![]() In order to choose a suitable launch date, we talked to the folks at Kickstarter (which is always a good idea, since you want them to be aware of your project before it launches), Kickstarter experts (thanks Thomas Bidaux!) and our two ad providers. Thanks to them, we found two ad providers we decided to work with: Backerkit and Backercamp. To research good Kickstarter ad partners, we jumped on some calls with developers that have run successful KS campaigns. This was the first time our studio was able to consider such an option, since it requires some upfront budget. ![]() We knew we needed something to fill this void, so we started looking into ad companies. This was scary for us since our studio’s marketing efforts heavily revolve around Youtubers and streamers. This was the first time we ran a Kickstarter campaign without having a playable demo of the game. In the process of making these posts, we also put together a list of ‘VIPs’, aka influential people that interacted with our content, which we later used to ask for shoutouts when the campaign was live. We started to regularly post dev-diaries / development insights and always made sure to tag the “Imgurian” members of the Discord to let them know about the new posts.Īfter a few posts on Imgur, further participating in #PitchYaGame events and a few posts in game development Facebook groups, 1000 Discord members had been reached. This turned out to be especially effective when it comes to Imgur. This enables us to tag the ‘Tweeters’ if we need help to signalboost a Tweet for example. In order to more effectively manage the Discord’s growing community, we commissioned a Discord bot that assigns people roles depending on which channel they joined from (Twitter, Facebook, etc). We set the goal to have 1000 people join the Discord before the game’s Kickstarter launch. We decided to go with Discord and started to invite people to join so we could easily contact them again when the Kickstarter campaign launches. At first, these interactions mostly took place on our personal social media accounts (Twitter, Facebook, our forums, …).Īfter one of our tweets went viral during a #PitchYaGame event on Twitter, we realized we should set up a community hub for the game asap. People suggested names, chatted with us about gameplay ideas and the background story of the game. We first started to talk about our new project, which didn’t have a name at the time, a couple months before the Kickstarter. Thanks to its catchy pitch and visuals ‘The Wandering Village’ has been easier to market than our previous two games. It will be so much harder to get people to care for a game that isn’t unique/interesting at first glance. This first step can have a huge impact on everything that follows. The goal was to come up with a game pitch and visual style that easily communicates what is unique about the game. When we first drafted the basic concept of ‘The Wandering Village’, marketability was a major factor for us.
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