Forge War Kickstarter: A Retrospective

November 29, 2020

FWKS By all accounts and beyond all my estimations, the Forge War Kickstarter was a huge success. Like, HUGE. I've written and spoken various thoughts on the whole experience to different people in different mediums, but I thought I'd just take the time to get down, in some semi-cohesive format, just what a fantastic, overwhelming experience the whole thing was. Our story begins at about 7 p.m. on June 3, the night before the Kickstarter went live. Richard Ham had just sent me links to his run-through videos of the game and I sat down to watch them with my wife. I'll admit, I skipped to the "Final Thoughts" video first. This whole thing was a little nerve-wracking because, to be honest, up until that point, I had had a pretty bad series play-tests for the game. People had had some major issue with the game, and of course I'd fixed the issues as well as I could, but the whole process just leaves you in a pretty negative mentality. "Everyone hates may game. No one is going to like this. The whole project is going to fail." That sort of thing. Not exactly a good place to be. Now, okay, Richard had said some positive things in our correspondence. Something along the lines of "very cool, like it a lot," so I knew he didn't hate it, but he could have just been being polite. I don't think any amount of buttering-up could have prepared me for watching that video. Going in thinking the project had a high chance of failure and going out knowing that one of the most influential reviewers in the industry called it the best game so far this year and that I was on the verge of a MASSIVE success, I mean, my whole world got flipped upside down. Anything seemed possible, and that was the perfect new mentality with which to get up the next morning and launch a Kickstarter campaign. BOOM!


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