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TOPIC: So what next?

So what next? 3 years 4 months ago #2526

  • Anton
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Wreck Age is now out in playable form, but is still very much in it's infancy. There's a lot to do to grow a community of players, streamline the rules, and lots of expansion and new models on the horizon. So far, the feedback from people who have been playing has been almost exclusively positive, but breaking through the noise of all the releases from the hundreds of companies out there is very difficult.
We're coming up to three years in on this project, and I'd like to kind of give a brief announcement of what I hope to see in the next two years or so.

One of the difficult things with creating your own IP is simply getting people on board with the premise. Most people prefer to play what is already familiar to them, as evidenced by the slew of licensed games have been getting released.

I really want to see this project succeed and want to support people who are interested in playing, but to do that, we'll need to up our sales levels if we hope to grow. With multiple new flavor of the month kickstarter games happening on a regular basis, what can we do to get more people playing? As I'm sure most of you are aware, we had some fulfillment issues and hiccups with kickstarter, and kickstarter can definitely be a double edged sword. The quick influx of cash is always tempting, but getting behind the 8 ball on something and having that hanging over your head can be a real down-side to trying to grow a gaming company.

Keep in mind, that we don't have any mom and dad cash to throw into this project, and we really are on a shoestring budget. Short of a few angel investors coming in and throwing sacks of cash at us, what are some of your ideas for ways that we can get the game out to the public, in people's hands, and get a bigger gaming base? I am hesitant to consider another kickstarter, but coming out of pocket too much more isn't going to be an option either.

Here is a list of things that are in the works, but how quickly we can get them out is going to entirely depend on sales. Its unfortunate, but that's reality:


These things are in production and in various stages of completion:
civilians box set
some new boars
windmill
shanty town building
Hardcover book
Shagri LA sourcebook (LA)
Switch City sourcebook (Chicago)
2nd starter set (Reclaimers vs. Stakers, w/ new models)
Uprisen sandbox setting

These things are for further down the road:
Unicephalon models
Church of Fun models
the Vale models
ARHK platoon models
sourcebook with the new factions, squad mechanics, larger scale combat
vehicles and vehicle rules
chariots (possibly an arena-based game)
Unique character models (road agents, no ghosts, etc)
generic archetype characters (scavenger, mechanic, oracle, etc)
hi-tech amazonian faction models
Cybernetic augment faction models
Duster's almanack (could be a catch all for more source book material for settings)
Glass lands and other sourcebooks (esperanza, etc)

I'd love to see all of this stuff happen... What sounds good, what sounds bad, what do you think will get people playing and loving the game?

What are we doing right? What are we doing wrong?
Last Edit: 3 years 3 months ago by Anton.
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So what next? 3 years 3 months ago #2531

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I personally think that a few new models each for the existing factions (or perhaps that second starter, as it would give the Stakers and Reclaimers a few more) would be a good idea, and then perhaps some sourcebooks. I think putting out sourcebooks would give skirmish gamers more ways to play/scenarios and would be an even bigger boon to roleplayers. I think right now Wreck-Age is mostly appealing to skirmish gamers, and I thinking advertising that it is also a roleplaying game with source books may be helpful to pull in more of the roleplaying crowd.

I think Kickstarter is a viable method for funding, but I would only use it for something major (say a campaign to fund a Unicephalon and Vale boxed set or some combination of new factions), as I think people are getting a bit burnt out on seeing a kickstarter for every supplement and expansion (looking at you Coolminiornot). I think most people have come to expect delays on kickstarters (I've back probably 10 or 11, and all but two have been delayed, a few majorly), and as long as you are clear about communicating the progress on things I think people tend to be very understanding. I usually see people turn hostile towards campaigns when the creator or owners do not respond to their Inquiries and go for long periods of time without updates.

Just my two cents, hopefully it is somewhat helpful.
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So what next? 3 years 3 months ago #2532

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Maybe like an "intro pack" for the other 4 factions? That might work if I wanted to do a kickstarter for them down the road, since there would be something to show for it.

I think you're right about it appealing mostly to skirmish gamers at the moment... I just need to figure out ways to get more people playing. I'm not the best marketing person on the planet, and honestly, I'd rather devote my time to product development, but just getting it done isn't enough, it's got to be sold too.

If there is another kickstarter, it would run a lot more smoothly, since most of the processes have been done, and I have a solid idea of how not to get too far in the hole, or over-promise and under-deliver due to the issues we had with the previous one.

Definitely helpful feedback.
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So what next? 3 years 3 months ago #2544

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I think something like that would work, maybe set a low goal of roughly 10k to produce a "intro pack" for two of the new factions, and then have the stretch goals be comprised of the individual models that are planned for the other two faction starters. If enough progress is made to unlock the entire contents of one of the stretch goal factions, make an intro pack kind of deal for them also. That way even if you only fund the project with no stretch goals, you'll still finish two factions, and can down the road set up another kickstarter to fund the last two.

Yeah, I'm not really sure what the best PR moves are myself. It's not really my strong suit either. Maybe you could talk to the guys at Beasts of War (or one of the other miniature gaming sites) and have them do a little show on Wreck-Age (especially with a some gameplay footage). Likewise you could see if there is anyone that does RPG reviews and see if you can have them do a segment on Wreck-Age (I'm not sure who you would approach on this on). On of the upsides of using kickstarter to fund the upcoming factions is that it will get some more spotlight on your product as well. You can also sell the existing stuff (perhaps at a small discount) as add-ons during the campaign, and that would make the campaign more appealing to people looking to get into the game (rather than those of us looking to expand out collections).

At least to me those make sense, but I'm not an expert at marketing : ).
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So what next? 3 years 3 months ago #2550

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That's very much along the lines of what I was thinking. I'm definitely not trying to do another massive kickstarter, at least not until I can get some test models for my chariot racing game done... Which at this pace, will probably be 5 years from now, when people will probably be plugged directly into the internet and have no interest in tabletop games anymore.

We probably have the most done for the ARHK and Church of Fun, but I'd like to do a double box set for CoF (10 models) so that might not be the best option. I definitely agree with you about un-realistic stretch goals... Whatever it is, will have to be reasonable and obtainable on a small budget.

We did a few interviews with BoW, but I think that until we get a few more players playing, we'll probably only get limited coverage on most of the news outlets for gaming. At this point, I think that grass roots is the way to go to get people playing. We're doing fairly well on Drive Thru RPG, but I sent out a bunch of review copies and none of their official reviewers ever got back to me on it. If you know anyone who likes RPGs, I'd gladly send them a copy thru Drive Thru if they agree to review it.

I do think that Kickstarter can be an effective promotional tool, and a good way to build momentum. Now that we have a full line out, and rules, and a starter box, maybe it could help grow a player base.

Good stuff. Thanks for the comments.
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