# Production Notes — Backing, Team & Funding --- ## Solo Dev Reality Possible, but 5–8 years to do it properly. The game has four disciplines that each need to be excellent: - Systems programming (roguelike, card rules engine, networking) - Art (2D sprites, isometric assets, 3D assets, UI, animations) - Writing (NPC dialogue, lore tapes, card flavor text) - Audio (music, SFX) The NPC dialogue and lore delivery are the core differentiator — weak writing will kill the game regardless of how good the systems are. --- ## Minimum Viable Team **3–4 people | 2–3 years | ~$150k–$300k** | Role | Priority | Why | |---|---|---| | Artist | Critical | Visual identity makes or breaks the Steam page | | Writer | Critical | NPC dialogue and lore are the soul of this game | | Second programmer | High | Card AI, networking, and roguelike systems in parallel is a lot | | Composer/audio | Medium | Can be contracted per-milestone rather than full-time | This gets to Phases 1–10 (full roguelike + card game with AI + lore + NPCs) without online PvP. --- ## Comfortable Team **5–6 people | 2 years | ~$400k–$700k** Adds dedicated QA and a proper audio lead. QA matters more than it sounds for a game this interconnected — a card game with AI opponents, online play, and a complex NPC state machine will generate serious edge-case bugs. --- ## Funding Paths ### Grants (No Equity — Best First Step) - **Epic MegaGrants** — up to $500k, no strings attached - **National/regional funds** — UK Games Fund, Canada Media Fund, Screen Australia, etc. (depending on location) - Apply for these before approaching publishers. The architecture doc is unusually well-structured for a grant application. ### Publisher (Marketing + Porting Support) Good fits for this game's tone and scope: | Publisher | Why | |---|---| | Raw Fury | Narrative-heavy indie, strong aesthetic fit | | Fellow Traveller | Story-driven games specifically | | Devolver Digital | If the tone goes darker or weirder | | Humble Games | Mid-tier indie, less creative interference | Publishers typically fund $200k–$800k against a revenue share (usually 70/30 or 80/20 after recoup). You give up some control but gain QA, marketing, and often a console port — which can double lifetime revenue. ### Avoid Equity/investment funding unless building toward a live service model. A premium indie doesn't need that pressure. --- ## Online PvP — Separate Budget Item Online card PvP is **not a one-time development cost**. It requires: - Server hosting (ongoing monthly) - Anti-cheat - Balance patches and moderation - Customer support for trade disputes This is a live service commitment. Treat it as a separate business decision, not just a phase on the build list. --- ## Priority Order 1. **Find an artist.** Without a strong visual identity you can't pitch, can't get funding, can't build an audience. 2. **Apply for grants** — the concept and architecture are already in good shape for an application. 3. **Build to Phase 6** (full run loop) before approaching publishers. A playable vertical slice is worth 10x more than a document. 4. **Decide on online PvP scope** before any publisher conversation — it changes the funding ask significantly.