphic design again so I can get everything we need in place for on-time delivery of the Print and Play files (due by the end of this month).

After that it will be back to crafting physical rewards and ordering the stuff we need from manufacturers to do that. The Kickstarter funds have finally arrived, so it's all systems go!

Monday, November 11

FlickFleet Pledge Manager Live!

This week has mostly been about refreshing manufacturing quotes, setting up a pledge manager and getting on top of all things I should have done last weekend when my eye injury stopped me doing almost everything.

The manufacturing quotes are coming along nicely, and with a bit of jiggery-pokery around laying out the ships on larger acrylic sheets to reduce wastage per game and merging orders for expansion and base game to get economies of scale we’ve been able to get the price down to the point where we can include the Civilian Ships expansion (which everyone wanted but we didn’t unlock during the campaign) included in the expansion along with the Objectives.


Included for free!

The pledge manager is now live on Gamefound for late pledges/failed payments and the add-on. We'll be inviting all the Kickstarter backers to complete it in the next few days, once we've tested it out thoroughly. It will run until the end of November.

Sunday, November 3

We Did It!

I’ve not had a chance to prepare a proper Kickstarter debrief post so here’s a quick and dirty ‘it’s done’ post for the moment.


Funded! In 3.5 days as opposed to with 4 hours to spare!

We did it! We ended up 188% funded (£13,162 before payment errors) with 304 backers.

We had 85 backers of our first campaign return to get the expansion (that’s pretty much one third!) which is amazing. I’m amazed and delighted that so many people loved FlickFleet enough to want to get more.

And another 220-ish new supporters. I’m slightly disappointed that with ten times the advertising spend we didn’t get more people than last time but I think that it’s at least in part due to the video being too long and too serious. Lesson to learn there.

Even with funding really quickly (3.5 days) the Kickstarter process was still uncomfortable. The app on my phone notified me every time we got a new backer, but not cancellations (we had a lot again) or adjustments (positive or negative), so I was constantly checking to see where we were. Cancellations and negative adjustments still felt awful, like we’d failed in some way, despite the few people who explained it saying it was nothing we were doing wrong, just financial pressure.

Again I was completely thrown by the pledge levels people chose. Last time I was expecting a few deluxes and mostly standard but it was pretty much 50-50. This time (learning from that) I expected a 50-50 split with maybe a third of new backers wanting the expansion. This time it was 2/3rds deluxe and 85% of new backers opted for the game and the expansion.

And then the campaign ended with a (literal) whimper. On Wednesday afternoon I managed to get a paper cut on my eyeball. How you ask? My own ineptitude. Still it was very sore Wednesday evening so the stuff I had hoped to do (video editing) fell by the wayside. Thursday morning it seemed ok, so I went to work but as the day wore on it got worse and worse and I had to leave early. Thursday night we were into the last 48 hours and I dosed myself with painkillers and went to bed at 8:30. Friday morning it was agony, so I went to A&E and got prescribed all of the eye ointments. I spent most of Friday in a dark room with my eyes shut. Saturday morning was agony again so I got my hands on some codeine which did the trick, enough to do the bare minimum at campaign end.

Thankfully it’s doing much better now, my vision is returning (still a bit blurry at long range) and the pain is pretty much gone. Still I can’t help but think we could have had a better finish if I had been more on the ball.

Monday, October 28

Final Stretch

We’ve less than a week from the end of the FlickFleet campaign now and I’ve been spending the week tweaking components, the Kickstarter page and our Facebook and BGG ads ahead of a big push in the final 48 hours.

One of the things I struggle with is advertising, it’s not something I have any formal training in and sales and marketing don’t come naturally to me, so it’s been difficult. I’m tracking where our pledges come from and so far Facebook ads are doing ok (we’ve had 6 backers for £205 vs. a spend of £181, but we’ve also had three people buy the game from our website via that route too). Of course that’s only counting people who clicked on the ad and immediately backed, if they did any research or searched KS for the project later I have no way of tracking that.


One of our ads


Our BGG ads had 73,700 impressions early in the campaign and only led to 130 clicks to the KS campaign. As yet, no-one has immediately backed, so I’ve no idea whether that has led to anything at all :-(

I’m really hoping we can unlock some stretch goals for our backers and would love to get to around 400-500 backers so we can get the boxes made for us, but that’s looking pretty unlikely now unless the final 48 is absolutely incredible.

Please share the project if you can!

Monday, October 21

The Quiet Period

The rules of thirds says that on average a Kickstarter campaign will raise approximately 1/3 of its funds in the first 48 hours (when all your fans and people from your mailing list jump on early) and 1/3 in the last 48 hours when the reminder email goes out and there's a rush to get on board before it closes. The remaining 1/3 comes during the rest of the campaign, which is our case is 17 days. After the initial rush things slow right down (we saw this with our first campaign too), as the ratio goes from 1/2 days to 1/17 days. It's the doldrums, and that's where FlickFleet sits now after 8.5 days.


The slow bit!

We've tried doing a few things differently this time including spending some money on advertising on Facebook, BGG and The Crowdfunding Center. So far we have very little to show for that (we gave the three groups attribution links so we know if someone clicked on an ad and then immediately backed the project). The Facebook ads have been running continuously throughout the campaign, we've had 1,234 clicks to our campaign so far (for £97.55 spent so far), but only two confirmed backers through that route. The Crowdfunding Center started a few days ago and will run throughout (for £45) and claim to have given us 34 leads to date, but we've nothing confirmed from them yet and finally via BGG we've spent around £60 so far (a few days at the beginning and then we're going to do a big blast at the end). They've shown our ad 73,700 times, but we've only had 130 visits to our campaign page and so far nothing confirmed in terms of backers.

So either I'm hopeless at advertising (a strong possibility!) or the methods I'm using to track it really aren't working.

Anyway, we're half-way, we're funded and we're hoping for a strong finish when we'll be spending more on ads on Facebook and the vast majority of our BGG ads, so I'm still hopeful we can unlock a few of those stretch goals! We've also already got as many people following the project as we had at the end first time, so hopefully the reminder email will lead to a decent number of late backers. By the rule of thirds, we should be on for around £15,000 (200% funded). Here's hoping!

Monday, October 14

Ding, Ding, Round Two!

We launched our second FlickFleet campaign on Kickstarter on Saturday afternoon. It was about half an hour later than I’d hoped due to laps of the block trying to get The Toddler to take a nap in her buggy, but once she fell asleep I was able to sort it all out in fairly short order.

As I’ve mentioned before, our first FlickFleet Kickstarter was a very stressful month, funding with five hours to spare. We were hoping that the combination of a lower target (we don’t need another laser-cutter!), more reviews, interest from first KS backers and the fact that we’ve now got a completed KS under our belts would improve our chances this time. And it did!

We’re still in the first 48 hours and at this point we’ve raised 79% of our target!


Off to a stronger start!

I’m feeling much better about this one!

Tuesday, October 8

2018-19 Our First Yearly Report

We've just completed our first financial year as a limited company. Inspired by Stonemaier Games and Steve Jackson Games, here's a report of how we got on in our first* year, following Jamey's template mostly.

*I ran Eurydice Games as a sole trader in the previous year, we only became a limited company when Paul joined last summer.


2018-19 Revenue and Personnel

94% of our income came from the FlickFleet Kickstarter campaign.

  • Revenue: £12.8 thousand
  • Full-time employees: 0 (Paul and I both work about 10 hours a week in our spare time)
  • New games: 1
  • New expansions: 0
  • Kickstarter campaigns: 1


Total income £12,846.56 (~1/1000th of Stonemaier/Steve Jackson)

Last year (when I only had Zombology for sale), our income was £1,217.21, so we've grown ten-fold over my previous incarnation! We were profitable again, but only because we're not paying ourselves salaries or renting an office or warehouse space. We would need to be far bigger to support those costs. We have a small loan from me and cash got unbelievably tight as we finished fulfilling the Kickstarter (the pre-orders since then have given us a little wiggle room), but we will need to lend the company some more money to fund our next Kickstarter - this time we're actually going to properly advertise it, which costs money we don't currently have.

Games in Print

The numbers below are all as of the end of our financial year.

  • FlickFleet: 289 in circulation (BGG Average Rating: 8.4 from 29 ratings)
  • Zombology: 220 in circulation (BGG Average Rating: 7.1 from 22 ratings)


FlickFleet has been a huge success for us (both in terms of backer response, reviews and sales). Hence the plan to reprint it and an expansion through another Kickstarter. We've no idea how viable that will be, but with only 319 backers of the first Kickstarter we believe there are a lot more people who would really like it if they heard about it, hence the second Kickstarter and an actual advertising spend on this one!

Social Media and Other Metrics


  • Quarterly newsletter subscribers: 289 (58% open rate)
  • Twitter followers: 3,214
  • Instagram followers: 71
  • Facebook fans: 68


Most of Jamey's stats don't apply to us, and of those that do it's clear we're in a very different league! Our mailing list has more than doubled since the first FlickFleet Kickstarter, which is pretty good, and it's clear that I don't use Facebook or Instagram effectively :-(

Biggest Changes, Observations, and Mistakes


  • Kickstarter was a game-changer for us. It let us make a game that required almost £10,000 of investment without the capital to pull that off and also gave us access to a massive marketplace (over 1/3 of backers found us through Kickstarter).
  • The cashflow situation was incredibly tight - I need to be much better at estimating shipping prices and sizing print runs to avoid the same problem next year.
  • Retail was a channel I intended to avoid (our margins are way too tight for retail and distribution), but I ended up selling Zombology through a single UK retailer with four stores in the north of England. We delivered games by hand to avoid shipping costs and hiked the retail price so that it was just cheaper than buying it (including shipping) from our website. It was phenomenally successful. Those four stores bought 40% of the print run and have sold almost 60 copies. I'll bet there are a lot of professionally manufactured games that they haven't sold 10 of, let alone 60. Being able to interact with the teams personally and teach them the game made a huge difference.
  • Our hand-crafted runs let us make tiny print runs at a profit (but at a considerable cost in personal time). They let us get games out in small numbers and yet still be profitable and not end up with thousands of copies in a warehouse somewhere costing us money every week. It's not a scaleable method, but I'm hoping it'll let us get started and slowly scale up...


Looking Ahead to 2019-20


  • Our second Kickstarter campaign launches in just under a week. We've set a lower target (we don't need another laser-cutter!), but I'm hoping with the advertising spend and additional very positive reviews we can do better than last time. I'm really proud of FlickFleet (is it too early to call it the best game I'll ever make?) and I think it has huge potential, the struggle will be reaching that potential with a very small marketing budget, against the wealth of competition on Kickstarter and elsewhere.


I'm happy to answer questions on any of this - I hope you find it interesting!

Monday, September 30

Straight to Video

For our last Kickstarter we spent a decent chunk of the video pitching ourselves and our ability to deliver since we didn’t have any completed Kickstarter projects under our belts. This time round we’ve chosen to focus on the game instead, since a Kickstarter project that we completed early gives us a bit of a pedigree!

The video is the thing that has pushed the Kickstarter back from September to the 12th October - we were really struggling to find a date that we could all do. But we found some time yesterday afternoon that Wilka, Paul and I could do, so we spent a couple of hours recording it - we now have the footage and are just waiting on the editing and a couple of voice segments.

We’ve chosen to make the video focus on a round of the game showing off a few aspects of gameplay, and we’ve co-opted the help of a bunch of people to provide voices for characters on the ships - I’ve got most of those files now - just waiting on a couple more.

The hardest thing about the videoing was I had a very clear script of the action including what the dice results were, so it took a lot of takes to get the right numbers (I was also flicking with my left hand as my right would have blocked the camera’s view - so just hitting the target was challenge enough!

Still it’s all done now, and I got the last two copies of Zombology finished last night too! :-)

Monday, September 23

Zombology!

I started work in earnest on Zombology in November 2013 for NaGa DeMon, starting from an idea I’d had for a game for my employer to give away at trade shows. I worked hard on it for that month and then continued plugging away at it for a year and eventually decided to make 30 hand-crafted copies and sell them at cost for NaGa DeMon 2015. It took me 6 months to sell those, and then slowly over time I built up a short list of people who after playing we’re interested in getting their own copy.

boffin
Early Zombology card 'art'

In September 2017, six years after shutting down Reiver Games I started a second board games publishing company, Eurydice Games to make and sell a second print run - this time at a profit so I would have money to invest in other projects. My goal was to sell 200 copies within a year (I’d sold 100 copies of Border Reivers and then 300 copies of It’s Alive! within a year each at the beginning of Reiver Games). Conscious of the fact that Reiver Games went wrong due to trying to scale up from hobby hand-crafter to ‘professional’ publisher too soon, I was determined not to go into retail this time round.

Complete Zombology prototype
The 30 copy run

It’s taken two years to sell throughout Zombology, but this week the last few copies will go to our retail partner: Travelling Man. Remember how I said I didn’t want to go into retail? That didn’t last!

It’s just as well though. Travelling Man have bought 79 of the 200 copies and sold at least 57, 22 of which were through a single store. In the middle of restocking three of their stores with another 11 copies I told the small press coordinator that I only had nine left and they they took those too.


The final version

What with that and the 27 we sold through the first FlickFleet Kickstarter over half have gone through routes I didn’t expect to take - which shows how important being willing to change your mind is!

Zombology is now sold out. You can get the Print and Play files from our website, but we have no plans to reprint it, despite it selling well in the shops. It has a BGG average of 7.1 from 22 ratings, which is pretty good, but FlickFleet by comparison has an average of 8.4 from 28, which is my highest ranked game ever!

Monday, September 16

Yay! And Boo :-(

This weekend, in addition to successfully wrangling both kids unaided for 33 hours I finished the FlickFleet pre-orders and finished a couple more copies - FlickFleet is in stock! You can buy it from our website! Yay!


Of course, not everything runs smoothly, so we’ve had to push the Kickstarter back from the end of this month until mid-Oct because of the scheduling woes I mentioned last week. Boo :-(

The downside is it’s going to make things a bit tighter for finances and I’m going to end up sending a couple of quarterly newsletters within a month of each other which might annoy subscribers, but the good news is it gives me more time to get things in place for the Kickstarter which was looking very tight.

In other news, thanks to a couple more stocking orders from our only retail stockist, Zombology is almost sold out! They’ve sold at least 57 copies through their four stores and ordered a total of 73. Not bad sales for a game I’ve literally made by hand! Yay!

Monday, September 9

Scheduling Woes

We are hoping to return to Kickstarter in September for the FlickFleet expansion pack and reprint of the base game.

The Kickstarter page is mostly done (except for the video and the stretch goals) and everything else is in place.

The plan for the video has a brief bit of Paul and I talking at the beginning, like we did on the last one. But that requires me, Paul and my mate Wilka (our videographer) to all be in the same room at the same time and The Wife to be free to look after the kids (or to do it one evening after bedtime). Wilka is a force of nature with an impressive social life. Paul lives 100 miles away and is in France for two of the next four weekends and my parents are visiting at the end of the month for up to two weeks. Finding a single evening were we can all get together in Newcastle was proving tricky to say the least. Especially if we want to do it early enough to get the editing completed before the end of the month.

As a result we’ve changed our plans to replace the talking heads with some scrolling text, which means that Wilka and I can do it one evening after bedtime.

We also needed to meet up and swap stuff - I needed to get more bits from Paul to enable me to make the remaining pre-orders and then put FlickFleet live on the website and I needed to give him some Zombology copies for the two Travelling Man (our only retail stockist) stores nearest to his house - we met on Saturday in a motorway service station for a brief chat and prisoner exchange!

Monday, September 2

Kickstarter Stats - A Deep Dive

In November 2018 we launched the Kickstarter campaign for FlickFleet, a 2-player space combat dexterity game (think the love-child of X-Wing Miniatures and Flick 'Em Up).

We'd just formed a limited company taking the place of a previous sole trading company that I'd been running for a year to self-publish Zombology. We weren't really ready for Kickstarter, but we went for it and were successful (just) in funding. Last week we finished shipping the last reward tier four months early, so now we're in a position to take a look back at how it went. I'm hoping these stats will be useful for people hoping to bring a game to Kickstarter in the near future.

One big proviso first: ours was a slightly odd campaign (we hand-crafted the rewards and our stretch goals were for moving to professional manufacturing) and there's no guarantee your experience will be similar!

Our campaign ran from 8th November 2018 to 8th December 2018, funding with 4 hours to spare. We wanted to raise £12,000 to fund all the materials to make the rewards and buy a laser cutter to enable us to make the ships ourselves. 325 backers raised £12,127 of our goal (101% funded). Eighteen of those had payment failures, but by the end of the week-long grace period twelve had managed to pay successfully, so we can 319 backers and £11,891 (99% funded). One of the dropped backers later paid by PayPal, so it was slightly better than that.


Kickstarter say their fees are 8-10%, so we'd banked on getting £10,800 (90% of our target), but in our case the fees were £1,008 (8.4%), so we ended up with more than we'd bargained for, despite the dropped pledges (£10,883).

The biggest surprise of the campaign was the popularity of the deluxe version (the ships have their names and detailing etched onto their top surface) . We'd made 50 available expecting a few of our close friends to get some, with maybe 20 or 30 going in total. Those 50 sold out within 16 hours. When it became clear we weren't going to be on the hook for hand-crafting ~700 games in a year, we made another 50 available and, when those went, another 50. Including the deluxe pledges and extra copies and people who later paid for an upgrade via PayPal we sold 138 deluxes and 136 standards. That still blows my mind. We also received 27 Zombology orders too.

The pledge breakdown was:

RewardBackersPledgeTotal%
No Reward35£1£1691.4%
Print & Play42£5£2512.1%
Standard98£27£3,42228.8%
FF + Zombology20£37£9287.8%
Deluxe116£45£6,51154.8%
2 copies8£54£6105.1%

21 generous souls over-pledged to help us cross the line - thank you so much!

I was also amazed by the number of backers we got from the US, especially considering the cost of international shipping:


The top five destinations were the UK (42%), the US (35%), Germany (4%), Canada (3%) and Australia (3%).

According to Kickstarter 46% of our pledges came from them. I think that's debatable, but what I do know is that 41 people from our tiny mailing list backed the project. I was told at TableTop Gaming Live in September last year by a well-known industry guy who has run several successful Kickstarters that our mailing list of 136 people was nowhere near big enough for us to be successful. My counter argument was that most of the people on it had signed up because they were interested in FlickFleet and I was expecting maybe 40 of them to back the project. 41 did! 15% of our total was from people on our mailing list before the project went live. That meant from the 136 people (including backers and non-backers) we had a 30% backer-rate and a £13.08 per subscriber average pledge. Clearly this will never be this high again - as our mailing list grows these figures will go down.

The second highest single source was twitter, where I'm very active. According to Kickstarter £1,495 of our total was directly attributable to twitter.

Finally our marketing spend was minuscule. We gave six prototypes to reviewers (and got five reviews). We spent £95 on marketing (£80 on flyers that we gave to a number of UK gaming/geek shops) and £15 on Facebook Ads. I've no idea whether the flyers worked, but the Facebook ad yielded at least one deluxe backer, and even it's only one, the ad made us money (after accounting for the Kickstarter fee, subsidised shipping, the cost of the game materials and the cost of the ad). Next time I think I would use them again and hopefully target them more effectively.

I hope this info has been useful (or at least interesting!), let me know in the comments if you have any questions.

Tuesday, August 27

Almost Done!

I had hoped to finish shipping the Kickstarter rewards last week, but with a long weekend camping and my daughter’s birthday I ran out of time - so in the end I’m five copies away from finishing, which I hope to make tonight and then post on Wednesday. With that out of the way I’ll be able to spent more of my evenings with The Wife for a couple of weeks until I get the stuff I need from Paul to fulfill the pre-orders. I’ll also be able to spend my lunchtimes on the Kickstarter instead of multiple lunchtime treks to the Post Office per week!

It’ll be good to focus on the Kickstarter - it’s taken a back seat (and rightly so) to the fulfilment so it could do with some love!

Monday, August 19

It's The Cash That Is Gonna Kill You

When running a business there's two things you need to keep a close eye on: profit and cash. Profit is the money you make when you sell something, either before (gross profit) or after (net profit) taking account of overheads. Because we're doing Eurydice Games in our spare time and not drawing salaries from it, our overheads are very low, so despite a low gross profit (small print runs have few economies of scale) we have very good net profits. We're making money and this is, in it's current form, a viable business.

Cashflow is the money going into or out of the business and is what kills most companies apparently - including Reiver Games, my first games publishing company. Cashflow isn't as closely related to profit as you might think. For example, our cashflow was very positive in December (when Kickstarter released the funds) but has been negative since - we've bought a laser-cutter, all the raw materials for the print run and then being paying for postage and packaging materials every time we post a copy. Every time we sell (ship) a copy we make a small profit but our cash decreases.

At the beginning, just after the Kickstarter, we needed to make a decision about how many copies to make. We needed to make at least enough copies to fulfill the Kickstarter rewards, but we could make more. The more we made the better the profit per copy, thanks to economies of scale, but the worse the hit on cash flow as the total cost for the raw materials would be higher.

At that point we didn’t know exact shipping costs, how much Royal Mail would increase their prices in April and how much we would be spending on tape, bubble wrap, etc. I had to make an educated guess.

My guess was poor! Even with a number of post-Kickstarter deluxe upgrades and a decent number of Zombology sales during the year, money has run out. We’ll rebuild it as we fulfill pre-orders (which haven’t paid yet so will boost profit and cash simultaneously) and when Kickstarter releases the funds from the second Kickstarter, if we’re successful. But for now we have almost nothing in the bank (<£10!), so to support the second Kickstarter, Paul and I will need to lend the company some more money.