MIDTALE
BUSINESS PLAN
It's about time we had a real roleplaying game.
MIDTALE, LLC.
Business Plan – 2nd Edition © 2020 – Midtale, LLC. All rights reserved.
Company Address 66 W. Flagler Street Suite #900 Miami, FL 33130
Contact
info@midtale.com www.midtale.com (352) 552-7216
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Executive Summary 6 PROBLEMS
In the MMO Industry 1. High Development Costs Our game, Secret Wilds Online, is a multiplayeronline fantasy game focused on immersive roleplaying experiences where players can have real impact on the world through live roleplaying events moderated by our team of Game Masters. They can explore the world, survive the wilds, and learn skills and abilities from their epic encounters. When all is said and done, they die, leaving their legacy for the next character.
2. Saturated with Clones 3. No Target Audience 4. Lack of Immersion 5. Player Type Imbalance 6. Lack of Design Strategy Read about our solutions on Page 16.
Why do MMORPGs completely neglect roleplay? It's about time we had a real roleplaying game.
CASE STUDY
Dungeons & Dragons MMORPG Massive
The masters of tabletop roleplay released an MMO called Neverwinter that disappointed fans across the world. (Page 24)
Multiplayer Online Roleplaying Game
Potential Sales 2
Read about why MMOs fail on Page 10.
$$
PER YEAR
$142 Million Based off data from TemTem. Find out more about our financials and view our current and forecasted reports. (Page 55)
TARGET AUDIENCE
Who is this for? Hardcore Roleplayers
Lindsay Beckworth Founder, Lead Designer
Social Gamers
Explorers
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I'm excited to play SWO because it's unique...A real roleplaying game is one that allows you to make your decisions and your life your own, not what the game wants you to be.
Olivier Gosselin Technical Lead
Alex Viktor Lead Artist
– DragonsTea25 Read more testimonials on Page 18.
THE COMPETITION
Jenna Albright Marketing Director
Indie MMORPGs We looked at the success of other small-team studios working on MMORPGs to prove that, yes, this is possible.
Read about it on Page 23.
Daniel Carpenter Community Manager
Gage Zierk Quality Assurance
SEEKING
$700,000 To generate awareness and help us build a thriving roleplay community that will be invested in this game for years to come.
Jamie Klue Lead Content Designer 3
Contents
p06 ABOUT MIDTALE Studio History
p09 STATE OF THE INDUSTRY Problems with MMOs Market Opportunity
p12 SECRET WILDS ONLINE
Target Audience – Who is this for? Game Design Pillars Real Exploration Progression Through Experience Roleplaying Has Impact Our Solutions to the MMO Problems Why Players Love Us Monetization Strategy
p21 COMPETITIVE ANALYSIS
Direct Competitors TemTem Rust Citadel: Forged with Fire Case Study Dungeons & Dragons Key Differentiators
p27 OWNERSHIP & MANAGEMENT Interview with the Founder The Core Team at Midtale Organizational Structure Compensation Leadership Philosophy
Highlights 4
01
PAGE 28
Founder Interview
p33 OPERATIONS PLAN
Stage of Development Development Milestones Risks Keys to Success Contingency Plan
p39 COMMUNITY DEVELOPMENT PLAN Segments Acquisition Strategy Community Engagement Goals & KPIs Marketing Tactics
p46 PLANS FOR GROWTH The Community The Midtale Studio Product Expansion
p49 FINANCIALS
Sales Forecast Budget Potential Financial Projections Targeted Financial Projections Conservative Financial Projections Current Financial Statements Crowdfunding Strategies Goals & KPIs Financial Ask Worst Cast Scenario Investor Opportunity
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Monetization Strategy 5
Studio History
As an avid player of online games, I (like many others) have wanted a unique gaming experience that deviates from what typical MMOs provide. So on January 22, 2020 – I founded Midtale, LLC. to create Secret Wilds Online. This vision has inspired six people to join our team in our first year to work entirely for equitybased compensation. We are still looking to add more to our studio for animation, programming, and moderation. So far, I have invested $7,247.68 from my own savings which has funded initial purchases for game assets, the backend framework, administrative software, and hardware. Our studio is growing, our community is growing, and we are formulating real strategies to make this game successful. I hope you will be part of us on this journey.
LLC Founded
Jan. 2020 Invested
$7,247.68 Lindsay Beckworth 6
Summary
Midtale is an indie game studio registered as an LLC in the state of Florida and owned solely by Lindsay Beckworth. Our main focus is making social, onlinemultiplayer games that are centered around roleplay and community engagement.
Our Vision
Our Mission
To create worlds that are truly alive through player engagement and epic storytelling.
Where every player can live through the eyes of their ideal self in an ideal world. 7
When it comes to MMOs, we have an industry that has lost touch with its market–making this fresh ground for new rivals, and a rich investment opportunity with the right team.
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STATE OF THE
INDUSTRY 9
Problems with MMOs
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High Development Costs
MMOs are expensive. These costs range from game development to marketing to salaries and everything in between. In addition, venture capitalists generally offer capital in particular sizes ($1m, $5m, $20m, etc.). If a developer needs an out-of-band ammount, they are forced to ask for more money than they want in order to get any at all. This requires a larger playerbase to justify the ask amount, which means the game has to focus on mass appeal to reach a broader audience rather then targeting a niche demographic with the depth that is required to achieve longevity.
Saturated with Clones
Because MMOs are expensive, this creates for a risk-adverse environment, where rather than experimenting with new ideas, MMOs copy and repeat the same mechanics as the game before it. The market is stale, with rich space for opportunities that deviate from the status quo.
Player Type Imbalance
People play MMOs for different reasons and these players are categorized into player types (Bartle, 1996). All of these player types are needed for a healthy MMO. The two largest player imbalances are around Pay-to-Win (P2W) revenue models, and never-ending "endgame" content. (End game content is when a player has reached max level and proceeds to play a new type of game, usually involving Player-versus-Player (PvP), daily quests (doing the same quests each day for rewards), and instance / raid grinding (where players group up to take on bosses in dungeons to obtain the max-level gear). Learning the various boss dances is rarely fun, and PvP can be frustrating when players are killed over and over again by better players. It's only a matter of time before they leave the game from the boredom of repeat tasks.
No Target Audience
MMOs have attempted a more inclusive approach, trying to appeal to as many casual players as possible. In turn, players treat these games casually. When combined with the never-ending "end game," players feel there's no point in starting an MMO that has been going for years because they're so far behind the curve they'll never catch up. So they wait for a new MMO and try that instead. As a result, players can rarely become invested in an MMO and play it for long.
Lack of Immersion
"Immersion is the sense that you, the player, are in the virtual world–that your character is you. It's an incredibly powerful state which MMOs are particularly geared up to deliver and that very few other activities can equal." Bartle, 2003 Three problems to this lie in providing real-world depth. The first, creating the assets, animations, and functionality for realism is an unobtainable scope. Second, griefing by other players leads to excluding common functionality from the real world so players can't exploit the game to harass others. And third, revenue models in the game itself breaks the immersion with realmoney transactions.
Lack of Design Strategy
MMO development follows a static model. Many of the designers are unaware of why things are the way they are. There is no track record of success, or experimentation for what could be done in the future. Because game design isn't a broadly-studied field, that means the same mistakes are being made over and over again. This is particularly true of MMOs which routinely try out "new ideas" that are actually old ideas known not to work.
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Explore the world. Survive the wilds. Uncover the secrets. 13
Market Opportunity
Midtale has proposed solutions for each one of the core problems plaguing the MMO industry. Our product is offering a new take on the classic MMO genre. By creating this type of game at this stage in the industry, we can appeal to our target audience and distinguish ourselves from the competition. No other game on the market offers the types of experiences to our players like we do.
About the Game
Who is this for?
Our game, Secret Wilds Online, is a multiplayeronline fantasy game focused on immersive roleplaying experiences where players can have real impact on the world through live roleplaying events moderated by our team of Game Masters. They can explore the world, survive the wilds, and learn skills and abilities from their epic encounters. When all is said and done, they die, leaving their legacy for the next character.
Hardcore Roleplayers Those who want to experience a virtual world from the eyes of someone (or something) else. These players care deeply about immersion. Social Gamers People who like to play MMOs for the social and collaborative aspects of the game. They like to work with others to achieve their goals–especially if there's something in it for them. Explorers People who enjoy a rich environment and want to explore every nook and cranny. Finding new or hidden things gives these players a great feeling of accomplishment. 14
There are two additional player types. The Achiever is someone who likes to push their way to the top for the sole purpose of recognition, and the Killer is someone who likes to achieve at another player's expense. Secret Wilds Online has game elements that target both of these key player types. For the Achievers, we have a Renown and Fame system, and a criminal system for the Killers. Many players cross over multiple player types, but we wanted to focus on the Social and Exploration aspects of the game as a differentiator in the market.
Design Pillars
Real Exploration With only one city, the rest of the world is unexplored territory waiting to be discovered. Players must explore to find hidden points of interests: puzzle dungeons, trap dungeons, rare open world events, magical creatures and enemies, and coveted treasures. Combined with survival elements makes these incredibly difficult and hard to find – a challenge with great rewards for our most ambitious players. Progression Through Experience Unlike traditional MMOs, skills (abilities players can learn for combat or crafting) in Secret Wilds Online are obtained through experiences. This means a player has to learn by doing. Some of the ways players can gain new skills is by using current ones, finding another player to train them, performing research and training, or through actual combat experiences.
DESIGN PILLARS Design Pillars are concepts that inform the global game design from the beginning of a project to help teams make accurate decisions, avoid pitfalls, and aid in creating a cohesive design.
Roleplaying Has Impact As characters roleplay, their stories and decisions should impact the world. We provide in-game support for roleplaying mechanics to make this happen. Additionally, we host live roleplaying events with our team of Game Masters where players can participate to make epic changes to the world in the next content update. It’s the ultimate roleplaying experience. 15
Our Solutions
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Using Existing Technologies
We are using free technologies and licensed assets to help us hit the ground running with this game. For the backend, we are using the Atavism MMO Framework, with custom plugins for unique functionality. This significantly reduces the costs of development for the game. Salaries excluded, we can develop this game for only $306,520. The risk here is retaining the team on the basis of equity-only compensation. With funding, we would be able to have a dedicated team working full-time on the project, which would expedite the release of the game.
A New Experience
Secret Wilds Online has iterated on many aspects of the MMO genre, making it a refreshingly new experience. No other game on the market has a roleplaying mechanic like ours (with the exception of tabletop roleplaying games). This core pillar impacts everything in the game, from the progression paths players can choose (for example, exclusively being a farmer, rather than forced to be a hero) to the way the economy works. Secret Wilds Online is being created from a brand new vision instead of a stale template.
Player Type Balance
We have been very careful to balance certain aspects of our game. We have features that appeal to every type of player, from a collaborative community and economy for the social players, untold secrets to discover for the explorers, a renown and legacy system for the achievers, and shifty criminal mechanics for the killers. But to be clear, we do not appeal to all players. Rather, these are the player types who fit within our niche. When it comes to endgame, by having permanent player-death and aging mechanics, we can reset the progression curve obtainable by any one player. This allows new players to become invested and old players to start on a new journey.
Targeted Audience
Rather than dumbing down our game for mass-appeal, we are looking at a strategy for longevity by providing the depth that is required for our hardcore roleplayers. By creating a game that serves their interests, it will keep our target audience playing for years to come.
Focus on Immersion
Though many aspects of MMOs lack immersion due to game-breaking issues, there are many aspects that can be iterated on. For example, in a typical MMO, if you kill a boss and it drops a pet, you will get it through an interface screen. In Secret Wilds Online, any pets obtained through a boss battle spawn in the world nearby, locally to the player who acquired that pet. They can then take the pet, which will follow them around until kenneled. This isn’t any harder programmatically. It’s just a lack of attention to detail that breaks immersion. All of our world events are built with this in mind.
Design Strategy Experience
Lindsay’s design leadership experience shines through here. She has an extensive history of rapidly creating prototypes, validating concepts and ideas, and researching user needs to provide innovative solutions to industry problems. She has effectively brought that experience to the scope of the MMO industry, and is ready to utilize her product management skills to create something new in this space.
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" " "
Why Players Love Us What excites me most about the game is getting glory or renown. Being known by the community as one of the best players and having an elite team of other experienced players by your side. – Treb, Discord User
The things I like most about it are the unique design aesthetic. Focuses on a different story telling model that I have not seen before. I’m a big fan of making it less grindy, enabling people to quickly get into playing with friends. The ability to play it on relatively any PC. I love the color and vibrancy of all the sample models and scenes. Also going back to the roots of a tabletop roleplaying game and making an open world dynamic game that is expansive, giving you the feeling that you can go anywhere and do anything. And replayability you can go back to over and over again because the mechanisms in the game make the missions not ever really the same. I’m excited to see more and hope to see this project succeed. – Nohaj456, Discord User
I’m excited to play SWO because it is unique. I’m tired of playing games like Skyrim because it has a very typical endgame - become a hero and save the land. I don’t want to have to play as a character that has to be legendary and heroic through fighting battles. I would much rather choose my own path in a video game, not something that the game wants me to do. I want to be a hunter that provides food for a wandering group of pilgrims, or a common farmer providing food for a colony, or maybe even a normal knight that fights alongside a king and my brothers in arms in the line of duty against hordes of invaders. A real roleplaying game is one that allows you to make your decisions and your life your own, not what the game wants you to be. This game allows players to be who they want to be, and do whatever they want to in a medieval fantasy setting. – DragonsTea25, Discord User
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Monetization Strategy Earn-to-Play
FREE
Players can buy game time tokens and sell them to others for in-game currency. This gives players a freeto-play option and prevents foreign gold-farming bots.
Microtransactions In game vendors will be available for players to purchase cosmetic items with real money to customize their roleplaying experiences. Some of the items we'll be selling include: Clothing & Armor* Accessories Visual Effects
Monthly
$ 9.95
We require a monthly subscription. New players are offered 30 days of free game time to try the game.
VIP
$ 14.95 Gives premium players access to certain monthly perks, premium currency, and special VIP areas and vendors.
Toys Emotes & Animations Pet & Mount Cosmetics Furniture & Decorations
$ 4.95 – $29.95 * Certain armor sets will be restricted based on player achievement. This is to avoid negative stigma around Pay-to-Win microtransactions.
Community Servers
$ 14.95 – $149.95 Pricing depends on player slots (575). This allows them to host their own server with full creative control and modding capabilities for their own roleplaying experiences with their friends. 19
We looked at the success of other small, indie studios making online multiplayer games to prove that, yes, this is possible.
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COMPETITIVE
ANALYSIS 21
Direct Competition TemTem Crema
Sold over 500,000 copies on Steam in its first month after launch with a Pokemon-inspired MMO.
RUST
Facepunch Studios An online multiplayer sandbox survival game, RUST has grossed over $142 million since its launch in 2013.
Citadel: Forged with Fire Virtual Basement
Citadel was a popular sandbox survival MMO, but struggled to keep its players interested.
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TemTem is an MMO developed by Crema: a small, independent game developer. TemTem successfully reached $573,000 in funding on Kickstarter, acquired publishing by Humble Bundle, and sold 500,000 copies in its first month on Steam. The game itself is a creaturecollecting game, which created a lot of demand among Pokemon and Digimon players as a PC-option to the genre. Part of their success was in having a portfolio of 5 games prior to launch, whose revenue helped support the early development of the game. Rust is an open world sandbox survival game developed by Facepunch Studios. While the number of players on each server is limited, it’s still an open-world multiplayer experience. In development, Facepunch Studios had a team of 20 employees working on the game. Within the first two weeks of their alpha, Rust had sold over 150,000 copies, and 9,000,000 copies by December of 2019 – grossing $142 million. The appeal from Rust comes from its unpredictable gameplay. Players have to play smart to avoid the dangers in the game. Citadel: Forged with Fire is a sandbox survival MMO created by Virtual Basement (with a team of 12) and published by Blue Isle. It has a lot of inspiration from games like Rust and Conan Exiles, but they haven’t done much to mitigate the issues that each of them have. In spite of that, the studio has grossed over $4 million in revenue, however with its repetitive, grindy nature and no storyline, Citadel has struggled to keep players interested.
The Potential Based on the success of other small, indie studios working in the online multiplayer space, we feel that our goal of 25,000 active users is not only realistic, but is what we believe to be the bare-minimum. TemTem is another small indie studio that was modeling Pokemon's gaming experience in the same way that we're modeling the Dungeons & Dragons tabletop roleplaying experience. Pokemon's most recent generation of games, Sword & Shield, sold over 17.3 million copies. With TemTem's 500,000 copies sold at launch, they were successful at capturing 2.8% of that market. The potential remains that even capturing 2.8% of Dungeons & Dragons 16 million players means having over 450,000 players in our game. With those kind of numbers, our potential revenue is over $142 million in net profit. Making an MMO is no small feat as an indie studio, but it is doable. These are only a few examples of the indie studios that have made online multiplayer experiences. But as the technology has improved, there are plenty of tools and resources available so that a studio does not have to create a massive codebase of back-end logic from scratch. With limited resources, we are utilizing these tools to bring this game to life. By minimizing our development costs, we can maximize our profits and the returns on our investment.
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About
The Problem
Tabletop Dungeons & Dragons is a product of Wizards of the Coast, owned by Hasbro. It’s a large and unrealistic (indirect) competitor, but still an important case study since many of the roleplaying experiences we are capturing in Secret Wilds Online are heavily inspired by tabletop roleplaying games.
Nearly every problem in the MMO industry also affected this game. But the one that stuck out the most was their monetization strategy.
Neverwinter offered a free game, but had a very Pay-to-Win system in their microtransactions that put players off. Additionally the repetition of campaigns and the end-game content was Dungeons & Dragons released an MMO called enough to leave Neverwinter with a plethora of Neverwinter, developed by Cryptic Studios and negative reviews at launch. published by Perfect World Entertainment. Even Dungeons & Dragons, the masters of Finally, with the Dungeons & Dragon's name, roleplay, fell into the same cycle of stale MMO there are virtually zero roleplaying elements, development. instead, focusing on the combat grind that comes with every other MMO on the market.
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Case Study Key Differentiators By focusing on roleplaying as part of the core game mechanics for Secret Wilds Online, we have found a way to integrate the traditional tabletop roleplaying experience into an MMO. No other roleplaying game on the market provides players with options to have in-depth character sheets, a wide variety of emotive interactions, and live roleplaying events where their actions dictate the next round of content updates, character aging, permanent death, and an NPC family system.
new players to start unintimidated by the progression of other players. And finally, our focus on providing an immersive experience through small changes in the game’s implementation will leave the world feeling more real, as if narrated by a Game Master, themself.
Another unique differentiator that aids in retention of our playerbase is having the game actually end for individual characters, giving them a reason to start fresh–and
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So far, our team is composed of seven individuals. We are currently working to expand our team, and are actively looking for animators, developers, and moderators.
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OWNERSHIP &
MANAGEMENT 27
Founder Interview What's your background? I have education in Game Art from Full Sail University, and I also graduated from there with a Bachelor Degree in Design & Development. I have about 8 years of experience working as a programmer and in design leadership in the tech industry, and I've shipped multiple products worth hundreds of millions at IBM. I've got some experience working on gamification for higher-learning platforms at McGraw-Hill, and a few other startups, and I've made a few little games for fun. But in 2019 I ultimately decided I wanted to go into business for myself, so I got my Master's degree at MICA for the Business of Art & Design.
A tech startup probably has more chance of success than a game studio, so why did you pick that? Gaming has always been my passion. It's why I went to Full Sail in the first place. But one thing I wasn't excited about was how most game studios treat their employees, so I decided to try the tech industry. The pay was definitely better, but I can safely say that many companies still take advantage of their employees. So I took the leap to just start my own business. It's funny, because I actually tried a tech startup. I found a gap in one particular industry that had huge potential–and that gap just happened to be about 80% of the entire market. But it wasn't something I was passionate about, and it conflicted with my values, so I decided to just follow my passion. I've had the concept for Secret Wilds Online floating around in my head for nearly 10 years now. I think it's time to make it happen.
What's your leadership philosophy? So my leadership style is probably most closely aligned with an affiliative leadership approach. I really value teamwork, empathy, and accountability. I believe that when employees are happy and fulfilled in their work, they're the most productive. So, our organizational structure is a holacracy which gives employees the autonomy to do their jobs the best way possible and removes all that corporate bureaucracy. And Midtale is definitely not one of those studios that abuses their employees for the sake of a deadline. That stuff doesn't fly here. I've planned a whole year of development to compensate for unknown factors so my team doesn't have to suffer. My employees come first, and I do everything I can to ensure that.
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Core Team Do you think you can execute on Secret Wilds Online?
Olivier Gosselin
I know I can. If you look at a lot of the indie games that have failed to deliver on Kickstarter, much of that can be summed up to two things: Project and Business Management. In these cases, it's mismanagement. I think the worst case in Project Management is not being able to effectively budget time for the project, leading to excess or unforeseen development costs, and on the business side of things, it's not being able to properly account for expenses. For example, if you're offering physical products, you need to factor in the supply and distribution costs associated with that. Being an effective business leader is a skill I've been working on over this past year, and I'm confident I can execute. And I have years of product management experience. I've made sure to budget a third of the entire development time for unknowns, and those costs are factored into the budget as well.
Over 10 years of development experience and hobbyist in the gaming industry.
How far do you think Secret Wilds Online will go? It's hard to say. Most of my estimates are pretty conservative. We're hoping to get less than 1% of the population that plays a game like World of Warcraft. But the roleplaying community is huge. I definitely have contingency plans in place for if we explode–managing server resources and ensuring everyone still has a good experience, but I guess you could say I'm skeptically optimistic. At the very least, it would be a dream to do what I love every day, so that's all I dare to wish for.
Technical Lead
Alex Viktor Lead Artist
Alex, our newest member of the team, has years of experience working as a technical artist in the game industry.
Jenna Albright Marketing Director
Industry design expert, Jenna has experience advertising for many large clients like MeowMix and Walmart.
Daniel Carpenter Community Manager
Daniel has 3 years of community development and leadership experience.
Gage Zierk
Quality Assurance Gage has over 5,000 hours of gameplay and 2 years experience of game testing environments.
Jamie Klue
Lead Content Designer Jamie has education and experience with creative writing and building lore in roleplaying settings. 29
Organizational Structure
FOUNDER CORE TEAM
OPERATIONS TEAM
GAME MASTER TEAM
COMMUNITY MANAGEMENT
Technical Lead
Sales & Marketing
Lead Game Master
Community Manager
Art Lead
Finance
Game Master Groups
Moderation Team
Game Design
Information Technology
Writing
Legal
Quality Assurance & Testing
Human Resources
HOLACRACY A method of decentralized management in which authority and decision making are distributed through self-organizing teams.
Midtale’s organizational structure is a holacracy. Employees are expected to self-manage and partner with their peers to get tasks done. This removes a lot of bureaucracy often found in traditional hierarchical organizations. 30
Compensation
At Midtale, we are using the Slicing Pie model for dividing equity using a dynamic, fair split among early participants since there is not enough capital to pay employees cash compensation. From the moment team members start working, they begin to accrue their share of the “Pie.” Money, time, and other contributions are handled with perfect fairness. The way an individual contributor’s share is calculated takes into account the adjusted fair market value of their contributions and divides that by the total contributions. This is converted into “Slices.” In other words:
Your Share % =
Your Slices All Slices
The Slicing Pie model will be used for the next two years. After that, we will move to a fixed equity split based on the percentages generated by the Slicing Pie model. If our Kickstarter is successful, our employees have agreed to a 50% cash-equity split to keep development costs low.
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To get the business operational, Midtale has focused on administrative tasks related to business development (incorporation, initial funding and purchasing of assets, and team recruitment).
05 PLAN
OPERATIONS 33
PAX EAST Penny Arcade Expo is a gaming culture festival centered around tabletop, arcade, and video gaming.
Development Milestones May 2021
First Demo
Our first demo will be a proof of concept validating the roleplaying mechanics as well as combat with a few basic skills in a local environment. If possible within time constraints, we will try to include online servers as part of our vertical slice. This demo will be used as part of the Upstart Venture Competition and give a first, playable sneak-peak for members of our community. 34
July 2022
Pre-Alpha
Pre-Alpha will have all of the core game mechanics and 50% of the planned content (world events, skills, items, etc.). Pre-Alpha will coincide with fundraising campaigns, lasting for a 30-day period while we transition from equity-based compensation to a 50% cashequity split. It is required for us to have a playable version for fundraising campaigns to increase trust and transparency.
April 2023
Alpha
Alpha will align at the same time as PAX East. The purpose for this is to gather a large amount of attention at the convention, and drive player's interests through another round of playable game content. Alpha will have all the core features and 90% of the planned game content with a focus on identifying any issues in the game, or with server processes.
Immediate Initiatives Building a thriving community around Secret Wilds Online Developing an interactive Discord roleplaying experience for increased community engagement and early player investment Developing the Secret Wilds Online roleplaying demo as the first vertical slice
These initiatives are critical to the continued development of the game. We must build a community prior to launching our crowdfunding campaigns and have a playable version to coincide with that. This is due to a lack of faith, caused by other games that were successfully funded, but ultimately failed to deliver. The interactive Discord experience will keep players continuously engaged throughout the development of the game, and our first vertical slice can be used to generate additional interests and act as a proof of concept.
June 2023
October 2024
Only two months after Alpha, we will be releasing our Beta. This has a focus on implementing fixes for most of the issues discovered in Alpha.
Early Access is the first released version of the game, with 100% of all the planned game features and will be the first point where real revenue is generated. This comes after a period focusing on fixing bugs and applying polish to the game.
Beta
Following fixes, the Beta will allow us to gather some player data and help us determine actual rentention and attrition rates. This will be helpful for us to shift our marketing strategy for the upcoming Early Release.
Early Access
Early Access is available to all of our Patreon and Kickstarter supporters as a head-start. Progress from the interactive Discord roleplaying experience will be imported into the game.
January 2025
Launch
Launch is our publicly released version of the game. This allows us to use Early Access as a period to refine and balance gameplay mechanics. This is so that on Launch Day, we can have a large amount of positive reviews for good PR and to pursuade newcomers to try the game.
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Risks Potential Problems Not having a community and not being able to convert that community Building and maintaining a consistently operational networking infrastructure Unknown delays relating to game development and projuct management
Keys to Success Midtale became a member of IGDA to give us access to a support network of developers and gaming industry professionals around the world Hiring a PR Firm to ensure community development at a large scale Opening the development of Secret Wilds Online to players to validate concepts early in the design process
Having a community is a make or break factor for our business, which is why we’re investing so heavily in it. Furthermore, we need to ensure that we are able to convert that community into paying subscribers. When it comes to an MMO, our servers must be able to support player demand without any issues–so we have selected a provider whose servers can adjust resources based on demand. And finally, there are always unknowns when it comes to any product development. Not accounting for these delays could derail the project timeline and consume funds we were not prepared to spend.
Limiting server populations to 5,000 users to ensure roleplaying quality and not exceed server resources Focusing on the needs of our niche (immersive and in-depth roleplaying experiences) A third (one year) of development schedule dedicated for issues and unknowns
IGDA International Game Developers Association
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Exit Strategy Unexpected Offers
Personal Crisis
In the event of an unexpected offer, our primary focus would be in establishing a current valuation of our company.
In the event of a personal crisis, Midtale has a plan in place to ensure the continuity of the company and game development.
Midtale already has a retained professional CPA – getting current, professionally-made financial statements are a phone call away. These will be used as the cornerstone of our valuation.
1. If a publisher or investor is acquired, it would be their responsibility to find and hire a suitable leadership replacement.
We will also be conducting research to gather information on our potential buyer, their intent for the acquisition of the company, and potential impacts that it may have with our playerbase and employees. This information will be critical in determining whether or not we will consider accepting the offer.
2. If a publisher or investor is not acquired, GoldenTreb Studios (an ally company) will be presented with the option to acquire Midtale and merge the studio with theirs. 3. If GoldenTreb Studios is not in a position to acquire Midtale, Lindsay's equity will be dynamically split among the core team according to their current ownership and a board of directors will be formed.
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Building and maintaining a community is a key activity that can make or break the success of Midtale. This is our strategy for ensuring our community development.
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BUILDING THE
COMMUNITY 39
Community Engagement Segments Midtale is targeting roleplayers and non-casual MMO gamers who are addicted to the online multiplayer and roleplaying game experiences. These are gamers who love progression and collaboration, value roleplay and storytelling, and exploring grand environments. We are targeting teens and adults. Traditionally, this gaming genre has most commonly attracted males, but with our addition of farming mechanics, player housing and decoration, animal husbandry, and crafting focuses, we are looking to significantly increase the amount of female players. Players should have enough disposable income to easily spend $20 or $30 on entertainment per month, with access to a high-speed internet connection and at least a budget PC (or mobile device in the future).
Discord
Website
We will be creating an interactive roleplaying experience exclusively for Discord and managing this with a custom Discord bot. This bot will collect progress for each player involved. When the game launches, this progress will be automatically added to their characters ingame, giving them incentive and reason to play throughout development of the game.
www.midtale.com
Additionally, we will also be holding contests for “Founders Tokens” – items that signify a user’s prestige in the community. These contests will vary, from creative writing, to art, to memes, and everything in between.
The website forum and blogs are the community’s central source for official news and announcements, as well as a place to strategize about upcoming game information (in a more structured format than what Discord provides). Players can comment on new content, recruit for their organizations, and debate game mechanics as information is released.
DISCORD An instant messaging social platform designed for creating communities 40
Goals & KPIs June 2023
July 2022
July 2022
Retention & Attrition Rates
Total Amount of Followers on Socials
Daily Active Users (DAUs)
75% / 25%
6,000
3,500
As we move into our first vertical slice, a demo, and our Pre-Alpha Kickstarter, we will begin to see how many people play our games, how many people came back to play another demo, and how many didn’t. This will give us a baseline for our attrition and retention rates. Our goal is to have a 75% Retention Rate (conversely, a 25% attrition rate).
This will individually be looking at our total number of followers across each social channel and compare them with how many of those followers are in the Discord community. This will let us know which channels have the best success of conversion, and which channels we need to focus on (whether or not that includes changing the type of content we post, our messaging, or other factors).
Our DAU will primarily be measured by user engagement in Discord, meaning: How many people are interacting in roleplay and using the interactive experience bot? This metric will eventually be converted to the game, itself: How many people are actively playing each day? Our goal is to have at least 3,500 DAUs by October, 2022.
Per Month (Sustained)
Per Month (Sustained)
July 2022
Compound Monthly Growth Rate (CMGR)
User Generated Content Newsletter Percentage (UGC) Signups
38%
To obtain our goal of 10,000 users in order to fund our Kickstarter campaign – we need to sustain a Compound Monthly Growth Rate of 38% each month. Last month, our growth rate was 125% as we recruited 20 new members.
90%
We will be focusing on how much content is generated by the community. This can help us determine how engaged our Discord community is through participation of roleplaying, events, and contest participation. We are aiming for 35% participation in these events, with as much as 90% UGC.
5,000
By providing exclusive offers and first-to-know updates, we will be tracking Newsletter Signups as a metric to determine interest. Some players who are passively interested in the game, but don’t join the Discord may be captured here. It is our goal to have a mailing list of at least 5,000 by October 2022.
Imporant Note With all of these Key Performance Indicators driving our Community Engagement, it is important to note that we will also be tracking the posts, events, and other content that is driving that engagement. 41
Acquisition Strategy Social Media www.twitter.com/midtale www.instagram.com/midtale www.facebook.com/midtale www.reddit.com/r/secretwildsonline www.imgur.com/user/midtale https://store.steampowered.com/ app/XXXXXX/Secret_Wilds_Online
Steam Store Page We will be using Steam for our distribution platform. Steam is the largest digital distribution platform for PC gaming, holding 75% of the market space and representing at least 18% of global PC game sales. For $100, a developer can create a Steam “store page” to gather player interest. Players can add the game to their wishlist to get notifications on launch and sale events. We can also use the Steam platform to distribute Alpha and Beta keys during tests.
www.twitch.tv/midtale www.youtube.com/midtale These channels each have a different purpose. We’ll be posting screenshots, updates, and announcements on Twitter, Facebook, and Reddit. For Instagram and Imgur, we will mostly be posting screenshots and short videos, less than 1 minute. Twitch will be used to create live developer logs, and those videos will be uploaded to YouTube afterwards. Each one of these channels will be pointing to our Discord as the primary call-to-action. Content types include: • • • • • • •
42
Developer Logs (Devlogs) Screenshots & Artwork Community Spotlight Lore & Story Posts Feature Showcase Contest Announcements Animated Soundtracks
Content Marketing We will be creating free content geared towards tabletop roleplayers and hosting this on the Midtale website. This will attract roleplayers to our website. Those who are interested in a video game roleplaying experience can find an advertisement for Secret Wilds Online, as well as a link to our Discord to join the community. (Alternatively, this will also attract “Game Masters” – people who organize tabletop roleplaying experiences – who we will be hiring for our story arcs.) Some of the content we will be providing include: • Professionally Designed Character Sheets • Map Creation Tools • Character Creation Tools (with randomly generated characters and stories)
Influencers
PR Articles
In the beginning, Midtale will be working to sponsor small-scale roleplaying streamers on Twitch.
By reaching out to journalists who write for these websites (focusing on our roleplaying differentiator), we can reach a wide audience and bring exposure to our game. By providing our Discord information with these articles, we can funnel interested users to join our community.
However, during critical periods (Kickstarter campaign, Alpha and Beta tests, and Early Access periods), we will be targeting two larger influencers in the roleplaying genre. • Critical Role – One of the most popular tabletop Dungeons & Dragons streaming channel on Twitch has over 627,000 followers. • Dungeons & Daddies – An award-winning Dungeons & Dragons podcast with over 23,000 followers on Twitter. Our strategy is to partner with these two influencers and provide their communities with exclusive promotions by signing up using referral links. For example, Dungeons & Daddies has a humorous, crowd-favorite character called "Scam-Likely." Using him as an advertisement for our Kickstarter campaign allows us to acknowledge the current landscape and embrace that skepticism in a way that provides comic relief to build the trust of backers. By signing up through Dungeons & Daddies, they'll get a free "Love Wolf" pet. (One of the druid characters in the show refers to themselves as a "Love Wolf" and makes a great easter egg for listeners.)
1. PC Gamer – Targeting our direct platform, PC Gamer is the global authority on PC games, reaching more than 10 million readers per month. 2. Game Informer – One of the most widely followed gaming news networks, Game Informer has over 6 million readers globally. 3. MMORPG.com – Focusing exclusively on MMO games, MMORPG.com had 1,430,000 visits in October 2020. 4. Massively Overpowered – Also focusing exclusively on MMOs, MassivelyOP had a total of 1,150,000 visits in October 2020. 5. IND13 Magazine – Exact numbers for this outlet are unavailable, but it’s a popular magazine following indie game developers. They also advertise crowdfunding campaigns for indie games.
43
Marketing Tactics
Monthly Newsletter On the Midtale website, we will be collecting emails for a monthly newsletter. (We do not want to spam our audience, and just provide regular updates following the community and the development of the game.) We will be incentivising newsletter signups by offering promotional deals to those who do. Users who opt-in to receive monthly emails will receive the following types of content: • Community Spotlights for guilds and individuals • New game development content in the form of Devlogs and various forms of artwork. • Announcements regarding upcoming demos and tests. • Community Contest invitations to win Founder's Tokens • Limited time-restricted promotions Our primary call-to-action is to funnel users who have not already joined the Discord to do so.
44
Business Card Flyers
Player Type Quizzes
We'll be creating business card flyers to use at conventions (like PAX East, and GamesCom).
In order to directly advertise to the four different player types (Social Gamers, Achievers, Killers, and Explorers) we'll be hosting a quiz on our website titled, "What player type are you?"
We will also be running a test at local FLGSs to determine whether or not they're a successful recruitment tactic. If so, we will be contacting FLGSs across the country to distribute these flyers. Each flyer will have a unique code so we can track which game stores are most successful.
Based on their responses, we'll be presenting players with a custom-tailored trailer for Secret Wilds Online that speaks directly to their intersts.
FLGS Friendly Local Game Store
Reminder We will also be utilizing PR articles and content marketing to reach large audiences that contain our target demographic. 45
07
PLANS FOR
GROWTH
46
Growth Growing the Community Community growth is one of our most important initiatives. This will help create demand for the product, increase awareness through word of mouth, and fund the development of the game through Patreon and Kickstarter subscriptions. It is also likely to give us exposure to passionate fans who want to join the team in a more professional sense. As a result, it is vital that we continue to grow the community by maintaining our CMGR (Compound Monthly Growth Rate) of 38%. As we near launch, the need for this will drop to 25% to maintain our numbers. But, as we track our user engagement once the game is released, we will constantly be tweaking our marketing efforts to continue acquiring new users.
Growing the Studio In the past few months, Midtale has already grown from one member to seven. We are currently looking for artists and programmers to join the team as part of our skeleton crew. As we grow in community, we will be looking to add on Moderators, and as workload demand increases (as well as financing from Patreon activities), we can bring on additional employees to decrease the workload for our team.
As we near Pre-Alpha, we will be recruiting for a full team of Game Masters–players who have experience hosting tabletop roleplaying games that have the improvisational background to interact with our players in a live roleplaying environment. Finally, Midtale currently is a virtual studio, and all of our employees are entirely remote. In the future, as we gain profits, our plan to grow Midtale as a company will involve getting a physical office and providing pay and benefits to our team members. This is dependent on the success of our fundraising campaigns, acquiring investment and publishers, and collecting revenue streams post-launch.
Product Expansion Secret Wilds Online is a Game-as-a-Service (GaaS) provider. This means for a monthly subscription fee, users will get access to live roleplaying events and constant, online, evolving content drops. These continuous releases of content are considered expansions to the game, and occur quarterly. Part of maintaining our game is ensuring that there is always a steady stream of new content to keep players invested.
47
We just wanted to build something unique. But it was the potential that inspired us.
## THE
NUMBERS 49
Sales Forecast
Key Performance Indicators Early Access
Sustained
Sustained
Starting Users
CMGR
Retention / Attrition
25,000
25%
70% / 30%
Sustained
(Of Total Users)
Microtransaction
Attrition Duration
DAU
Conversion Rate
3.3 Months
20%
5%
Microtransaction Goals 10% of Paying Users
40% of Paying Users
50% of Paying Users
Whales
Dolphins
Minnows
$29.95
$14.95
$4.95
With a good understanding of the market, we have formulated a sales forecast based on our goals. If we can manage to launch the game with 25,000 new users (a highly conservative estimate in this landscape and only requires a sustained 3.4% CMGR from the initial crowdfunding event–which is achievable through our proposed marketing budget, not including organic growth), we can expect a gross revenue of $224,000 in the first month of Early Access and $1.9 million gross revenue by Launch. As long as we can reach our target of 10,000 users by July 2022, all of these goals are attainable, and we should be profitable in our first month of Early Access. 50
Attrition Plateau
Each game experiences heavy attrition rates from its launch until it stabilizes after a period of time. By maintaining a Compound Monthly Growth Rate (CMGR) of 25%, we can expect to level out at approximately 20,833 Monthly Active Users (MAUs), with sustained net revenue of about $1.9 million per year.
DAU Daily Active Users CMGR Compound Monthly Growth Rate WHALES DOLPHINS MINNOWS
20,833
Terms used to
$1.9m
DAU
describe players by how much they pay.
Annual Revenue
Daily Active Users from October 2024 to August 2026
26,000
25,000
24,000
23,000
22,000
21,000
20,000 Oct 24
Dec 24
Feb 25
Apr 25
Jun 25
Aug 25
Oct 25
Dec 25
Feb 26
Apr 26
Jun 26
Aug 26
51
Budget $1,410,677 Develoment Budget Development Budget Salaries
$1,242,771
Assets & Licensing*
$21,825
Contractors
$10,181
SaaS Fees
$62,767
Server Hosting
$34,134
Influencer Sponsorship
$5,000
Trade Shows
$34,000
December 2020 – September 2024
$104,410 Operational Budget Operational Budget Legal
$15,000
Accounting
$6,556
Marketing
$44,615
PR
$25,000
Website Hosting
$540
Business Insurance**
$12,584
December 2020 – September 2024
These estimations factor expenses occurred during the development of our game through Early Access. * Assets & Licensing are based per-project (not annually) – with the exception of Atavism. ** Our business insurance policy includes Professional Liability, Cyber, Public & Products Liability, Employer's Liability & Workers Compensation, and Directors & Oficers. 52
Break Even Projections
MAU Monthly Active Users
20,833
MAU
Minimum
$1.9m
/ Year
Total Cash Expenses
$1.9m
We need at least 20,833 users to break even on our operations. With Monthly Active Users being at least 20,833 (after the initial fall in retention) we will be profitable immediately after releasing Early Access, and continue to be sustainable as we maintain the game. Our total cash expenses per month average at approximately $1.9 million per year. With a minimum MAU of 20,833, we can expect to break even at an annual revenue of $1.9 million, with less than $1,000 left over.
/ Year
Average Monthly Revenue
53
POTENTIAL
PROJECTIONS 55
Balance Sheet
ACCOUNTS
Nov 30, 2021
Nov 30, 2022
Nov 30, 2023
Assets Cash and Bank Cash on Hand
$98,636.28
$10,601,193.93
$7,048,857.39
Total Cash and Bank
$98,636.28
$10,601,193.93
$7,048,857.39
$0.00
$0.00
$0.00
$0.00
$0.00
$0.00
$98,636.28
$10,601,193.93
$7,048,857.39
$999.57
$98,636.28
$10,601,193.93
Profit between Jan and Nov
$97,636.71
$10,502,557.65
-$3,552,336.54
Total Retained Earnings
$98,636.28
$10,601,193.93
$7,048,857.39
$98,636.28
$10,601,193.93
$7,048,857.39
Other Current Assets Total Other Current Assets Long-term Assets Total Long-term Assets Total Assets
Liabilities
Equity Retained Earnings Profit for all prior years
Total Equity
Potential Projections
ACCOUNTS
Nov 30, 2024
Nov 30, 2025
Assets Cash and Bank Cash on Hand
$15,814,987.03
$166,806,164.85
Total Cash and Bank
$15,814,987.03
$166,806,164.85
$0.00
$0.00
$0.00
$0.00
$15,814,987.03
$166,806,164.85
Profit for all prior years
$7,048,857.39
$15,814,987.03
Profit between Jan and Nov
$8,766,129.64
$150,991,117.82
$15,814,987.03
$166,806,164.85
$15,814,987.03
$166,806,164.85
Other Current Assets Total Other Current Assets Long-term Assets Total Long-term Assets Total Assets
Liabilities
Equity Retained Earnings
Total Retained Earnings Total Equity
Profit & Loss Statement
ACCOUNTS
Dec 01, 2020
Dec 01, 2021
Dec 01, 2022
to Nov 30, 2021
to Nov 30, 2022
to Nov 30, 2023
Income Sales
$0.00
$0.00
$0.00
$80,028.00
$227,772.00
$357,516.00
$0.00
$11,475,000.00
$0.00
$19,000.00
$0.00
$0.00
$0.00
$0.00
$0.00
$62,900.00
$77,510.00
$0.00
$161,928.00
$11,780,282.00
$375,516.00
$161,928.00
$11,780,282.00
$375,516.00
100%
100.00%
100%
$7,656.00
$14,006.00
$275,297.00
$14,282.22
$36,919.85
$100,674.07
Contractors
$5,181.00
$5,000.00
$0.00
Exhibit Fees
$9,000.00
$8,000.00
$8,000.00
Licensing – Assets
$8,169.00
$224,887.50
$337.50
Professional Fees
$18,535.00
$42,035.00
$337,368.10
$300.00
$300.00
$191,624.87
$0.00
$939,850.00
$3,014,550.00
Total Operating Expenses
$63,291.72
$1,270,998.35
$3,927,852.54
Net Profit
$98,636.28
$10,509,283.65
-$3,552,336.54
60.91%
90.05%
-945.99%
Patreon Subscriptions Kickstarter Funding Venture Competition Publisher / Investment Capital Owner Deposit Total Income
Total Cost of Goods Sold
Gross Profit As a percentage of Total Income
Operating Expenses Advertising & Promotion Computer – Software & Hosting
Rent Expense Payroll – Salary & Wages
As a percentage of Total Income
Potential Projections
Dec 01, 2023
Dec 01, 2024
to Nov 30, 2024
to Nov 30, 2025
$18,949,530.88
$178,854,241.06
$159,904,710.18
843.85%
$425,790.00
$0.00
-$425,790.00
-100.00%
$0.00
$0.00
$0.00
0.00%
$0.00
$0.00
$0.00
0.00%
$0.00
$0.00
$0.00
0.00%
$0.00
$0.00
$0.00
0.00%
$19,375,320.88
$178,854,241.06
$159,478,920.18
823.10%
$19,375,320.88
$178,854,241.06
100%
100%
$159,478,920.18
823.10%
$530,208.00
$569,110.00
$38,902.00
7.34%
$444,890.67
$2,252,610.67
$1,807,720.00
406.33%
$0.00
$0.00
$0.00
0.00%
$17,000
$0.00
-$17,000.00
-100%
$337.50
$337.50
$0.00
0.00%
$595,730.20
$595,730.20
$0.00
0.00%
$191,624.87
$191,624.87
$0.00
0.00%
$8,8329,400.00
$24,253,650.00
$15,424,250.00
174.69%
$10,609,191.24
$27,863,063.24
$17,253,872.00
162.63%
$8,766,129.64
$150,991,177.82
81.66%
93.27%
$142,225,048.18
1,622.44%
Change
Cash Flow Statement CASH INFLOW & OUTFLOW
Dec 01, 2020
Dec 01, 2021
Dec 01, 2022
to Nov 30, 2021
to Nov 30, 2022
to Nov 30, 2023
Operating Activities Income Sales
$0.00
$0.00
$0.00
$80,028.00
$227,772.00
$375,516.00
$0.00
$11,475,000.00
$0.00
$19,000.00
$0.00
$0.00
$0.00
$0.00
$0.00
$62,900.00
$77,510.00
$0.00
$161,928.00
$11,780,282.00
$375,516.00
-$7,656.00
-$14,006.00
-$275,297.00
-$14,282.22
-$36,919.85
-$100,674.07
Contractors
-$5,181.00
-$5,000
$0.00
Exhibit Fees
-$9,000.00
-$8,000
-$8,000
Licensing – Assets
-$8,337.50
-$224,887.50
-$337.50
Professional Fees
-$18,535.00
-$42,035.00
-$337,369.10
-$300.00
-$300.00
-$191,624.87
-$63,291.72
-$331,148.35
-$913,302.54
Payroll – Salary & Wages
$0.00
-$939,850.00
-$3,014,550.00
Total Payroll
$0.00
-$939,850.00
-$3,014,550.00
$98,636.28
$10,509,283.65
-$3,552,336.54
Cash on Hand
$0.00
$98,636.28
$10,607,919.93
Total Starting Balance
$0.00
$98,636.28
$10,607,919.93
$161,928.00
$11,780,282.00
$375,516.00
Gross Cash Outflow
$63,291.72
$1,270,998.35
$3,927,852.54
Net Cash Change
$98,636.28
$10,509,283.65
-$3,552,336.54
Cash on Hand
$98,636.28
$10,607,919.93
$7,055,583.39
Total Ending Balance
$98,636.28
$10,607,919.93
$7,055,583.39
Patreon Subscriptions Kickstarter Funding Venture Competition Publisher / Investment Capital Owner Deposit Total Income Purchases Advertising & Promotion Computer – Software & Hosting
Rent Expense Total Purchases Payroll
Net Cash from Operating Activities Investing Activities Financing Activities Starting Balance
Gross Cash Inflow
Ending Balance
Potential Projections Dec 01, 2023
Dec 01, 2024
to Nov 30, 2024
to Nov 30, 2025
$18,949,530.88
$178,854,241.06
$159,904,710.18
843.85%
$425,790.00
$0.00
-$425,790.00
-100.00%
$0.00
$0.00
$0.00
0.00%
$0.00
$0.00
$0.00
0.00%
$0.00
$0.00
$0.00
0.00%
$0.00
$0.00
$0.00
0.00%
$19,375,320.88
$178,854,241.06
$159,478,920.18
823.10%
-$530,208.00
$569,110.00
$38,902.00
7.34%
-$444,890.67
-$2,252,610.67
$1,807,720.00
406.33%
$0.00
$0.00
$0.00
0.00%
$17,000
$0.00
-$17,000.00
-100.00%
-$337.50
-$337.50
$0.00
0.00%
-$595,730.20
-$595,730.20
$0.00
0.00%
-$191,624.87
-$191,624.87
$0.00
0.00%
-$1,779,791.24
-$3,609,413.24
$1,829,622.00
102.80%
-$8,829,400.00
-$24,253,650.00
$15,424,250.00
174.69%
-$8,829,400.00
-$24,253,650.00
$15,424,250.00
174.69%
$8,766,129.64
$150,991,177.82
$142,225,048.18
1,622.44%
$7,055,583.39
$15,821,713.03
$8,766,129.64
124.24%
$7,055,583.39
$15,821,713.03
$8,766,129.64
124.24%
$19,375,320.88
$178,854,241.06
$159,478,920.18
823.10%
$10,609,191.24
$27,863,063.24
$17,253,872.00
162.63%
$8,766,129.64
$150,991,177.82
$142,225,048.18
1,622.44%
$15,821,713.03
$166,812,890.85
$150,991,177.82
954.33%
$15,821,713.03
$166,812,890.85
$150,991,177.82
954.33%
Difference
TARGET
PROJECTIONS 63
Balance Sheet
ACCOUNTS
Nov 30, 2021
Nov 30, 2022
Nov 30, 2023
Cash on Hand
$45,452.78
$678,794.61
$475,968.58
Total Cash and Bank
$45,452.78
$678,794.61
$475,968.58
$0.00
$0.00
$0.00
$0.00
$0.00
$0.00
$45,452.78
$678,794.61
$475,968.58
$484.55
$41,256.86
$615,913.02
Profit between Jan and Nov
$44,968.23
$637,537.75
-$139,944.44
Total Retained Earnings
$45,452.78
$678,794.61
$475,968.58
$45,452.78
$678,794.61
$475,968.58
Assets Cash and Bank
Other Current Assets Total Other Current Assets Long-term Assets Total Long-term Assets Total Assets
Liabilities
Equity Retained Earnings Profit for all prior years
Total Equity
Target Projections
ACCOUNTS
Nov 30, 2024
Nov 30, 2025
Assets Cash and Bank Cash on Hand
$1,843,534.89
$19,341,163.43
Total Cash and Bank
$1,843,534.89
$19,341,163.43
$0.00
$0.00
$0.00
$0.00
$1,843,534.89
$19,341,163.43
$441,160.99
$2,986,494.77
Profit between Jan and Nov
$1,402,373.90
$16,354,668.66
Total Retained Earnings
$1,843,534.89
$19,341,163.43
$1,843,534.89
$19,341,163.43
Other Current Assets Total Other Current Assets Long-term Assets Total Long-term Assets Total Assets
Liabilities
Equity Retained Earnings Profit for all prior years
Total Equity
Profit & Loss Statement
ACCOUNTS
Dec 01, 2020
Dec 01, 2021
Dec 01, 2022
to Nov 30, 2021
to Nov 30, 2022
to Nov 30, 2023
Income Sales
$0.00
$0.00
$0.00
$26,676.00
$75,510.00
$125,172.00
$0.00
$850,000.00
$0.00
$19,000
$0.00
$0.00
$0.00
$0.00
$700,000
$62,900.00
$77,510.00
$0.00
$108,576.00
$1,003,434.00
$825,172.00
$108,576.00
$1,003,434.00
$825,172.00
100%
100.00%
100%
$7,656.00
$19,006.00
$15,297.00
$14,282.22
$22,696.49
$48,852.99
Contractors
$5,181.00
$5,000.00
$0.00
Exhibit Fees
$9,000
$8,000.00
$17,000
Licensing – Assets
$8,169.00
$25,288.00
$338.00
Professional Fees
$18,535.00
$17,035.00
$4,785.00
$300.00
$300.00
$300.00
$0.00
$272,766.68
$941,425.04
Total Operating Expenses
$63,123.22
$370,092.17
$1,027,998.03
Net Profit
$45,452.78
$633,341.83
-$202,826.03
41.86%
63.12%
-24.58%
Patreon Subscriptions Kickstarter Funding Venture Competition Publisher / Investment Capital Owner Deposit Total Income
Total Cost of Goods Sold
Gross Profit As a percentage of Total Income
Operating Expenses Advertising & Promotion Computer – Software & Hosting
Rent Expense Payroll – Salary & Wages
As a percentage of Total Income
Target Projections
Dec 01, 2023
Dec 01, 2024
to Nov 30, 2024
to Nov 30, 2025
$2,189,518.00
$19,474,547.16
$17,411,227.16
843.85%
$126,198.00
$0.00
-$126,198.00
-100.00%
$0.00
$0.00
$0.00
0.00%
$0.00
$0.00
$0.00
0.00%
$0.00
$0.00
$0.00
0.00%
$0.00
$0.00
$0.00
0.00%
$2,189,518.00
$19,474,547.16
$17,285,029.16
789.44%
$2,189,518.00
$19,474,547.16
100%
100%
$17,285,029.16
789.44%
$10,208.00
$19,110.00
$8,902.00
87.21%
$46,682.99
$125,314.99
$78,632.00
168.44%
$0.00
$0.00
$0.00
0.00%
$0.00
$0.00
$0.00
0.00%
$338.00
$338.00
$0.00
0.00%
$7,931.00
$1,639.00
$6,292.00
79.33%
$300.00
$300.00
$0.00
0.00%
$756,491.70
$1,830,216.63
$1,073,724.93
141.93%
$821,951.69
$1,976,918.62
$1,154,966.93
140.52%
$1,367,566.31
$17,497,628.54
62.46%
89.85%
$16,130,062.23
1,179.47%
Change
Cash Flow Statement CASH INFLOW & OUTFLOW
Dec 01, 2020
Dec 01, 2021
Dec 01, 2022
to Nov 30, 2021
to Nov 30, 2022
to Nov 30, 2023
Operating Activities Income Sales
$0.00
$0.00
$0.00
$26,676.00
$75,924.00
$125,172.00
$0.00
$850,000.00
$0.00
$19,000.00
$0.00
$0.00
$0.00
$0.00
$700,000
$62,900.00
$77,510.00
$0.00
$108,576.00
$1,003,434.00
$825,172.00
-$7,656.00
-$19,006.00
-$15,297.00
-$14,282.22
-$22,696.49
-$48,852.99
Contractors
-$5,181.00
-$10,000.00
$0.00
Exhibit Fees
-$9,000.00
-$8,000.00
-$17,000.00
Licensing – Assets
-$25,288.00
-$25,288.00
-$338.00
Professional Fees
-$18,535.00
-$17,035.00
$4,785.00
-$300.00
-$300.00
-$300.00
-$63,123.22
-$102,325.49
-$86,572.99
Payroll – Salary & Wages
$0.00
-$267,766.68
-$941,425.04
Total Payroll
$0.00
-$267,766.68
-$941,425.04
$45,452.78
$633,341.83
-$202,826.03
Cash on Hand
$0.00
$45,452.78
$678,794.61
Total Starting Balance
$0.00
$45,452.78
$678,794.61
$108,576.00
$1,003,434.00
$825,172.00
Gross Cash Outflow
$63,123.22
$370,092.17
$1,027,998.03
Net Cash Change
$45,452.78
$633,341.83
-$202,826.03
Cash on Hand
$45,452.78
$678,794.61
$475,968.58
Total Ending Balance
$45,452.78
$678,794.61
$475,968.58
Patreon Subscriptions Kickstarter Funding Venture Competition Publisher / Investment Capital Owner Deposit Total Income Purchases Advertising & Promotion Computer – Software & Hosting
Rent Expense Total Purchases Payroll
Net Cash from Operating Activities Investing Activities Financing Activities Starting Balance
Gross Cash Inflow
Ending Balance
Target Projections Dec 01, 2023
Dec 01, 2024
to Nov 30, 2024
to Nov 30, 2025
$2,063,320.00
$19,474,547.16
$17,411,227.16
843.85%
$126,198.00
$0.00
-$126,198.00
-100.00%
$0.00
$0.00
$0.00
0.00%
$0.00
$0.00
$0.00
0.00%
$0.00
$0.00
$0.00
0.00%
$0.00
$0.00
$0.00
0.00%
$2,189,518.00
$19,474,547.16
$17,285,029.16
789.44%
-$10,208.00
-$10,208.00
-$8,902.00
-87.21%
-$46,682.99
-$46,682.99
-$78,632.00
-168.44%
$0.00
$0.00
$0.00
0.00%
$0.00
$0.00
$0.00
0.00%
-$338.00
-$338.00
$0.00
0.00%
-$4,785.00
-$1,639.00
$3,146.00
65.74%
-$300.00
-$300.00
$0.00
0.00%
-$65,459.99
-$146,701.99
-$81,242.00
-124.11%
-$756,491.70
-$1,830,216.63
-$1,073,724.93
-141.93%
-$756,491.70
-$1,830,216.63
-$1,073,724.93
-141.93%
$1,367,566.31
$17,497,628.54
$16,130,062.23
1,179.47%
$475,968.58
$1,843,534.89
$1,367,566.31
287.32%
$475,968.58
$1,843,534.89
$1,367,566.31
287.32%
$2,189,518.00
$19,474,547.16
$17,285,029.16
789.44%
$821,951.69
$1,976,918.62
$1,154,966.93
140.52%
$1,367,566.31
$17,497,628.54
$16,130,062.23
$1,179.47%
$1,843,534.89
$19,341,163.43
$17,497,628.54
949.13%
$1,843,534.89
$19,341,163.43
$17,497,628.54
949.13%
Difference
CONSERVATIVE
PROJECTIONS 71
Balance Sheet
ACCOUNTS
Nov 30, 2021
Nov 30, 2022
Nov 30, 2023
Cash on Hand
$39,177.80
$642,611.43
$508,993.24
Total Cash and Bank
$39,177.80
$642,611.43
$508,993.24
$0.00
$0.00
$0.00
$0.00
$0.00
$0.00
$39,177.80
$642,611.43
$508,993.24
$76.15
$37,367.95
$606,717.41
Profit between Jan and Nov
$39,101.65
$605,243.48
-$97,742.17
Total Retained Earnings
$39,177.80
$642,611.43
$508,993.24
$39,177.80
$642,611.43
$508,993.24
Assets Cash and Bank
Other Current Assets Total Other Current Assets Long-term Assets Total Long-term Assets Total Assets
Liabilities
Equity Retained Earnings Profit for all prior years
Total Equity
Conservative Projections
ACCOUNTS
Nov 30, 2024
Nov 30, 2025
Cash on Hand
$113,111.57
$482,838.62
Total Cash and Bank
$113,111.57
$482,838.62
$0.00
$0.00
$0.00
$0.00
$113,111.57
$482,838.62
Profit for all prior years
$474,062.22
$878,720.29
Profit between Jan and Nov
-$360,950.65
-$395,881.67
Total Retained Earnings
$113,111.57
$482,838.62
$113,111.57
$482,838.62
Assets Cash and Bank
Other Current Assets Total Other Current Assets Long-term Assets Total Long-term Assets Total Assets
Liabilities
Equity Retained Earnings
Total Equity
Profit & Loss Statement
ACCOUNTS
Dec 01, 2020
Dec 01, 2021
Dec 01, 2022
to Nov 30, 2021
to Nov 30, 2022
to Nov 30, 2023
Income Sales
$0.00
$0.00
$0.00
$8,755.20
$25,171.20
$41,587.20
$0.00
$600,000
$0.00
$19,000
$0.00
$0.00
$0.00
$0.00
$700,000
Owner Deposit
$62,900.00
$89,480.00
$0.00
Total Income
$90,655.20
$714,651.20
$741,587.20
$90,655.20
$714,651.20
$741,587.20
100%
100.00%
100%
$7,656.00
-$19,669.00
$15,297.00
$12,113.40
$16,942.40
$44,756.35
Contractors
$5,181.00
$5,000.00
$0.00
Exhibit Fees
$9,000
$8,000.00
$17,000
Licensing – Assets
$2,838.00
$12,813.00
$338.00
Professional Fees
$14,389.00
$13,889.00
$16,639.00
$300.00
$300.00
$300.00
$0.00
$34,604.17
$780,875.04
Total Operating Expenses
$51,477.40
$111,217.57
$875,205.39
Net Profit
$39,177.80
$603,433.63
-$133,618.19
43.22%
84.44%
-18.02%
Patreon Subscriptions Kickstarter Funding Venture Competition Publisher / Investment Capital
Total Cost of Goods Sold
Gross Profit As a percentage of Total Income
Operating Expenses Advertising & Promotion Computer – Software
Rent Expense Payroll – Salary & Wages
As a percentage of Total Income
Conservative Projections
Dec 01, 2023
Dec 01, 2024
to Nov 30, 2024
to Nov 30, 2025
Change
$239,106.88
$2,317,591.36
$2,078,484.12
969.27%
$47,196.00
$0.00
-$47,196.00
-100.00%
$0.00
$0.00
$0.00
0.00%
$0.00
$0.00
$0.00
0.00%
$0.00
$0.00
$0.00
0.00%
$0.00
$0.00
$0.00
0.00%
$286,302.88
$2,317,591.36
$2,031,288.48
809.49%
$286,302.88
$2,317,591.36
100%
100%
$2,031,288.48
809.49%
$15,297.00
$19,110.00
$8,902.00
87.21%
$44,756.35
$120,977.35
$78,632.00
185.69%
$0.00
$0.00
$0.00
0.00%
$0.00
$0.00
$0.00
0.00%
$338.00
$338.00
$0.00
0.00%
$16,639.00
$1,639.00
-$15,000.00
-90.15%
$300.00
$300.00
$0.00
0.00%
$612,354.20
$1,805,499.96
$1,193,145.76
194.85%
$682,184.55
$1,947,864.31
$1,265,679.76
185.53%
-$395,881.67
$369,727.05
-138.27%
15.95%
$765,608.72
33.03%
Cash Flow Statement CASH INFLOW & OUTFLOW
Dec 01, 2020
Dec 01, 2021
Dec 01, 2022
to Nov 30, 2021
to Nov 30, 2022
to Nov 30, 2023
Operating Activities Income Sales
$0.00
$0.00
$0.00
$8,755.20
$25,171.20
$41,587.20
$0.00
$600,000
$0.00
$19,000
$0.00
$0.00
$0.00
$0.00
$700,000
Owner Deposit
$62,900.00
$89,480.00
$0.00
Total Income
$90,655.20
$714,651.20
$741,587.20
-$7,656.00
-$19,669.00
-$15,297.00
-$12,113.40
-$16,942.40
-$44,756.35
Contractors
-$5,181.00
-$5,000.00
$0.00
Exhibit Fees
-$9,000
-$8,000.00
-$17,000
Licensing – Assets
-$2,838.00
-$12,813.00
-$338.00
Professional Fees
-$14,389.00
-$13,889.00
-$16,639.00
-$300.00
-$305.00
-$300.00
-$51,477.40
-$76,613.40
-$94,330.35
Payroll – Salary & Wages
$0.00
-$34,604.17
-$780,875.04
Total Payroll
$0.00
-$34,604.17
-$780,875.04
$39,177.80
$603,433.63
-$133,618.19
Cash on Hand
$0.00
$39,177.80
$642,611.43
Total Starting Balance
$0.00
$39,177.80
$642,611.43
Gross Cash Inflow
$90,655.20
$714,651.20
$741,587.20
Gross Cash Outflow
$51,477.00
$111,217.57
$875,205.39
Net Cash Change
$39,177.80
$603,433.63
-$133.618.19
Cash on Hand
$39,177.80
$642,611.43
$508,993.24
Total Ending Balance
$39,177.80
$642,611.43
$508,993.24
Patreon Subscriptions Kickstarter Funding Venture Competition Publisher / Investment Capital
Purchases Advertising & Promotion Computer – Software
Rent Expense Total Purchases Payroll
Net Cash from Operating Activities Investing Activities Financing Activities Starting Balance
Ending Balance
Conservative Projections Dec 01, 2023
Dec 01, 2024
to Nov 30, 2024
to Nov 30, 2025
Difference
$239,106.88
$2,317,591.36
$2,078,484.12
969.27%
$47,196.00
$0.00
-$47,196.00
-100.00%
$0.00
$0.00
$0.00
0.00%
$0.00
$0.00
$0.00
0.00%
$0.00
$0.00
$0.00
0.00%
$0.00
$0.00
$0.00
0.00%
$286,302.88
$2,317,591.36
$2,031,288.48
809.49%
-$15,297.00
-$19,110.00
-$8,902.00
-87.21%
-$44,756.35
-$120,977.35
-$78,632.00
-185.69%
$0.00
$0.00
$0.00
0.00%
$0.00
$0.00
$0.00
0.00%
-$338.00
-$338.00
$0.00
0.00%
-$16,639.00
-$1,639.00
$15,000.00
90.15%
-$300.00
-$300.00
$0.00
0.00%
-$69,830.35
-$142,364.35
-$72,534.00
-103.87%
-$612,354.20
-$1,805,499.96
-$1,193,145.76
-194.85%
-$612,354.20
-$1,805,499.96
-$1,193,145.76
-194.85%
-$395,881.67
$369,733.05
$330,899.41
83.59%
$508,993.24
$113,111.57
-$395,881.67
-77.78%
$508,993.24
$113,111.57
-$395,881.67
-77.78%
$286,302.88
$2,317,591.36
$2,031,288.48
809.49%
$682,184.55
$1,947,864.31
$1,265,679.76
185.53%
-$395,881.67
$369,727.05
$765,608.72
33.03%
$113,111.57
$482,838.62
$369,727.05
326.87%
$113,111.57
$482,838.62
$369,727.05
326.87%
CURRENT
STATEMENTS 79
Balance Sheet
ACCOUNTS
Dec 31, 2019
Jan 31, 2020
Feb 29, 2020
Assets Total Cash and Bank
$3,780.78
$3,412.69
$3,247.88
Total Other Current Assets
$0.00
$0.00
$0.00
Total Long-term Assets
$0.00
$0.00
$0.00
$3,780.78
$3,412.69
$3,247.88
Total Other Equity
$7,247.68
$7,247.68
$7,247.68
Total Retained Earnings
-$3,466.90
-$3,834.99
-$3,999.80
Total Equity
$3,780.78
$3,412.69
$3,247.88
ACCOUNTS
Jun 30, 2020
Total Assets
Liabilities
Equity
Jul 31, 2020
Aug 31, 2020
Assets Total Cash and Bank
$290.00
$253.00
$216.00
Total Other Current Assets
$0.00
$0.00
$0.00
Total Long-term Assets
$0.00
$0.00
$0.00
$290.00
$253.00
$216.00
Total Other Equity
$7,247.68
$7,247.68
$7,247.68
Total Retained Earnings
-$6,957.68
-$6,994.68
-$7,031.68
$290.00
$253.00
$216.00
Total Assets
Liabilities
Equity
Total Equity
Current 2020
ACCOUNTS
Mar 31, 2020
Apr 30, 2020
May 31, 2020
Assets Total Cash and Bank
$2,256.17
$380.80
$327.00
Total Other Current Assets
$0.00
$0.00
$0.00
Total Long-term Assets
$0.00
$0.00
$0.00
$2,256.17
$380.80
$327.00
Total Other Equity
$7,247.68
$7,247.68
$7,247.68
Total Retained Earnings
-$4,991.51
-$6,866.88
-$6,920.68
$2,256.17
$380.80
$327.00
Total Assets
Liabilities
Equity
Total Equity
ACCOUNTS
Sep 30, 2020
Oct 31, 2020
Nov 30, 2020
Assets Total Cash and Bank
$179.00
$142.00
$0.00
Total Other Current Assets
$0.00
$0.00
$0.00
Total Long-term Assets
$0.00
$0.00
$0.00
$179.00
$142.00
$0.00
Total Other Equity
$7,247.68
$7,247.68
$7,247.68
Total Retained Earnings
-$7,068.68
-$7,105.68
-$7,247.68
$179.00
$142.00
$0.00
Total Assets
Liabilities
Equity
Total Equity
Profit & Loss Statement
ACCOUNTS
Dec 01, 2019
Jan 01, 2020
Feb 01, 2020
to Dec 31, 2019
to Jan 31, 2020
to Feb 29, 2020
Total Income
Total Cost of Goods Sold
Gross Profit
$0.00
$0.00
$0.00
As a percentage of Total Income
0.00%
0.00%
0.00%
$0.00
$0.00
$0.00
-$169.89
$0.00
-$12.00
Contractors
$0.00
-$368.09
-$139.81
Exhibit Fees
$0.00
$0.00
$0.00
Licensing – Assets
$0.00
$0.00
$0.00
Professional Fees
$0.00
$0.00
-$25.00
Rent Expense
$0.00
$0.00
$0.00
Payroll – Salary & Wages
$0.00
$0.00
$0.00
Total Operating Expenses
-$169.89
-$368.09
-$164.81
Net Profit
-$169.89
-$368.09
-$164.81
0.00%
0.00%
0.00%
Operating Expenses Advertising & Promotion Computer – Software
As a percentage of Total Income
Current 2020
Mar 01, 2020
Apr 01, 2020
May 01, 2020
Jun 01, 2020
to Mar 31, 2020
to Apr 30, 2020
to May 31, 2020
to Jun 30, 2020
$0.00
$0.00
$0.00
$0.00
0.00%
0.00%
0.00%
0.00%
$0.00
$0.00
$0.00
$0.00
-$8.51
-$507.31
-$28.80
-$12.00
-$191.75
-$268.78
$0.00
$0.00
$0.00
$0.00
$0.00
$0.00
-$766.45
-$1,875.37
$0.00
$0.00
-$25.00
-$25.00
-$25.00
-$25.00
$0.00
$0.00
$0.00
$0.00
$0.00
$0.00
$0.00
$0.00
-$991.71
-$1,875.37
-$53.80
-$37.00
-$991.71
-$1,875.37
-$53.80
-$37.00
0.00%
0.00%
0.00%
0.00%
Profit & Loss Statement
ACCOUNTS
Jul 01, 2020
Aug 01, 2020
Sep 01, 2020
to Jul 31, 2020
to Aug 31, 2020
to Sep 30, 2020
Total Income
Total Cost of Goods Sold
Gross Profit
$0.00
$0.00
$0.00
As a percentage of Total Income
0.00%
0.00%
0.00%
$0.00
$0.00
$0.00
-$12.00
-$12.00
-$12.00
Contractors
$0.00
$0.00
$0.00
Exhibit Fees
$0.00
$0.00
$0.00
Licensing – Assets
$0.00
$0.00
$0.00
-$25.00
-$25.00
-$25.00
Rent Expense
$0.00
$0.00
$0.00
Payroll – Salary & Wages
$0.00
$0.00
$0.00
Total Operating Expenses
-$37.00
-$37.00
-$37.00
Net Profit
-$37.00
-$37.00
-$37.00
0.00%
0.00%
0.00%
Operating Expenses Advertising & Promotion Computer – Software
Professional Fees
As a percentage of Total Income
Current 2020
Oct 01, 2020
Nov 01, 2020
to Oct 31, 2020
to Nov 30, 2020
$0.00
$0.00
0.00%
0.00%
$0.00
Change
$0.00
0.00%
$0.00
$0.00
0.00%
-$12.00
-$12.00
$0.00
0.00%
$0.00
$0.00
$0.00
0.00%
$0.00
$0.00
$0.00
0.00%
$0.00
-$105.00
$105.00
0.00%
-$25.00
-$25.00
$0.00
0.00%
$0.00
$0.00
$0.00
0.00%
$0.00
$0.00
$0.00
0.00%
-$37.00
-$142.00
$105.00
238.78%
-$37.00
-$142.00
0.00%
0.00%
-$105.00
-283.78%
Cash Flow Statement CASH INFLOW & OUTFLOW
Dec 01, 2019
Jan 01, 2020
Feb 01, 2020
to Dec 31, 2019
to Jan 31, 2020
to Feb 29, 2020
Operating Activities Income Sales
$0.00
$0.00
$0.00
Patreon Subscriptions
$0.00
$0.00
$0.00
Kickstarter Funding
$0.00
$0.00
$0.00
Venture Competition
$0.00
$0.00
$0.00
Publisher / Investment Capital
$0.00
$0.00
$0.00
Owner Deposit
$0.00
$0.00
$0.00
Total Income
$0.00
$0.00
$0.00
$0.00
$0.00
$0.00
-$169.89
$0.00
-$12.00
Contractors
$0.00
-$368.09
-$139.81
Exhibit Fees
$0.00
$0.00
$0.00
Licensing – Assets
$0.00
$0.00
$0.00
Professional Fees
$0.00
$0.00
-$25.00
Rent Expense
$0.00
$0.00
$0.00
-$169.89
-$368.09
-$164.81
Payroll – Salary & Wages
$0.00
$0.00
$0.00
Total Payroll
$0.00
$0.00
$0.00
-$169.89
-$368.09
-$164.81
Cash on Hand
$3,950.67
$3,780.78
$3,412.69
Total Starting Balance
$3,950.67
$3,780.78
$3,412.69
$0.00
$0.00
$0.00
$169.89
$368.09
$164.81
-$169.89
-$368.09
-$164.81
Cash on Hand
$3,780.78
$3,412.69
$3,247.88
Total Ending Balance
$3,780.78
$3,412.69
$3,247.88
Purchases Advertising & Promotion Computer – Software
Total Purchases Payroll
Net Cash from Operating Activities Investing Activities Financing Activities Starting Balance
Gross Cash Inflow Gross Cash Outflow Net Cash Change Ending Balance
Current 2020 Mar 01, 2020
Apr 01, 2020
May 01, 2020
Jun 01, 2020
to Mar 31, 2020
to Apr 30, 2020
to May 31, 2020
to Jun 30, 2020
$0.00
$0.00
$0.00
$0.00
$0.00
$0.00
$0.00
$0.00
$0.00
$0.00
$0.00
$0.00
$0.00
$0.00
$0.00
$0.00
$0.00
$0.00
$0.00
$0.00
$0.00
$0.00
$0.00
$0.00
$0.00
$0.00
$0.00
$0.00
$0.00
$0.00
$0.00
$0.00
-$8.51
-$507.31
-$28.80
-$12.00
-$191.75
-$268.78
$0.00
$0.00
$0.00
$0.00
$0.00
$0.00
-$766.45
-$1,875.37
$0.00
$0.00
-$25.00
-$25.00
-$25.00
-$25.00
$0.00
$0.00
$0.00
$0.00
-$991.71
-$1,875.37
-$53.80
-$37.00
$0.00
$0.00
$0.00
$0.00
$0.00
$0.00
$0.00
$0.00
-$991.71
-$1,875.37
-$53.80
-$37.00
$3,247.88
$2,256.17
$380.80
$327.00
$3,247.88
$2,256.17
$380.80
$327.00
$0.00
$0.00
$0.00
$0.00
$991.71
$1,875.37
$53.80
$37.00
-$991.71
-$1,875.37
-$53.80
-$37.00
$2,256.17
$380.80
$327.00
$290.00
$2,256.17
$380.80
$327.00
$290.00
Cash Flow Statement CASH INFLOW & OUTFLOW
Jul 01, 2020
Aug 01, 2020
Sep 01, 2020
to Jul 31, 2020
to Aug 31, 2020
to Sep 30, 2020
Operating Activities Income Sales
$0.00
$0.00
$0.00
Patreon Subscriptions
$0.00
$0.00
$0.00
Kickstarter Funding
$0.00
$0.00
$0.00
Venture Competition
$0.00
$0.00
$0.00
Publisher / Investment Capital
$0.00
$0.00
$0.00
Owner Deposit
$0.00
$0.00
$0.00
Total Income
$0.00
$0.00
$0.00
$0.00
$0.00
$0.00
-$12.00
-$12.00
-$12.00
Contractors
$0.00
$0.00
$0.00
Exhibit Fees
$0.00
$0.00
$0.00
Licensing – Assets
$0.00
$0.00
$0.00
-$25.00
-$25.00
-$25.00
$0.00
$0.00
$0.00
-$37.00
-$37.00
-$37.00
Payroll – Salary & Wages
$0.00
$0.00
$0.00
Total Payroll
$0.00
$0.00
$0.00
$39,177.80
-$37.00
-$37.00
Cash on Hand
$290.00
$216.00
$216.00
Total Starting Balance
$290.00
$216.00
$216.00
$0.00
$0.00
$0.00
$37.00
$37.00
$37.00
-$37.00
-$37.00
-$37.00
Cash on Hand
$253.00
$216.00
$179.00
Total Ending Balance
$253.00
$216.00
$179.00
Purchases Advertising & Promotion Computer – Software
Professional Fees Rent Expense Total Purchases Payroll
Net Cash from Operating Activities Investing Activities Financing Activities Starting Balance
Gross Cash Inflow Gross Cash Outflow Net Cash Change Ending Balance
Current 2020 Oct 01, 2020
Nov 01, 2020
to Oct 31, 2020
to Nov 30, 2020
Difference
$0.00
$0.00
$0.00
0.00%
$0.00
$0.00
$0.00
0.00%
$0.00
$0.00
$0.00
0.00%
$0.00
$0.00
$0.00
0.00%
$0.00
$0.00
$0.00
0.00%
$0.00
$0.00
$0.00
0.00%
$0.00
$0.00
$0.00
0.00%
$0.00
$0.00
$0.00
0.00%
-$12.00
-$12.00
$0.00
0.00%
$0.00
$0.00
$0.00
0.00%
$0.00
$0.00
$0.00
0.00%
$0.00
-$105.00
-$105.00
0.00%
-$25.00
-$25.00
$0.00
0.00%
$0.00
$0.00
$0.00
0.00%
-$37.00
-$142.00
-$105.00
-282.78%
$0.00
$0.00
$0.00
0.00%
$0.00
$0.00
$0.00
0.00%
-$37.00
-$142.00
-$105.00
-282.78%
$179.00
$142.00
-$37.00
-20.67%
$179.00
$142.00
-$37.00
-20.67%
$0.00
$0.00
$0.00
$0.00
$37.00
$142.00
$105.00
283.78%
-$37.00
$142.00
-$105.00
283.78%
$142.00
$0.00
-$142.00
-100.00%
$142.00
$0.00
-$142.00
-100.00%
Crowdfunding Strategy Patreon
Kickstarter
Prior to Pre-Alpha and our Kickstarter campaign in July 2022, we will be focusing on Patreon as a crowdfunding platform. Here, players can contribute to the development of the game by subscribing monthly to a tier. We have six different tiers for players to choose from that fit their budget, each with a variety of perks.
In July of 2022, we will be releasing our Pre-Alpha in tandem with a Kickstarter campaign. This is so that players can download and play the game when they back it. Too many games have launched Kickstarter campaigns early in the development process and failed to deliver, so it is a requirement that we must have something playable when we launch this campaign.
Based on our CMGR with a conversion rate of 1% (not including organic growth), we are estimating $122,710 in total contributions through September 2024 (the month prior to releasing Early Access, when the Patreon will be discontinued). This amount is what is dispersed to us after Patreon’s 5% fee.
We will be asking for $660,000 – which factors $30,000 for Kickstarter’s fee (5%), as well as $30,000 for payment processing fees (3-5%). (The total amount dispersed to us will be $600,000.)
CMGR Compound Monthly Growth Rate
90
$5
$10
$20
$35
$50
$100
Goals & KPIs October 2024
October 2024
June 2025
Steam Wishlists
Amount of Funding at Each Level
Conversion Rates
Prior to the release of Early Access, we will be tracking Steam Wishlists as a measure to see how many people intend to purchase. We can compare this to our total community size and take action to raise those numbers to match our goals if needed.
We will be tracking the amount of funding we get for the Patreon and Kickster. This will include how many users are funding at which tiers of rewards. This will allow us to tweak as necessary to meet our overall goals.
Conversion Rates for Microtransactions in MMORPGs tend to range anywhere from 5-20%. We are maintaining a conservative goal to convert 5% of our players through Microtransactions.
Per Month (Sustained)
Per Month (Sustained)
June 2025
Average Revenue Per User (ARPU)
Average Revenue Per Paying User (ARPPU)
Retention & Attrition Rates
The ARPPU is calculated from the monthly subscriptions of our paying users plus the gross microtransaction revenue, divided by the number of purchasers per month. Our ARPPU goal is $44.50 per month.
Because our game is targeted to a specific audience (as opposed to mass-appeal), we are aiming for a relatively high retention rate of 70%. We will be tracking this metric closely, to make sure we take any necessary action to maintain this number. Conversely, our goal for attrition rates is no more than a 30% churn, with an expected duration of 3.3 months playtime and stabilizing in August 2025.
25,000
$ 9.95
Our ARPU is calculated from our subscription fees multiplied by our Monthly Active Users (MAUs) minus our Monthly Paying Users (MPUs). Because the game will require a $9.95 monthly subscription, we will have an ARPU of $9.95 per month.
$ 5,508
$ 44.50
5%
70% / 30%
91
Financial Ask
We are seeking $700,000 for 12% Equity based on a $5.8 Million valuation and an expected 190.5% ROIC.
The $700,000 will go towards hiring a PR Firm and funding attendance to GamesCom–giving our company exposure to over 500,000 simultaneous viewers. This will expedite the growth of the community. With the addition of the funds we’ve already set aside for marketing, we only need a 0.6% conversion rate from this event, but it is likely that we will get much more. 92
Additionally, this money will help us fund salaries for our team to work full-time on this project, as well as the steep server costs required to host something of this nature. Your investment right now can launch the Midtale team on the path to success.
What's the worst case scenario? So what happens if we don’t get funding? Ultimately, the Founder has the experience and skill to bring this project together regardless of funding, though the time investment would be exponential. However, using Unity assets and the Atavism framework, much of the foundation is already set.
Investor Opportunity The opportunity for potential investors is to be part of a new genre of MMO. This game will happen. The question is whether or not you will be missing out on a rare investment opportunity. All of our estimates are extremely conservative. The potential for this is much larger than what we’ve predicted. (We prefer to operate with healthy skepticism rather than blind optimism and be pleasantly surprised.) With a roleplaying market of over 16,000,000– our goal of 20,833 Monthly Active Users is only 0.13% of that market–so the potential is huge, and by investing in this game, you can reap the benefits. We hope you’ll be inclined to join us on this crazy adventure. Thank you.
93
Notes
Notes
MIDTALE, LLC. 66 W Flagler Street Suite #900 Miami, FL 33130 Tel.
: (352) 552-7216
www.midtale.com info@midtale.com