Year 3 Kickstarter report card

As a Kickstarter backer, your itch.io download key can be found in your Backerkit digital rewards.

We’re done with the Kickstarter!

You’re done with the Kickstarter? What does that mean? Is the game officially out? Aren’t y’all still working on it?

What I mean is this: it’s been three years since the campaign funded. Our final stretch goal was for three years of work. It how now been three years; we’ve left the nest. From here on out, development is being powered by ongoing early-access sales. It seems appropriate to mark the milestone & do a wrapup to see if we did everything we said we’d do. That’s right — it’s time for a report card!

Note before we get into it: we’ll be doing a livestream celebration & AMA next Monday 4-6 PST on Youtube; submit your questions here!

Report Card

Backer rewards: did we make & deliver rewards to folks as described?: A. Project completion: did we do what we said we would do? Was it on time?: B. Extra credit: what additional stuff did we do? Or, on the flipside, how much scope screep did we let happen?: +3 points. Financials: were we able to stay under budget?: A. Organization: how did we work as a team? Are we set up for success in the post-Kickstarter world?: C+. Backer communication: an excuse to give myself an A+ because I think I did a good job writing these posts: A+.

Apparently I love being graded, and if nobody else is going to do it I’ll do it myself. Let’s get into each subject:

Backer rewards: A

4954 Digital copy of Lancer Tactics. 4980 Backer name in the credits. 4954 Beta Access. 2330 Create an enemy pilot name + callsign. 26 Single sticker of your choice. 2330 Full set of stickers!. 889 DRINK DEEP AND DESCEND metal coin. 11 Video call with Olive to co-create an encounter. 25 Commission a custom pilot portrait. 15 Commission a custom mech token. 1 Homebrew a full mech and license

Download keys have been available via Backerkit throughout development. All the enemy pilot and credit names were gathered through a Backerkit survey and have been put in-game. We took care of shipping physical rewards (stickers + coins) pretty early on. I had video calls with everyone who signed up to create Instant Action encounters at the end of last year.

For the custom pilot portraits, we ended up taking each one’s individual designs and breaking them down into components that can be re-used in other portraits as well; because one backer wanted a cool anthro robo-helmet, now everybody can use it. You can find them ingame in the “stock pilot” roster for instant action:

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Finally, there’s not too much I can say publicly about the Xiaoli homebrew mech. We have some concepts for it that I’m excited about, but it’s thoroughly stuck in the design stage. I’d very much like to come back to it in future development (maybe as the masthead for when we add mod support?) but it’s a miss for now.

10/11 == 91%, so that’s an A for backer rewards!

Project completion: B

Looking back at the project page, these were the baseline & stretch goals, point by point:

Character sheets, Lancer rules engine, Adapt the TTRPG ruleset to a digital medium, At least 2 mechs/manufacterer, Additional assets for maps, Art for all mechs and deployables, SFX and music, Cohesive UI design, Tutorial, Instant action, Map editor, Slaglands biome, Veldt biome, Character portrait maker, Campaign module #1, Campaign module #2, Content-complete core game

Out of 17 goals, we finished 13, totally missed 2, and got most of the way there for the last 2. Notes for the ones we didn’t complete:

  • Mech art: we still have a handful of NPCs that are missing new tokens, and all drones are using the same default sprite. We’re still working on them & they’ll will be done in followups (in this metaphor, that’s summer school I guess?). Partial credit.
  • Content-complete: as described from the outset, this was always supposed to be a “give it our best shot” kind of goal. We ended up getting everything except about half of the NPC templates; I think that’s pretty good!! But less than a ✅ still isn’t a ✅ so I’m not marking it as such. Here’s the breakdown:

PC mechs: 29/29. Talents: 29/29. Core bonuses: 30/30. Sitreps: 6/6. NPC classes: 30/30. NPC templates: 5/12

  • Campaign modules #1 and #2: Oy vey. I’ll talk about this more down in the Organization section, but we just weren’t able to pull these together on time. Dia, Trey, and Eld all got their writing & design work in just fine, but we didn’t have a team pipeline to turn that work into something playable by this milestone. Can’t win em all.

As a side-note, the “adapt TTRPG rules to digital” point sounds innocuous but as you may remember, it led to our biggest community outcry/debate/conversation when we decided that Kai’s NPC Rebake would make for a better experience for LT than the vanilla statblocks. I’m very happy with where we ended up as a result of the conversation, and I think the game is stronger for it but expect to be hearing about the feathers it ruffled for years.

On the whole, we were able to stay extremely close to the TTRPG rules. You can directly import characters you made in COMP/CON and expect them to function as they would in tabletop. Flying as a status, 2 action “points” instead of quick+quick/full, and limiting the brace triggers are the only other significant rules adaptations we had to make.

If we count the partials as 1/2, that’s an arbitrarily-defined final score of 14/17 == 82%. Solid B.

Extra credit: +3 points

Module Editor: Even though we didn’t manage to pull together the campaign modules themselves, we do have the tooling to do so up and running. Much like the combat map editor, we’ve kept our content-creation tools player-facing so we now essentially have a miniature visual-novel maker built into Lancer Tactics.

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3D world: About a year into the project, a quick art test revealed to us that Lancer Tactics really, really wanted to be in 3D. With a fixed 2D camera angle, we couldn’t have more than one or two elevation layers before it would start obscuring everything behind it. Since line-of-sight blockers are keystones in Lancer map design, this meant we’d be forced to have all these giant robots not be able to see past cliffs/buildings that were clearly shorter than themselves.

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Moving to 3D unlocked the ability to have maps that were, well, more tactically three-dimensional. Think of how strange it would have looked to take this fall damage getting pushed off one of the 2D cliffs.

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Looking back, there’s a certain theatre-of-the-mind charm that I think we could have made work if 3D wasn’t an option for some reason… I hope the alternate reality version of us that went down that path instead are having a good time.

Not many games would have been able to swap out their renderer like this a third of the way through development and still come out on schedule (sans for the 3-month extension we gave ourselves for the change). My confidence that this wasn’t a project-ending cascade of scope creep was ultimately born out. Good job keeping logic separate from display, me.

Mod.io support: What good is making stuff if you can’t share it? We didn’t promise it up front, but I got integration with mod.io working for both Instant Action combats and modules.

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That’s +3 extra credit points, in total. What kind of points? How do they relate to the rest of the grades? These are questions I’m not interested in answering. They’re points. Next!

Financials: A

Here’s the $50,000 budget we presented on the campaign page, not including the final stretch goal.

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Here’s where our spending we are today, with a lifetime income of about $240,000 including both the final stretch goal and ongoing sales on itch.

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Looking at the numbers as a whole creates a strange disconnect for me. In retrospect, that’s a lot of total money that moved through the project, but at this point we’ve expended the Kickstarter funds so my daily concern is about the balance between ongoing sales vs our post-Kickstarter burn rate + new expenses; for every payout from itch, we find new stuff we need to hire/buy.

We’ve gone over the initial budgets in a number of areas, but have matched those overrides more ongoing sales than we expected. There was one point where we technically had more budgeted to spend than we had in the account, but our buffer has since recovered.

Here’s the last year of sales on itch, which I feel a little awkward about sharing but also am inspired by Evil Hat Productions who keep their numbers public, so I’d like to be able to do the same.

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The spikes are the dramatic events (thank u dragonkid11), but it’s so weird to me that the baseline sale rate is so steady. The only thing powering it is statistics: “Lancer Tactics ambiently shows up on X number of people’s screens via the itch.io storefront & google searches, and Y percent of those people buy it.”

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Looking at the path from where we are to Steam release, we now have the luxury of attempting to get there powered by these sales alone. We’re still going back and forth on whether to seek additional external money from a publisher/fund for some extra muscle, but it makes me feel extremely secure to not require it for our survival.

Survival is victory. We get a simple A here.

Organization: C

Many years ago, my father once said that he attended a performance review where someone on the team was hailed as a “superhero” for their work. He was the only one in the room to be taken aback by this; his perspective was that, for a company, needing to have superheroes was a failure. It’s one of the few pieces of advice he’s given me that I think has really panned out (compared to misses like “to smooth things over, always apologize, even if it’s not your fault”). With this framing, there was a lot of superheroing required to get us to this finish line.

I think it’s important when talking about team weaknesses to not look at individuals’ actions; instead, focusing on the structural issues ends up being more informative. Here’s an org chart with job roles and the lines of regular communication:

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  • As a near-fully remote team, communication between members doesn’t come for free & had to be explicitly planned. This resulted in Art Lead acting as an “axle” whose near entire job, at times, became having individual calls to make sure everyone was moving in the right direction and speeds.

  • I’ve described the experience as feeling “silo’d”, where I talk with the people I’m directly working with but only rarely interact with people more than one step away. As Programming/Creative Lead, I’d get looped in whenever there were bugs/features/designs that required code changes but there are still some contractors I’ve never spoken to. I think that’s natural as teams get larger, but when we’re still as small as we are the only reason we’re not interconnected is because we didn’t invest in doing so.

  • For tasks that required cross-discipline collaboration like implementing the campaign modules, we didn’t have a pipeline with clear responsibilities & appropriate resources. Writing, map designs, and implementation notes were scattered across half a dozen different google docs in various directories with no clear way to tell what was the most up-to-date versions — when “USE THIS ONE” starts showing up in your document titles, you know something has gone wrong.

Since is part of the report is about our organizational structure, I thought I would be good to feature some perspectives from my co-leads: Josh and Carpenter.

With all that said, I’m so proud of and thankful to everyone who contributed to this project. Despite not always being set up for success, through talent and grace and toil, we did end up making a fun game & faithful adaptation of the Lancer TTRPG. Making organizational mistakes is very common for new teams & especially in the wake of an unexpectedly successful Kickstarter. You just don’t know what you need until you get there.

Backer communication: A++

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Slideshow of random photos like they show at funerals.

(There’s a reason they call these types of writeups postmortems)

Here’s a montage of all the good times we had getting here, pulled from previous posts. Suggested listening.

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Debut Trailer

What’s next?

  • Game’s not done. We’ve still got about a year of work ahead for us before Steam release which, for marketing purposes, is the point it’ll be “officially” out (although LT is the sort of long-haul game that wants indefinite ongoing support & additional content, so who knows when the work-curse will finally be broken). Until then, we’re still in early access.

  • Even though the Kickstarter is now technically complete & our obligations are discharged, I’m going to keep posting ~monthly updates and changelogs here. Writing these is a compulsion // an essential part of my process so may as well lol (I just did a quick count – I am just a few shy of having written 100 lifetime Kickstarter project updates).

  • After our celebration livestream this upcoming Monday (did I mention? 4pm PST! AMA question submissions here!), we’re going to be taking a week or two as a break to catch our breath and plan how we want to approach the road to Steam over the next year.

Discord, Trailer, all NPCs, Steam wishlists, itch.io #1 bestseller?? Year 3 Kickstarter changelog