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Games Business

Kickstarter Lesson: Funding Breakdown for $29K raised

We raised $29K from 910 backers, hooray! ?
Where does all that money go? Is it enough to make the whole game?

This post is one in a series of retrospectives for our February 2022 KS campaign that raised nearly $30K. See the full overview here.

Funds Raised

Raised$29,279
Dropped Pledges-$317
Refunds-$56
Kickstarter Fee-$1,445
Payment Processing Fee-$1,044
Total$26,417

True to their word, Kickstarter charged 8.6% fees for our campaign. We also lost 1.2% to dropped pledges/refunds.

The takeaway is that you can expect to receive 90% of your pledged amount.

Advertising Costs

Revenue After KS Fees$26,417
Ad Spend (Personal)-$1,047
Ad Spend (Agency)-$4,360
Ad Agency Fee-$874
Profit$20,136

We spent about $6K on advertising, breaking even in terms of pledge dollars generated, which was somewhat disappointing.

I wrote more about the advertising experience in a separate post:

Funds distribution

KS Net Total$20,136
Composer Royalties-$2,709
Company Net Total$17,427
Artist Share-$3,485
Remainder$13,942

Our composer is entitled to $4.50 for each of our 602 sales of the digital soundtrack, and my artist partner is entitled to 20% of the company’s net revenue generated by the game.

That leaves me with $14K to pay myself and hire other work needed for the game, such as additional tracks from our composer.

My cost of living is $4K a month (before taxes), so I have enough to pay myself for about three months, and even less if I want to pay my artist partner. It’s not enough to finish the whole game.

Additional Funding Likely Needed

Kickstarter is definitely a great way to raise funds and grow your audience, but unless your campaign goes viral, you will probably not make enough money to pay yourself for full time development. It can be great to advance your community building, get game feedback, and raise funds for overhead costs though.

In our case, we raised enough to enable us to get the game ready to pitch to publishers or private investors for additional funding, and having a community of backers is invaluable in many other ways aside from money, so we consider the campaign an unqualified success.

By Sean Sanders

Sean is sharing his experience trying to earn a living making indie games.
Since 2012, he has run Bit By Bit Studios from his home and has published 1 game, ran 2 Kickstarters, and made ~$300K revenue.
His next game is currently in development.