Q.U.B.E. Recoups Investment Within 4 Days of Steam Release

We are happy to announce that Q.U.B.E., the first Indie Fund-ed game to market, took only 4 days on Steam to generate enough revenue for Toxic Games to repay the full investment amount of $90k. As previously promised, we aim to be as transparent as possible with all our investment work, so we’d like to provide everyone with a brief recap of how things unfolded in this case.

Toxic originally pitched Q.U.B.E. to us in late August of 2010 with an estimated budget of $42k. We approved the game for funding about 2 months later.

Back then we had a two stage approval system. We would first vote on whether to continue investigating the project, and then collected budget and schedule information for a final vote the following month. Since we only have one call per month, the approval process took too long. We’ve since changed this to a single vote system where we vote whether to fund a game on the first partner call after they were submitted. That means a typical turnaround time of up to a month instead of up to 2 months.

With other games we were funding, we found that sending a developer a check every month to cover their expenses wasn’t working very well. It was a headache for us, and monthly build-based payments felt too publisher-y, and somewhat disrespectful to the developer. In short, it felt icky, so with Q.U.B.E. we decided to take a different approach and pay 50% of the total investment amount up front, and the other 50% when the first half was close to running out.

We sent the team their first payment of $21k in October 2010, and the second half (also $21k) was sent in January 2011. At that point it became clear that the game would run over budget, and it did, so we decided to provide Toxic two more payments totaling $47.5k. We are very happy that we were able to fully fund the game, as it was important to us, and to Toxic’s future as independent developers, that the team shipped the best game they could.

In the short time that it’s been available on Steam, Q.U.B.E. has sold over 12,000 copies. As such, Indie Fund recouped its investment in Q.U.B.E., and now we’re looking forward to seeing what the future holds for Toxic Games. Our goal is to help developers get and stay independent and it will take some time to see if we’ve achieved it. With the investment already paid off and discussions in progress about bringing Q.U.B.E beyond PC, we’re feeling pretty hopeful.

Our heartfelt congratulations to Toxic Games. We’re proud to have played a small role in what has already been a great success.

Q.U.B.E. Is First Indie Fund Game To Be Released!

We are VERY excited to announce that Q.U.B.E. will be launching on December 16.  For almost two years we’ve been reviewing submissions, discussing games, writing checks, providing guidance and feedback, and wondering whether our investment experiment is working.  Certainly, we have helped a few developers bring their vision to life, but it’s not until those games are released that we will know if we fulfilled our main goal: to help promising developers get, and stay, independent.

With Q.U.B.E.‘s release, and more releases coming soon, this question will begin to be answered.  We will be sharing as much information as we can so that everyone can learn from this funding experiment.  Keep an eye on this blog if you’re interested.

But enough about us…

Q.U.B.E. is a first person puzzle solving game set in a structure made of white cubes. Using colored cubes as tools, the player must complete a series of challenging puzzles.  On December 16, Q.U.B.E. will be available on Steam, Desura, and Playism. It will be sold for £9.99/$14.99/€10.99.

The game was developed by Toxic Games, who built the prototype as part of their undergraduate program and developed it into a full game  after graduating.  Q.U.B.E.‘s development is very unusual in that it was developed without a programmer.  The team used only the UDK and its scripting facilities.

Q.U.B.E. is an Indie Game Challenge finalist, an Official Selection of the Escapist Extra Credit Innovation Award, and most recently, an official selection at the Tokyo Game Show’s Sense of Wonder Night.

Indie Fund backing FARAWAY

Steph Thirion’s Faraway is now the 5th project backed by Indie Fund.

Faraway is Steph’s second game, following in the footsteps of his critically acclaimed award winning debut release, Eliss.  Faraway has already garnered critical acclaim as a Gamma IV finalist, Independent Games Festival Excellence in Design finalist, and the winner of the Sublime Experience award at IndieCade. We’re proud to be providing support for this title to help it cross the finish line.

Like Eliss before it, Faraway provides the kind of cohesive and harmonious experience that is rarely seen in games created by larger teams. Coding, game design, visual design, musical score, and sound design, were all done by Steph.  Adding to the personal feel of the game is the fact that the game’s universe is procedurally generated and adapts to the player’s skill level to provide an ever-challenging and infinitely replayable experience for all skill levels. With this game, Steph establishes depth and simplicity as his game design hallmarks.

If you’re attending PAX this weekend, you can be one of the first to play Faraway at booth number 878, along side Derek Yu’s upcoming XBLA release, Spelunky.

For more information about Faraway, check out http://playfaraway.com

 

Indie Fund backing Dear Esther

It’s official! We just started funding our 4th project, Dear Esther.

Dear Esther is the brainchild of Dan Pinchbeck.  It was initially released in 2008 as a Half-Life mod and immediately developed a cult following.  It also garnered a lot of attention in game design circles for expanding what is possible within the medium of games.

In its new incarnation, Dear Esther is being visually re-imagined by Robert Briscoe, previously an Environment Artist on Mirror’s Edge. Voice acting and musical score, which were superb to begin with, are also being redone to make sure the experience lives up to Dan’s full vision for it.

We are backing Dear Esther because it is a unique expression from a video game artist we look forward to seeing more work from in the future. Dear Esther also stands out in that it is a mod-turned-indie-game, something that would have been unlikely to get traditional publisher funding, even if it were a more standard gaming experience.

If you’d like to read more about this project, Kris Graft has an interview about Dear Esther with Dan Pinchbeck and Ron Carmel up on gamasutra.

Best of luck to you and your team, Dan!

PS: We still have money sitting in the bank waiting for the right projects, so keep your submissions coming, we’re not done yet!