17
It’s hard to describe how crazy and cool it felt seeing people play our game live. We were worried no one would stop by, but the feedback has been so positive that our team is still processing all the excitement.
r/IndieDev
7/4/2025
SAAS TOOLS
SaaS | URL | Category | Features/Notes |
---|---|---|---|
Steam | https://store.steampowered.com/app/3067920/Deep_Fringe/ | Game Distribution Platform | Hosting and distributing PC games, community features |
Kickstarter | https://www.kickstarter.com/projects/thousandgeneration/deep-fringe-the-nostalgic-post-apocalyptic-tactical-rpg | Crowdfunding Platform | Project funding through backers, promotional tools |
USER NEEDS
Pain Points:
- High temperatures (40°C) affecting event attendance and engagement
- Visibility and marketing challenges in Western markets from Asia
- Funding constraints for indie game development
Problems to Solve:
- Attracting and retaining players at physical events under extreme conditions
- Gaining market visibility in Western regions from an Asian base
- Securing development funding for indie projects
Potential Solutions:
- Using practical incentives (e.g., fans) to improve booth engagement
- Leveraging events for feedback, networking, and promotion
- Crowdfunding platforms like Kickstarter for financial support
GROWTH FACTORS
Effective Strategies:
- Participating in niche events (CCG Expo) for targeted exposure
- Combining physical engagement (booth setup) with digital distribution
Marketing & Acquisition:
- Event-based promotion with experiential elements (playable demos)
- Cross-platform presence (Steam + Kickstarter) for visibility
Monetization & Product:
- Hybrid funding model (crowdfunding + eventual Steam sales)
- Nostalgic genre appeal (tactics RPG) with unique setting differentiation
User Engagement:
- Creating comfortable physical environments (cooling solutions) to prolong engagement
- Direct developer-player interactions at events for community building
- Transparent development updates through crowdfunding platforms