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How to fund your game using Patreon while still developing?

A topic by HH Richards created Aug 21, 2020 Views: 649 Replies: 10
Viewing posts 1 to 2

Hi! I see that a few people here are using patreon to fund the development of their games while. I'm interested in this. I've setup a Patreon, and created a demo. I've received good feedback from my game, but have no Patrons yet. 

I'm nearly ready to release more content for my game, what should I do to get more Patrons? Should I release the new content for free, or put it behind the Patreon paywall? 

As far as I can see, I can:

  1. Release my new content as an extended free demo - This is giving a significant portion of the game away for free. 
  2. Make this V2 a paid for version of the game (either using Patron or Itch.io's paywall), although the game isn't finished yet. 
  3. Just keep developing & finally finish the game, & put a pricetag on it, & hope my demo is enough of a hook to get people interested. 

Just curious what other people do? My ideal solution is to get more patrons, and keep developing content indefinitely, releasign new content along the way, but I'm not sure how to make that work. 

Moderator(+1)

Patreon is quite tricky. You basically have to produce a lot of content to convince people that if they invest in you, you will keep making more content.

One trick I’ve seen other people using is to give a reason for people to become your patreon. For example, maybe putting polls of ideas for how the game should evolve, which will give a chance for your patreons to shape the game with you. Or share your latest work and behind the scenes only with patreons. One other idea is to add them in the credits, but that might be too much work.

A tip that is given by patreon itself, is to make sure to have tiers of different budgets, as some users just can’t invest a lot, and others have a big budget and want to influence a project.

Make sure to share all past work you’ve done. When a random person sees you’ve made 10 games before, they are more likely to support you than if you’ve made just the one. You’d also pretty much agree with the idea that it might be months of you putting content out until patreons start joining, but the more patreons you have the easier it is to get more.

Thanks for all your tips. Sounds like I'm doing everything right, so far. I'll release V2 as Patreon only, & see what happens. I've been asking for people to subscribe to know when theres updates, & have a few email addresses from that which I'll notify. 

Okay I've released a new, longer version of the game with more content on Patreon. No patrons yet though, dammit! 

Moderator

They will come, but it’s not easy!

It’s easier if you don’t think about it a lot. Keep creating content, focus on your games and other projects, and occasionally post on social media (including patreon) about progress. At some point you will start getting more and more followers, but that might be a few months down the line.

It can also be a good idea to link your patreon page to other social media, especially if you already have an audience.

(2 edits)

True, very good point! I've had my first sale from itch.io today, so that's good news. I'm going to keep adding content to the full game, and then create a new spin-off for the people who've been hooked on the main game. Not decided yet if I'll create a new project page for it on itch, or add it as another download on the same project. Any experience or opinion on that? 

Also, just wondering if you've had experience with this - if I update the file that someone has already purchased, can they download the update for free? I hope they aren't charged again, just because I've uploaded a separate file. Don't worry if you don't know this! Lol jsut saw you replied to my question about this in the other thread :-D

Moderator

If the spin-off is big enough to be its own game (but it’s just on the same universe as the original game) then I think it deserves its own project page. I’d think it’s best to mention the original game, and if having played the original game is expected to enjoy the spin-off.

But that might also be influenced by the monetization choices of that game.

(1 edit)

Ah sure yeah, I'm thinking it will contain the main character from my first game, and hopefully (fingers crossed) I'm hooking people enough by getting to know her & enjoy her banter enough to continue into a 2nd game. I'll try and make the game stand-alone though, just in case people stumble upon that one in the itch.io store first. 

Do you plan to turn your "The King is gone" game into a money making enterprise, or are you just developing for the hobby? 

Oh and how have the sales been for Shuffled Nightmare? Did you do/change/improve anything to increase downloads that might be useful for the rest of us? ;-) 

Moderator

Thanks for the interest!

The long-story-short is that “The king is gone” is meant to be a small project to test the capabilities of a programming language for video games I’m working on, and also practice game design. Apart from its price, I don’t have any other plans for monetization (like ads or microtransactions).

It’s a part-time project, so I doubt it will get any close to being a money making enterprise :)

Well that's good anyway, we're all always learning! I found out recently that the tool I've been using to convert my HTML into Android apps (Phonegap Build) is being discontinued soon, so I'll need to learn something new too. I'm just hoping it's not a steep learning curve!

(+1)

Just got my first 2 patron subscribers, so I'm very happy right now 😁