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TL;DR #8: So you want to run a Kickstarter Campaign?

TL;DR #8: So you want to run a Kickstarter Campaign?

Hello there folks!

Today we're going to go for something a little different, with less focus on the game itself and more on Solasta as a project. Back in September, we were contacted by quite a few indie devs asking questions about Kickstarter. How can you make it work? How do you bring more people onboard? What makes a successful Kickstarter? If you too are curious about this topic, you just came to the right place because we're about to share what we learned from our own campaign.

Unfortunately I won't be able to share with you the secret recipe for success because... it probably doesn't exist. As much as we want it to, there simply is no failsafe method to run a successful Kickstarter Campaign when you're a small indie studio. Well, that was a short article... More seriously though, while you can't guarantee anything, you can certainly increase your chances.

Preparing your Campaign 

Running a proper Kickstarter Campaign takes a lot of work - especially if you're a solo dev. Aside from creating your Kickstarter Page Description and Project Image, you're going to need a video and a good amount of visual assets from your game. But most importantly, people want to see gameplay - you're making a video game after all! This is not to say that you shouldn't share your gorgeous concept art, but if that's the only thing on your page you're going to be in trouble. 

Kickstarter projects funded, Video Games (above) / Tabletop (below), courtesy of Thomas Bidaux (ICO Partners)

And for good reasons too; there has been plenty of successful video games on Kickstarter that just... never released. Whether due to malice (scam projects), mismanagement (money not properly put to good use) or bad planning (the amount was never enough to finish the game in the first place), Kickstarter backers have been burnt in the past when it comes to video games. This is notably why the Tabletop section of Kickstarter is much more successful than the Video Game section - the vast majority of Tabletop campaigns already have a fully playable and complete game, oftentimes playtested at a few Conventions beforehand. They just need to use the money to manufacture the game, the risk of not receiving your reward is low risk outside manufacturing or transport issues. Video games, on the other hand, are more risky - the complete game doesn't exist yet, and may not ever be finished. And even when it does, you run into issues like heavy delays (up to a few years for some project...) or more recently switching from Steam to Epic Game Store

Even with large projects like Shenmue 3, backers are still at risk of a bad surprise

Anyway, back to the topic! Point is, for Video Games you're going to have to work hard to convince people. You need screenshots, gifs, anything that can show the "real game" to your potential backers. In the case of Solasta, we created a public demo for our Kickstarter campaign, which both served as a way to reassure people that the game really exists, and to have them experience the gameplay and send us feedback. And if you're a game dev, you already know - making a clean demo build can be very time consuming. 

For instance, Dungeon Drafters has this nice little gameplay gif at the top of their page

So to summarize, you need to take time to take screenshots, make gifs, have a demo ready (if you can), write up the Description Page, have a Project Images that makes people want to click on it, make a video with gameplay... Time that you're not spending working on your game! And that's before the campaign even started. Oh and if you don't have any gameplay to show... you're probably way too early in your project to run a Kickstarter Campaign

Communicate Ahead - Way Ahead!

Launching a Kickstarter Campaign doesn't mean people will suddenly flock to your project. It is estimated that only 30% - 35% of the pledges come from Kickstarter users, meaning 65% - 70% come from your own community. No one ever heard of your project before you launch your Kickstarter Campaign? Well, miracles can happen but... do you really want to rely on one?

The team working on Savior had some very nice videos & gifs on Twitter to announce their Kickstarter

The gist here is that you should communicate about your game way, way before even considering Kickstarter. Twitter, Facebook, Reddit, Discord, Instagram, Youtube... whatever you feel more comfortable with (choose a few and stick to those, you probably won't have the time to do everything). You might see that as time you're not spending developing your game, but if you're thinking of going to Kickstarter it means you're trying to grow your community. And you can't grow something from nothing, you need to have a community to start with. Oh and when I say communicate, I don't mean going to other game devs servers uninvited and advertising your project. Please don't do that, it's both rude and unprofessional - and it doesn't paint a good image of yourself or your game. Create your own spaces, share your work in places that welcome it, engage with those who are curious about what you just showed them.

Everspace 2 had quite a few streamers lined up to play their demo, giving quite a nice visibility boost

And try reaching out to game journalists and websites with a short gameplay video (from the one you prepared for Kickstarter), or influencers you may know - it can only help. At worst they won't answer or gracefully decline, no harm no foul. And at best? New friend! :D

Money, Spreadsheets & Planning

A lot of people hate talking about money. Video game is a passion after all! We shouldn't be there counting coins! Yet if you don't prepare accordingly, you might just end up being another game dev unable to finish his project. You know the saying, "the road to hell is paved with good intentions" - at the end of the day if you don't deliver your game, to everyone else it doesn't matter if you really tried hard. Well, the silver lining is that you probably picked up a lot of experience so you'll have better chances next time!

Anyway, you need to sit down, think and plan. How much time do you need to finish the game? How many people do you need to help you, on what you can't do yourself like music or art? How much more do you realistically need? I've seen projects that asked for so little it would barely pay for a single person's salary for more than 3 months. Now don't get me wrong, there's nothing wrong with that if you have other sources of funding (which you hopefully have) and that Kickstarter money comes to ensure that you can make it to the goal. In fact, it is extremely unlikely that the money raised through Kickstarter alone would be enough to pay for your project, so don't put all your eggs in a single basket. But on the other hand, don't ask for too little - else you might not be able to finish your project, or people may believe you aren't able to scope your own project properly. 

Once you have a number in mind, check out how other Kickstarter projects that are similar in scope to yours did. A little sanity check is always important to make sure you're still in line with reality. Look at the price of their tiers, look at how many backers they had... And make a quick mental note of what the goal you have in mind would imply. If my backers paid an average of X USD, how many backers would I need to reach my goal (and vice versa)? Adjust these numbers until they seem realistic enough - backers won't pay an average of $100 for your project (at least not in video games), and you won't manage to get 20,000 backers out of nowhere either. If you feel like you're going nowhere, your goal may be too high - meaning you need to find money from other sources. 

At the end of the day, you should have a solid plan in mind before you launch your Kickstarter. What are your tiers, what are your rewards, how easy they are to implement in-game, how many backers do you need ad minima... Again, a lot of work that is not you working on your game.

Your Campaign is a Marathon... and a Sprint!

Alright, that title might sound a little confusing but bear with me for a second. You've just launched your Kickstarter Project, what should you be prepared for? Well, the first 3 days of your campaign are extremely important. This is your first sprint, you've got to make those first 72h count. Most successful Kickstarter campaigns make at least 30% of their funding goals in these first 3 days (although exceptions do exist). And those widely popular projects out there that make more than twice what they're asking for? They usually end with more than 50% of their funding goals by the end of the first 72h.  

This is what Solasta's first week looked like, the numbers go down very quickly.

So prepare yourself and be present during that time. Answer to people's comments, write updates (at least once a day during the start), communicate on your Social Media pages... And try not to press F5 too often. The start of the campaign is often mentally taxing because you just know how much rides on these first days, so if you can have some friends or family help you relax by just dropping by for a chat, sharing a warm meal, downing a cold beer or just beating the hell out of each other on a fighting game - small things like this can help. 

Zhelter is a rare counterexample to the 3 days rule, with numbers staying relatively stable

Now after those first few days are over, things are gradually going to slow down. You'll get less backers per day and that's normal. This is the marathon, where you will need to communicate regularly (at least once a week would be my advice, we did twice a week), keep an eye out for questions and comments that need answering - but otherwise you should go back to a more regular rhythm in your development schedule. Unless you put out a demo which needs fixing - that's a priority as you don't want your players to be commenting on game-breaking bugs when they should be focusing on the gameplay (minor bugs are okay, it's an early demo). 

What happened on April 12th in the Prodeus Campaign? GmanLives published a video on the game on his Youtube Channel.

So... should you just let the ball roll on its own? If you're happy with how your campaign is going, you can. If you want more people to drop by, you should keep reaching out on Social Media and the likes. Maybe some game journalists could be interested? There might be some Streamers or Youtubers who specialize in your game's genre? Even if very few will play a demo because it's often too short to last for a significant portion of their stream, they might mention your project at some point. Most of the peaks in the middle of Kickstarter campaigns happen because of some huge announcement or a popular influencer suddenly picking up the demo, driving people to your page. In our case, this happened when we partnered with Critical Role for an episode of #EverythingIsContent. 

The last 48h of the Solasta campaign compared to the 2 weeks preceding it.

Alright, the campaign is almost over - now what? Prepare for your second (and last) sprint. See, when people check your Kickstarter page they can decide not to back immediately, and instead follow your project. And 48h before your campaign ends, every follower will receive a reminder email from Kickstarter! This means you'll suddenly have an influx of visitors who were already on the fence before, and if your campaign has been looking good so far (or is almost funded), chances are quite a few of them are going to convert into backers. If you look around on Internet, you can usually see creators talking about follower conversion rates ranging from 10% to 25%. Again, be ready, be present, and have a few cool updates in your pocket for the last two days (and one for when the campaign is over). It is important to note that if your project is far from getting funded at that point, it's very likely that this last push won't save you - people usually don't back a project that they feel will not make it. 

What about Stretch Goals?

You made it, great! People really like your project, and you're going over your original goal. So... Stretch goal time? Stretch goal time! Before we continue, I want to be very clear: DO NOT EVER ANNOUNCE YOUR STRETCH GOALS BEFORE GETTING CLOSE TO REACHING YOUR FUNDING GOAL. If you do so, people may adjust their perception of how much you're asking for - instead of looking at the funding goal, they're already looking at the stretch goals. And that new, higher number may scare them away. Prepare a couple of potential stretch goals before you start your campaign - and for the love of everything that is holy, remain realistic. There has been plenty of great Kickstarter projects that promised the moon, and ended up going back on some of these promises - which is something that never feels good, be it for you or for your backers. That being said, if we're talking Stretch Goals, it means you're already successful, so congratulations!

Should I do Physical Rewards?

Ah, physical goods... everyone loves them. It can be hard to create different tiers if you don't have any goodies to throw to the mix, and usually this is also what makes Kickstarter interesting - you get stuff others wouldn't be able to get at release. But at the same time, I want to place a big, big warning on physical goods. First of all, making a physical copy of a video game is not easy. You have wrestle with certifications, manufacture, deals, transport... A lot of time spent, again, not working on your game per se. Second, if you go for the goodies option, you will have all the physical fulfillment to follow-up on. You will need to design the goodies, find manufacturing partners, decent price but good quality, transport partners to get them to different warehouses where they can be packed and shipped... All of that needs money, time, and knowledge. Do you know cheap yet good manufacturers when it comes to boardgames? I sure didn't. Thankfully we knew people in the board game industry who helped us out, but not everyone may have that advantage. 

If you're still set on doing physical goods, check out Stonemaier Games' Kickstarter articles - they are great.

My personal take on physical rewards is: don't risk it if you don't have the manpower, time and money to spare. In fact, you may very well end up losing money instead of gaining anything on  goodies tiers if you're not careful. 

Special Thanks

At the end of the day, a Kickstarter Campaign is a great opportunity to make new friends who can help you out. I want to give special shoutouts to:

I'm sure there are plenty of things I missed in this article as it's been more than half a year already, so if you have any questions don't hesitate to hit us up on our Twitter thread! We'll do our best to help :)

Article by Tactical Myzzrym

3 March 2020
One Year of Solasta - 2019 Recap

One Year of Solasta - 2019 Recap

Hey there folks, Myzzrym here! 2019 is almost over, and what a year it has been. Care to join me on a trip down memory lane?

I first joined the company back in March 2019, and jumped straight into preparing the reveal of Solasta: Crown of the Magister - and trust me, we had a lot to prepare for. The only piece of information available online about our upcoming project at that time was an interview with Mathieu (our CEO) by VentureBeat dating from November 2018, where he pitched a Tactical RPG game on PC that would blend combat systems like XCOM with stories like Baldur's Gate. Those who ventured into our corporate website would also find an old (and now outdated) illustration, which conveyed our intentions for Solasta - a game centered around a party of four adventurers, exploring the depth of a dungeon and facing dangerous foes.

Both the verticality and lighting aspects were already present in this visual target.

It was on June 25th that we revealed our project to the world, by launching Solasta's official website with an announcement video and our animated trailer on Youtube. I invite you to watch those again, if only to see how much the game has evolved since - I even wrote a short article about the animated trailer back then! There are actually very few screenshots from that time, as we were in the middle of transitioning from the levels we made to show the prototype to partners, to working on the Ruins of Telema for the Kickstarter Demo - you can still find some of these on our website, although they will be replaced soon! 

Here you can see bits and pieces of our two prototype levels, Hidden Cave and Orc Hideout (which had no Orcs in it), as well as some very early shots of Telema.

From there, we very quickly announced two things: that we were preparing a Kickstarter Campaign, and that we had a free Demo to go along with it. Truth be told, we were very busy during summer time. This was because we did not have until September (when our Kickstarter would launch) to work on the Ruins of Telema - we actually needed something stable as early as end of July to prepare for... Gen Con, Indianapolis.

We've had the good surprise of meeting folks from D&D Beyond, WASD20 and Captain RoBear!

Gen Con was the first time we've put our game in the hands of actual players outside a few testers (mostly friends and family). It was both scary and exhilarating, and we soon found out Tabletop fans were just as excited as we were about Solasta! Our small setup with two computers was clearly not enough as we had people come and wait in line to try out the demo - some would even arrive early in the morning before us to make sure they could play! All in all we had a great time, and we're actively looking to go to Gen Con again in 2020. 

We'll be back. Well, at least we'll try very hard to be back.

This was only the first of three stops in a very, VERY busy month of August. After Gen Con, Mathieu headed to Gamescom in Germany. There he would meet a lot of journalists curious about seeing more about the game - landing us one of our most popular articles from IGN, as well as several others. For our French fans out there, we also had the chance of appearing in the JeanBaptisteShow video about Gamescom RPGs, alongside bigger titles like Cyberpunk 2077 and Bloodlines 2. Our last stop was Pax West in Seattle, which would announce the start of our Kickstarter Campaign. 

If you're reading this, chances are you saw this image somewhere on the net!

September 3rd, our Kickstarter went live! It was both one of the most stressful and interesting experience I've had so far in my video game career. Up until the very last day we would be making sure everything was perfect (it wasn't, nothing is ever perfect), combing every nook and cranny for small mistakes and issues. And what a start we had! More than 1,500 of you backed us in the first 3 days, alleviating a lot of our initial worries. The campaign was going fine, we quickly released a patch to improve the camera for the demo... And we announced a partnered stream with Critical Role. On September 13th we sat awake at 1:00 am to catch the stream live, and a wave of Critters flooded our campaign in support right after - it was very hard for us to leave our computers that night, as we wanted to keep chatting with these new fans. 

Our Art Director did a fantastic fan art of Beau and Cadeus for that occasion. Yes, Beau is standing on a box. 

On September 23rd, we reached our campaign goal of $200,000! From there on out, it was time for Stretch Goals - and you managed to unlock 10 of them!

  • Character Creation: Paladin, Ranger & Half-Elf at launch, with Sorcerer as a free DLC post-launch
  • Content: Lawkeeper & Academic background, Remorhaz monster and Legendary Item questline
  • Feature: Party Banter & Full Orchestral Music Upgrade

And last but not least, Cohh Carnage as a Guest Voice Actor! For those of you who may not know him, Cohh is a popular streamer with an immense love for cRPGs, and he has supported many other projects on Kickstarter in the past, such as the well-known Pathfinder: Kingmaker and Divinity: Original Sin 2 (which he very recently played through again). 

We all drank in celebration at the end of the campaign, though our cafeteria is much less glamorous than this tavern. 

And so, on October 4th, the Kickstarter Campaign was over. After all that craziness, we went back to a more regular schedule of Dev Update articles to keep you informed about the latest additions to Solasta. We also took down the demo on October 18th as our final game would further and further distance itself from what we had back then, as was already the case with our new spells' VFX that replaced the old placeholder ones. 

I hope you enjoyed looking back at 2019 as much as I did. See you next year!

Article by Tactical Myzzrym

17 December 2019
Director's Log #3 : On Kickstarter and moving forward

Director's Log #3 : On Kickstarter and moving forward

Article by Mathieu Girard (CEO of Tactical Adventures)

Hi everyone,

Over the past few months, we have given you regular production updates on what we have been working on. I thought that now would be interesting to share the bigger picture with you.

And it is thanks to you!

The Kickstarter Campaign has been a great experience for us – be it on the production, community or financing side. As we hoped for, the additional funds will allow us to add more content. You have joined us as a community, providing feedback, suggestions… and also reassuring us on the interest for Solasta, for it is always a leap of faith to start working on a new game! Don’t worry, we also know we have to improve the camera system 😊 and we are working on it.

Something that’s probably less obvious is that the production of the Kickstarter demo has been an amazing learning experience as well. It required us to set up a production pipeline very early in the development cycle, and forced us to confront challenges that usually only appear later when working on a video game. The Ruins of Telema were a boon because it was a “stand-alone” dungeon: we had to face not only the complexity behind designing a level with verticality in mind, but also keep an eye on balancing encounters and cutscenes to avoid slowing down the pace too much.

First combat encounter of the Kickstarter Demo, good ol' baby spiders.

I think one of the biggest findings is that it’s really, really cool to have a demo showing off the quality level we'd like to achieve . Some Kickstarter projects only have a trailer, others a very early demo without sound or full of placeholders… We wanted to give a slice of what could be the final game (within reason of course), which is why we did some voice recording, had some music tracks produced and even added some last-minute tool-tips and tutorial elements. Obviously, we were trying to convince you that the game will be good, but it was also very useful for us – we get to tackle questions and clear some of the unknown before entering full Production. The state that we reached was critical to me, because it resonated with my passion for the MVP principle. But what is exactly MVP?

MVP Methodology illustrated by Henrik Kniberg


MVP stands for Minimal Viable Product. It might be obvious for some because it is a well-known principle in Web / Apps development, but it isn’t really widespread in the video game industry. In a nutshell, MVP focuses on producing something step by step, by fulfilling the first requirements set by the user, without working all the details and options, before moving towards the next step. In the picture above, all items in the bottom row depict a mean of transportation – you may not need a car when a bicycle would suffice! Not to mention your wallet would sing a different tune if you got one or the other.

In the video games industry, projects are becoming more and more complex, with large teams of sometimes several hundreds of people. The way they are planned, organized and divided into tasks often end up with a “waterfall” pipeline where the game evolves through conception, prototype, production, alpha, beta and release stages. But it is rare to have a glimpse of the final product until the end, leading to some projects failing and a lot of frustration for the team. It feeds the “wait and see” mentality, where even if things don’t look too good, you always hope everything will be fine when you assemble all the pieces together at the end. 

Our first prototype was fairly rough! But you could still play it, and that's what's important. 

Working through MVP stages

Before the studio was staffed and we had offices, I started a first MVP focusing on showing the game core pillars: character creation, dungeon layout, exploration mechanics, basic character presentation, combat, a magic system, and GUI to use all that. I did not go into all the options and details, nor did I make “quick and dirty” code: I did the best I could for the objectives I had within the 9 months I gave myself. The result allowed me to show this project to others, demonstrate how it worked – and from there, hire a team and secure initial funding. Once this MVP cycle was done, we aimed for a new one: adding visual polish, lighting, new textures, to convince even more people, get more funding, and understand how far we could get. The next MVP cycle was building an FPP (First Playable Prototype) which rapidly became the Ruins of Telema (which you now know as the Kickstarter demo).

Working with an MVP approach is not simple: many people like to keep the big picture in mind and worry about covering all the bases from the get-go, which can significantly complicate and slow down the production cycles. Keep in mind that it is far easier to use the MVP approach when you are a small and agile team, which is also one of the reasons we’re using this method. What is also essential is to understand than the MVP must work in pair with refactoring (which means going back in existing systems to improve them). When I developed the first prototype, I needed a quick minimal AI for the monsters, and used a simple machine state simulation. As it proved totally inadequate for complex situations, our AI programmer then replaced it with a more advanced AI system. Refactoring takes a bit of time, but you get to know what you need to change and improve because you get to test the previous system in-game. On the other hand, the classical approach would be to design a full-fledged AI on paper at the start, and then hope it works as well as you imaged once it’s fully implemented in-game (plus sometimes you realize that half of the work you did was pointless because another system was removed from the game later due to lack of time).

But there is one nagging question here… what about quality?

I can tell you, these skeletons were NOT smart. But they did the job!


With the MVP method, one may think that quality is not most crucial point of the process. It could be considered slacking and doing sloppy work, as you cut the chase to the most immediate result. One might even argue that it could be a way for us to be cheap and deliver an incomplete game. But it is exactly the opposite: because we rush asap to a playable result, we have ample time to improve, polish, refactor, and start the cycle again. Increasing a game quality is also a very satisfying moment for the team after you hacked your way out of the jungle of features development, and the sooner the better thanks to MVP!

Another thing that was really nice with the Kickstarter demo was that we got meaningful and detailed feedback since the demo was a fairly representative vertical slice. By placing the customer experience higher up in our list of priorities, you get more interesting feedback than with a buggy / obscure prototype. Obviously, that is easier said than done 😊 This also helped us decide to develop the rest of the game in a similar way as the Kickstarter demo. We have cut Solasta into different acts and started from the very beginning of the game: creating the party, playing the introduction, exploring the beginning of the campaign, exactly like the player will do when they start playing the final game. 

We're working on Act 1 as we speak, but we're trying to limit spoilers.

The Next Stage

Therefore, our new MVP objective (what we are working on right now) is building what we call the “Exposition” of the game, meaning the first few hours the player will get to enjoy. This requires creating many new systems, content, and levels compared to what we had for the Kickstarter. Among others, we must have character creation and customization, classes and archetypes, introduction and tutorial, world map and navigation, first campaign missions, and lots of stuff I cannot speak about right now. I know that a lot of you might be very eager to play Solasta, but we want to make sure to reach a certain level of quality before placing it into your hands – and we also don’t want to have too much of the game spoiled for you. That being said, keep an eye out for updates – we do want to give our community a little something!

That is pretty much it for today, aside from another topic that emerged from Kickstarter feedback: Content and Modding. This subject has become a priority and we are also working on it - we will provide you with an update sometime later.

Thank you for your attention!

Tactical Archimat

10 December 2019
Kickstarter Campaign is over! THANK YOU EVERYONE!

Kickstarter Campaign is over! THANK YOU EVERYONE!

That's it, the Campaign is over! The entire Tactical Adventures crew thanks you, each and everyone of you who made this Kickstarter a success. It was a wild month, but worth all the effort! But we're sure you're wondering about the last Stretch Goals. Did we make it or not?

Sorcerer Class - Free DLC!

We fell short of the Sorcerer Stretch Goal, which means we most likely won't be able to add it to the final game... at launch, that is! We've seen how much love this class received in the comments and on our social media channels, so we decided to offer the Sorcerer Class as FREE DLC after we wrap up Solasta: Crown of the Magister!

Get ready to sling Empowered Fireballs and Twinned Haste, for the Sorcerer will definitively make its way to Solasta!

So, what are the next steps now that our Kickstarter Campaign is over?

Let's go over everything we unlocked during this Kickstarter!

Referral Rewards

We are happy to announce that as of today, we've reached the final tier of Referral Rewards! Thanks to everyone who brought their friends to the Kickstarter, every backer will receive these three magic items: The Dwarven Bread, The Six League Boots & The One Ring! Once again, your support in sharing Solasta out there really helped a lot, many cheers to all of you!

Social Rewards

We've also just reached 1,000 Facebook Fans, unlocking the next Social Reward: 4 Solastan Archetypes on D&D Beyond Homebrew System! We will add these Archetypes before end of October, and inform you via Kickstarter Update once they're live. You have unlocked over the course of this campaign:

Stretch Goal Rewards

Paladin (26/09)

Lawkeeper Background (27/09)

Party Banter (30/09)

Cohh Carnage Guest Voice Actor (01/09)

Ranger (02/09)

Academic Background (02/09)

Half-Elf (02/09)

Music Upgrade (03/09)

Boss Monster (03/09)

Legendary Item Questline (04/09)

Sorcerer (#N/A)

That's it for us folks! Thanks again for your support! Let's meet again soon, keep an eye out for more news on Solasta!

4 October 2019
You did it, 100% Funded! Stretch Goals start now!

You did it, 100% Funded! Stretch Goals start now!

You people are fantastic! We reached 100%!

Get yourself a drink, round's on us!

Thank you, thank you from the bottom of our heart. From the very start of the project, we poured the passion we had for Tabletop RPGs into Solasta: Crown of the Magister. We stayed in the dark for some time, turning a prototype into a real, solid and beautiful game - followed by working on a public Demo.

During that time, there is one question that's always in the back of every game developer's head - will players like it? Then we went to Gen Con this summer with the first version of the playable Demo, and the tabletop crowd loved it. We went to Gamescom, and the journalists loved it. We went to Pax West, and the video game community loved it.

Finally, we went to Kickstarter and you guys loved it. It's thanks to every last one of you that we're funded today, and that we'll be able to expand beyond the initial scope of the game. As promised, these $200,000 will go towards many things, the most important being more content!

Stretch Goals will be gradually revealed as we reach more and more of them!

The first Stretch Goal is the New Background: Lawkeeper!

You have an instinct for spotting trouble and the force of personality to nip it in the bud. As a deputy, you learned how to spot a lie and how to discourage a troublemaker with nothing but a cold-eyed stare. And if keeping the peace and protecting the innocent requires you to break a few heads, you're ready. After some time working in law enforcement in the Principality of Masgarth, you discovered that dealing with petty criminals on a daily basis wasn’t enough for you, and you left for a different life - one of travel and discovery, hoping that your experience and personal qualities would serve you well.

The second Stretch Goal is the New Feature: Party Banter!

Part of the fun of Tabletop RPGs is the "friendly" and "wholesome" remarks from your companions when you roll the dice - even more so when you fail repeatedly. It just wouldn't have the same charm without these jabs and sarcastic comments now, would it?

Well, worry not - you will now be able to experience this in Solasta: Crown of the Magister as well! The kind Cleric that encourages you to do better next time, the wholesome Paladin who tells you not to give up... Or the Rogue who simply laughs at you and tell you how much you suck. It's always the Rogue. Why is it always the Rogue.

The third Stretch Goal is... Thought I would tell you? You'll see soon enough!

As a reminder, the Paladin is already unlocked from reaching 100% of the Campaign Goal.

As good news come in pair (wait what), we're happy to announce that we've reached the first tier of the Referral Program, meaning every backer gets the In-Game Item: Dwarven Bread! Keep spreading the word of Solasta out there!

Delicious (not really) AND deadly as an improvised weapon!

Support us on Kickstarter!

26 September 2019
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Our Team

The founder, Mathieu Girard, was co-founder of Amplitude Studios. For Tactical Adventures, he has gathered a team of experienced industry veterans, all with experience from major publishers or indie studios.

Brought together by our shared expertise and passionate about making games, we plan to remain a small studio of 15 to 20 people, efficient and focused on creating great games with powerful narratives.

We are all big fans of board games and tabletop role playing games, and the objective of Tactical Adventures is to design a unique experience on computers and consoles. Supported by experienced partners, we are a united and ambitious team.

Our Mission

Our goal is to recreate the feel of a tabletop RPG onscreen, through the faithful adaptation of rules and universes.

While computer RPGs have existed for almost 40 years, the technology has progressed, new forms of interaction have been invented, and Tactical Adventures has created some critical evolutions in computer RPG mechanics, which will bring the interactive experience as close to that of a tabletop RPG as possible.

Want to join us ?

There are no current openings, but if you are really talented at what you do and you would like to join us, feel free to contact us !


To learn more, contact us: