Business and industry The 2010s

Documented to the month

Crowdfunding shows it can pay for a real game

An established studio asked players directly to fund an adventure game that publishers would not back. The campaign passed its target within hours and finished with several million dollars from tens of thousands of backers.

Campaign ran for roughly a month in February and March 2012

Entry 132 of 164 in the record

What happened

Point-and-click adventure games had been commercially unfashionable for well over a decade, and the studio behind the pitch was led by designers with a long history in the genre. Rather than argue the case to publishers, they posted a modest funding goal, a short video explaining the situation and a promise to document development openly. The target fell within hours. Money kept arriving for a month, ending at a total in the millions from a very large number of small contributions, which made the underlying point better than any market research could have: the audience existed and had simply been unreachable through retail.

What followed was more instructive than the fundraising. Development expanded in scope, the budget proved insufficient, and the studio split the game into two parts and sold an early build to backers to finish the work. Backers watched all of it happen in the documentary footage they had paid for, including the uncomfortable meetings. The project shipped, but the episode became a standing example of how difficult it is to estimate a creative budget in public, in front of the people financing it, without the buffer a traditional publisher normally provides.

The world at the time

Digital storefronts had already removed the need for shelf space, but somebody still had to pay for development before a game existed. Publishers were consolidating around large, predictable franchises, leaving experienced designers with unfashionable ideas and no funding. Crowdfunding platforms had proved themselves on small hardware and art projects but never on anything of this size.

Historical significance

Direct audience financing became a real alternative to publisher approval for mid-sized projects. Genres and formats that retail had abandoned suddenly had a route back, and the relationship between developers and the people paying for their work became far more direct and far more exposed.

What it changed

A wave of campaigns followed within months, including revivals of dormant genres and several very large hardware and game projects. Results varied widely, and delays, overruns and a few outright failures taught backers to treat contributions as bets rather than purchases. The practice settled into a permanent, smaller role alongside early access sales and independent publishing.

Sources consulted

  1. Double Fine Adventure campaign page and backer updates Kickstarter · 2012
  2. Crowdfunding and the changing economics of game development Ars Technica · 2013
  3. Double Fine Adventure documentary series 2 Player Productions · 2015

Listed sources support the facts in this entry. Wording throughout is original to this archive. Read more about how entries are researched in sources and methodology.

Last reviewed September 2, 2026. Report a correction