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2026-08-12 14:49:50 +00:00

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Production Notes — Backing, Team & Funding


Solo Dev Reality

Possible, but 58 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

34 people | 23 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 110 (full roguelike + card game with AI + lore + NPCs) without online PvP.


Comfortable Team

56 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.