I would potentially be interested in funding this, but as an investor I'd want to know what marketing plan you have for release before buying shares.
Thanks for asking! The marketing plan for releasing indie games depends on the funds available and mostly circulates about building early excitement; the cheapest, most effective strategies are to keep sending material to game review blogs such as Rock Paper Shotgun, submit the game for an IGF award (these are often awarded before the game is even out yet), maintain development articles and videos, make alpha pre-orders available to involve the community in early word of mouth and testing, basically do anything to get noticed that isn't directly perceived as advertisement and costs us as little as possible. (Advertisement that is perceived as such, such as banner ads and ad clips generates negative momentum)
Final reviews will all be synchronized around the day of release to maximize the impact. We'll have two primary outlets, which is our own site, where the game is associated with a personal account, and Steam, because there's just no way around it.
I'd be keen to see the full details - the game concept sounds interesting and I'm always on the hunt for the next IPO
Thanks! That's why we're doing this post, to figure out what future shareholders might be interested in / concerned with. We have a half-done business plan floating around, which we'll fully spec out, should the initial feedback turn out to be generally positive.
I'm a little confused about what you actually do in the game. Float around?
Yep. You just float around. That is the game.
Except there's this entire procedural open world to explore and change, a strong time travelling aspect and a complex AI system planned, too. A summary of the game is posted at the top of the
project site, and a meandering blog article of mine provides more
background.