Skip to main content
PC Gamer PC Gamer THE GLOBAL AUTHORITY ON PC GAMES
UK EditionUK US EditionUS CA EditionCanada AU EditionAustralia
Sign in
  • View Profile
  • Sign out
  • Black Friday
  • Games
  • Hardware
  • News
  • Reviews
  • Guides
  • Video
  • Forum
  • More
    • PC Gaming Show
    • Software
    • Movies & TV
    • Codes
    • Coupons
    • Magazine
    • Newsletter
    • Affiliate links
    • Meet the team
    • Community guidelines
    • About PC Gamer
PC Gamer Magazine Subscription
PC Gamer Magazine Subscription
Why subscribe?
  • Subscribe to the world's #1 PC gaming mag
  • Try a single issue or save on a subscription
  • Issues delivered straight to your door or device
From$32.49
Subscribe now
Don't miss these
Bean the frog in a pond in Puffpals Island Skies
Life Sim PuffPals: Island Skies, a cosy game that earned $2.5 million on Kickstarter, has been slammed with refund requests after its website and online store disappeared
The cast of Starfinder: Afterlight posed heroically for the game's key art.
RPG Starfinder: Afterlight could become one of my favourite CRPGs—even if the studio's co-founders are 'more scared about huge success than a bit of failure' when it comes to their big Kickstarter debut
new world
Gaming Industry As Amazon's game business crumbles, the public is surprised to discover that it was trying to compete with Steam all this time
Peter Molyneux in a chair.
Puzzle Peter Molyneux says 'We never took a penny of money from people' with his cursed cube game, contradicting Peter Molyneux who said it had made 'a few tens of thousands' in 2013
Knight in black armor with blue skin holding ice spear in tundra landscape
Games 25 great Steam games you probably missed in 2025⁠—from freebies to $40
Demonschool character art
Gaming Industry Delays to escape the shadow of a launch like Silksong are about way more than just day 1 players: 'Every game has to fight and use whatever edge they've got available to stay visible'
A player character's t-rex mount roars at a bunch of chickens in Planet Centauri.
Survival & Crafting 9 months after its 1.0 launch flopped, an indie dev just learned that Steam never emailed the 130,000 people who wishlisted its game
Project Ghost MMO concept art
Game Development Former Riot exec and WoW vet side-eyes the 'gigantic investments' and flubs of major studios as his MMO scrambles for funding: 'Please indulge me in feeling salty for a moment'
An image of two characters from Final Fantasy 14 eating pizza, and looking very pleased about it.
AI $1 billion AI company co-founder admits that its $100 a month transcription service was originally 'two guys surviving on pizza' and typing out notes by hand
Planet Centauri screenshot
Games Valve accidentally steps on the make-up deal it offered to the indie game whose 2024 release was ruined by a Steam bug: 'I really get the feeling that Planet Centauri is cursed'
A quartet of plucky high-school students stand before an ominous skeleton boss looming out of the shadows, with a bone to pick from them, in Demonschool.
RPG Demonschool's credits go one step further than names and job titles, adding full descriptions for designer roles: 'We wanted to give people proper, actual credit'
A screenshot from Ship of Heroes depicting a hero soaring over a cityscape.
MMO Would-be City of Heroes successor, Ship of Heroes, decides to launch the MMO with a $45 price tag and a $15 monthly subscription and it's, er, going about as well as you'd expect
A screenshot from a live demo of Meta's Ray-Ban smart glasses, with Mark Zuckerberg on stage
Hardware 'It's all good, it's all good' says Mark Zuckerberg as his catastrophic live demo of Meta's new smart glasses goes horribly wrong: 'You spend years making technology and then the Wi-Fi on the day catches you'
Team Fortress Spy being shocked
Games Steam Next Fest gave one indie game a 51,500% increase in players—'1 week ago we had 3 players… thank you all so much'
Yoda Luke and R2 in Lego form.
Games Forget Silksong, it is my earnest belief you should play like 17 Lego games
Popular
  • Black Friday Live!
  • Best PC gear
  • Arc Raiders
  • PC Gaming Show
  • Quizzes
  1. Games

What we've learned from Kickstarter’s biggest successes and failures

Features
By James Davenport published 27 July 2015

When you purchase through links on our site, we may earn an affiliate commission. Here’s how it works.

Beyond a lack of trust for our fellow man, what has Kickstarter taught us about crowdfunding and game development since its creation? I took a look at a broad spectrum of projects—from tragic failures to wild success stories, but all funded—to get a sense of Kickstarter's contribution to PC gaming so far. The games I've picked out aren’t definitively the best and worst examples, but all embody aspects of development from which future campaigns and contributors might learn a thing or two. We’ll start with the successes, first defining what that means here, and then do the same for the failures.

For the purposes of this piece, success as a Kickstarter isn’t defined by blowing past a funding goal (though many did) or amount of time spent in the hype spotlight. I've chosen success stories based on how well they approximate the dream of Kickstarter: that it frees small developers from big publishers, giving them the money they need to make bold new games or rejuvenate niche genres while answering only to interested players.

Page 1 of 12
Page 1 of 12
​Neverending Nightmares

​Neverending Nightmares

Campaign Page
Initial goal: $99,000
Total raised: $106,722

Pitch: “Neverending Nightmares is a psychological horror game inspired by the real horror of [developer Matt Gilgenbach’s] battle with obsessive-compulsive disorder and depression.”

Why it’s a success: The game may not stand out in the haphazard Kickstarter canon, but the direction was clear, communication was constant, it came out within a reasonable timeframe, and from an outside perspective, Infinitap fell within the constraints of their budget. Neverending Nightmares is one of few Kickstarters to deliver on the majority of its original intent.

For better or worse, the sensationalism of a wildly successful Kickstarter often leads to more press coverage —Look! There’s somebody climbing that tree! And they have no pants on!—so Neverending Nightmares didn’t become a chart-topper.

Sales aside, it’s a strikingly earnest horror game (think It Follows, The Babadook) about depression that didn’t parrot others within the genre, and it likely wouldn’t exist if not for Kickstarter. I’m glad to see Infinitap is giving it another shot with Devastated Dreams.

What we can learn: A Kickstarter, given the right planning, ambition, and stretch goals (if any), can be done. It might just take a sober mind.

Page 2 of 12
Page 2 of 12
Project Eternity (Pillars of Eternity)

Project Eternity (Pillars of Eternity)

Campaign Page
Initial goal: $1,100,000
Total raised: $3,986,929

Pitch: Make a game that “aims to recapture the magic, imagination, depth, and nostalgia of classic RPGs.”

Why it’s a success: Obsidian chose to develop a game that was strictly in their wheelhouse. Design lessons learned from the last decade or two of game development would find a way into Pillars of Eternity, but without talking down to players of complex RPGs of yore. This was something they knew how to make, and didn’t rely on the breathy, pseudo-transcendent whispering that plenty of other Kickstarter campaigns used to draw an audience. This would be an old school RPG, not a revolution in game design. And that’s exactly what players wanted.

Despite a series of delays, most backers ended up pretty pleased with the final game. They’d been waiting a long time already for an ode to Infinity Engine RPGs, so what was a few more months?

Luckily for many, Pillars of Eternity delivered on the promise to channel the same dedication to tactical combat and deep, RPG storytelling that was made gaming canon in old Infinity Engine RPGs.

What we can learn: Everyone loves a stalwart spiritual successor. Backers will forgive delays, so long as communication remains steady and honest.

Page 3 of 12
Page 3 of 12
​Double Fine Adventure (Broken Age)

​Double Fine Adventure (Broken Age)

Campaign Page
Initial goal: $400,000
Total raised: $3,336,371

Pitch: “[A] small team under Tim Schafer's supervision will develop Double Fine's next game, a classic point-and-click adventure. Where it goes from there will unfold in real time for all the backers to see.”

Why it’s a success: By most accounts, the Double Fine Adventure campaign was an absolute mess. It went over budget multiple times, was delayed years, and to compensate it got put out on Early Access, awkwardly forced into two parts. But in the end, Tim Schafer and co. delivered the game they promised, all the while dealing with aspects of Kickstarter development others had yet to encounter. Inching the campaign into 'success' territory was the decision to let everyone watch their struggle.

Folks often forget that Broken Age was only part of the Kickstarter’s promise. The other major component? An incredible, honest documentary series that pried off the lid on Broken Age’s creation for a full on voyeuristic development dance. Two Player Productions dug into the trenches at Double Fine for over three years to put out an episode every two months or so. No aspect of development gets washed out in favor of the traditional PR carapace—budgets are debated, creative sacrifices are made, and most painfully, people lose their jobs.

The documentary does what no PR in my memory has ever come close to: it humanizes the developers. These people working for less pay than a big studio, long hours, and with no small amount of heart to make something meaningful. Broken Age isn’t flawless, but the game stands out in my memory, if only because I witnessed a sliver of the immense work that went into it. I was bummed to see the game delayed so much and broken into two halves, but as a direct result of the DFA documentary, I found it much easier to remember the people working hard behind the scenes. And as a player of their games, the doc helped me learn to quell my nostalgia and keep expectations realistic.

The DFA is one hell of a reminder that it’s an outright miracle most games exist at all.

What we can learn: Double Fine didn’t make the greatest adventure game of all time, but they opened up the process to the public like no developer has before.

Page 4 of 12
Page 4 of 12
FTL

FTL

Campaign Page
Initial goal: $10,000
Total raised: $200,542

Pitch: Make a game that features “a blend of exploration, discovery, ship management and real time strategic combat that creates an experience quite unlike other games in its genre.”

Why it’s a success: FTL is emblematic of Kickstarter’s promise to offer a space where developers can pitch original ideas directly to the consumers. FTL proved there was a thirst for a specific kind of game that might otherwise never come to fruition; just look at how a few small, relatively unknown developers blew beyond their initial funding goal. Perhaps most important, was that the developers had something to show backers immediately. A rock solid idea and demo were in place, rather than just a series of appealing concept images and interesting bullet points.

What we can learn: One of Kickstarter’s first huge indie success stories, FTL showed that was more out there, even if its success might be harder to replicate in a more crowded market today. FTL also underlined the importance of having something to show potential backers beyond concept art and exclamation point addendums!

Page 5 of 12
Page 5 of 12
Darkest Dungeon

Darkest Dungeon

Campaign Page
Initial goal: $75,000
Total raised: $313,337

Pitch: Create “a fresh take on the dungeon crawler that elevates the importance of sound tactics and a character's mental state over their gear.”

Why it’s a success: The concept riffed on an established genre—so there’s an inherent familiarity from a design and player perspective—which anchored the game’s more experimental, hazy ideas and kept the project from floating away during development. It doesn’t hurt that the developers have been putting out consistent updates to the game, all the while keeping backers and players informed alike.

Darkest Dungeon is still only an Early Access release, but we can confirm it’s already pretty good.

What we can learn: Keep ideas lofty, but don’t reinvent the video game wheel in a Kickstarter pitch.

Page 6 of 12
Page 6 of 12
Kick-farters

Kick-farters

A Kickstarter failure is much easier to identify. As it turns out, game development is really, really hard. The entire process, from pitching to production, is fraught with bottlenecks that can bring the whole house down on a whim. As it turns out, most of these bottlenecks are not unique to Kickstarter games. However, due to the openness of most projects, the public perception is keen to attribute their seemingly shaky nature to Kickstarters exclusively, instead of game development as a whole.

Page 7 of 12
Page 7 of 12
GODUS

GODUS

Campaign Page
Initial goal: £450,000
Total raised: £526,563

Pitch: “GODUS blends the power, growth and scope of Populous with the detailed construction and multiplayer excitement of Dungeon Keeper and the intuitive interface and technical innovation of Black & White.”

Why it's a failure: Peter Molyneux gets a lot of flack. He’s a creator, an idealist. So am I! And an idealist should avoid the press if they can’t control their enthusiasm (I once told my brother that I would find a way to bring Pokemon into the real world without really hashing out the details) but the GODUS Kickstarter wholly embraced Molyneux's trademark achilles heel and ran with it. Way too far, apparently.

A return to the glory days of the God game were promised. What we got was a buggy, incomplete, mobile-leaning game full of microtransactions.

What we can learn: Ambition is good, but not without clear goals, and despite Kickstarter’s ability to dissolve the middleman, a certain amount of PR and marketing control can’t hurt a damn thing.

Page 8 of 12
Page 8 of 12
Yogventures

Yogventures

Campaign Page
Initial goal: $250,000
Total raised: $567,665

Pitch: Build an open-world, multiplayer, sandbox game that “will allow you to create and shape worlds, then easily share them and play with friends!”

Why it’s a failure: After a clerical error let an artist rightfully move on without finishing their work, money in tow, everything went downhill. Once Yogscast folks found out, they asked for all remaining Kickstarter funds get transferred to them from the devs. It didn’t go smoothly. Yogventures’ final update details the cascade of kerfuffles that led to the project's ultimate demise. But without much muscle behind the bullet points, Yogventures didn’t have much promise from the get-go, despite a very successful campaign. There’s just way too much going on here:

It’s hard to say exactly what the game would be had everything turned out alright, but the Yogscast failure is a reminder of how fragile development can be: naivete, a lack of rock-solid contracts, and poor management can topple a game in no time.

What we can learn: Kickstarter allows us to send ships out that aren’t seaworthy. It’s hard to tell what kind of managerial integrity a project might have from the perspective of a googly-eyed backer and a few excited paragraphs.

Page 9 of 12
Page 9 of 12
Code Hero

Code Hero

Campaign Page
Initial goal: $100,000
Total raised: $170,954

Pitch: Make a game “that teaches you how to make games so you can learn to code while you play with a Code Gun that shoots Javascript in Unity 3D!”

Why it’s a failure: After releasing a beta build of Code Hero in 2013, the developers have largely gone silent. Social media accounts are inactive, the website has been on and off sporadically, but nothing concrete has emerged for years. Why? What happened? Too much was promised too quickly.

This kind of kneejerk optimism is dangerous.

This kind of kneejerk optimism is dangerous.

This is not how budgeting works. While Code Hero is certainly not the only Kickstarter to throw up hopeful imperatives in the final hours of a campaign, language like this is what quickly throws expectations and realities into opposite directions.

What we can learn: Budgeting for games is hard. Development is done by genuine, inherently-flawed people and can get held up by any number of snafus. Informing backers of those snafus sooner than later might have a better effect on forgiveness and reputation, but backers should also remember that they’re putting money into faith, not promises.

Page 10 of 12
Page 10 of 12
CLANG

CLANG

Campaign Page
Initial goal: $500,000
Total raised: $526,125

Pitch: Develop a game and control method for sword-fighting that aligns with historical practices.

Why it’s a failure: CLANG waded too far into idealism. Rather than pitch a solid idea, it hooked backers on a nebulous promise to “build something that will enable players to inhabit the mind, body, and world of a real swordfighter.” Sounds great, right? But the campaign ended up just being an endless series of updates on prototype after prototype without any meaningful developments. Even with a trusted personality at the helm, acclaimed author Neal Stephenson, the project ultimately fizzled into a series of disparate, aimless updates. Before it was all over, a ‘final’ prototype was delivered and some rewards went out, but Neal admits he “probably focused too much on historical accuracy and not enough on making it sufficiently fun to attract additional investment.”

What we can learn: Historical accuracy doesn’t necessarily equate to fun, and developing motion controls is very difficult, especially under scrutiny by anxious backers.

Page 11 of 12
Page 11 of 12
Are we Kick-smarter?

Are we Kick-smarter?

So, after a few years and an explosion of campaigns, what has Kickstarter taught us about itself and game creation? Did we get what we hoped for? Let’s recap.

—It isn’t a fad. Shemue 3 just set a new record.
—Game development is hard.
—Kickstarter brought back old franchises and new games that wouldn’t find publishers otherwise.
—Successes and failures alike taught us about game creation. Whether or not folks have taken note is another story.
—Game development is HARD.
—Stretch goals are carrot-shaped daggers on a stick. The carrot-dagger just distracts from where the game is actually headed and may or may not hurt someone.
—A lot of people still don’t understand that they’re funding ideas, not promises. Kickstarter rewards are often presented as pre-orders, but when a project fails to deliver, there's no legal obligation on the dev's part to deliver anything. It's a massive bummer, and somewhat deceitful to excited backers.

Personally, my biggest takeaway from the last few years of Kickstarters is that we’re only now becoming privy to true blue game development. Problems that appear inherent to crowdfunding usually manifest elsewhere in development communities, it’s just the wall of PR between traditional developers and players that blur realities and maintain a Stepford Wives projection of Platonic, ethereal, incandescent Game Creation.

Of final note is that Kickstarter hasn’t delivered game development from funding problems. It only allows for niche projects to potentially find an audience. Plenty of creators are still struggling to find a way to wiggle into an increasingly crowded market, but Kickstarter’s role is anything but static. Here’s to another few years of throwing money at spiritual successors, space sims, and singularities.

Page 12 of 12
Page 12 of 12
PRODUCTS
Broken Age Darkest Dungeon FTL GODUS Pillars of Eternity
James Davenport
James Davenport
Social Links Navigation

James is stuck in an endless loop, playing the Dark Souls games on repeat until Elden Ring and Silksong set him free. He's a truffle pig for indie horror and weird FPS games too, seeking out games that actively hurt to play. Otherwise he's wandering Austin, identifying mushrooms and doodling grackles. 

Deals not to miss
Bean the frog in a pond in Puffpals Island Skies
PuffPals: Island Skies, a cosy game that earned $2.5 million on Kickstarter, has been slammed with refund requests after its website and online store disappeared
 
 
The cast of Starfinder: Afterlight posed heroically for the game's key art.
Starfinder: Afterlight could become one of my favourite CRPGs—even if the studio's co-founders are 'more scared about huge success than a bit of failure' when it comes to their big Kickstarter debut
 
 
new world
As Amazon's game business crumbles, the public is surprised to discover that it was trying to compete with Steam all this time
 
 
Peter Molyneux in a chair.
Peter Molyneux says 'We never took a penny of money from people' with his cursed cube game, contradicting Peter Molyneux who said it had made 'a few tens of thousands' in 2013
 
 
Knight in black armor with blue skin holding ice spear in tundra landscape
25 great Steam games you probably missed in 2025⁠—from freebies to $40
 
 
Demonschool character art
Delays to escape the shadow of a launch like Silksong are about way more than just day 1 players: 'Every game has to fight and use whatever edge they've got available to stay visible'
 
 
Latest in Games
Someone in front of a computer in Fallout New Vegas
Ring-a-ding-ding! A Fallout: New Vegas beta full of cut content has been unearthed
 
 
A dark haired character from Clair Obscur: Expedition 33 stands in the sunlight looking upward with her allies standing behind her
Clair Obscur creative director says he knew the game was going to be 'cool,' but he really didn't expect it to be so 'big'
 
 
Minecraft Java Edition still
Step aside, Doom: Mad lad plays Minecraft using a receipt printer for reasons known only to him and God
 
 
Uma Thurman in Fortnite Kill Bill Yuki's Revenge
Fortnite's Kill Bill collaboration censors the Pussy Wagon, because I guess you can't say 'Pussy Wagon' in Fortnite
 
 
Captain Wayne posing reloading his shotgun arm with open ocean and tropical island visible in background
This FPS is basically Spongebob meets Duke Nukem, and it's only $10 on Steam
 
 
rainbow six siege sledge
It took a full 10 years but one of Ubisoft's most popular games finally has achievements on Steam
 
 
Latest in Features
Arc Raiders loot guide: Three raiders standing shoulder to shoulder in Buried City. The one of the left is reaching for something in their pocket, the character in the middle, wearing an astronaut helmet, is casually looking up, while the one on the right in cowboy attire is aiming their pistol.
Arc Raiders players want to condemn free loadouters to a life of late spawns, but I don't think anyone should arrive midway through a match ever
 
 
A dog running through a forest surrounded by enemies in Dog Witch.
This lo-fi roguelike deckbuilder is like if someone made a version of Slay the Spire for when you've got a hangover
 
 
Fortnite The Simpsons mini season best weapons and loadout
Fortnite's The Simpsons season is one of the best in ages—here are 4 things Epic should learn from it
 
 
V eating popcorn
Poll: Should RPGs always provide a transmog system, or should we be forced to live with our fashion crimes?
 
 
Operator control system
Xenopurge turns Aliens into a stressful desk job and somehow manages to capture the movie perfectly
 
 
Battlefield 6 California Resistance update
Despite Battlefield 6's server browser utterly failing at its one job, good things are happening in Portal
 
 
  1. MSI and Asus gaming monitors on a green background with the PC Gamer recommended logo in the top right
    1
    Best gaming monitors in 2025: the pixel-perfect panels I'd buy myself
  2. 2
    The best fish tank PC case in 2025: I've tested heaps of stylish chassis but only a few have earned my recommendation
  3. 3
    Best gaming laptop 2025: I've tested the best laptops for gaming of this generation and here are the ones I recommend
  4. 4
    Best Hall effect keyboards in 2025: the fastest, most customizable keyboards for competitive gaming
  5. 5
    Best PCIe 5.0 SSD for gaming in 2025: the only Gen 5 drives I will allow in my PC
  1. A player lines up a headshot in Escape from Tarkov.
    1
    Escape from Tarkov review
  2. 2
    Lenovo Legion 9i Gen 10 review
  3. 3
    Call of Duty: Black Ops 7 review
  4. 4
    LG UltraGear 27GX790A OLED review
  5. 5
    Thermal Grizzly Der8enchtable review

PC Gamer is part of Future US Inc, an international media group and leading digital publisher. Visit our corporate site.

Add as a preferred source on Google
  • About Us
  • Contact Future's experts
  • Terms and conditions
  • Privacy policy
  • Cookies policy
  • Advertise with us
  • Accessibility Statement
  • Careers

© Future US, Inc. Full 7th Floor, 130 West 42nd Street, New York, NY 10036.

Please login or signup to comment

Please wait...