Boyfriend Dungeon's Kickstarter: Week 1 Social Stats

Aug. 29, 2018
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Victoria Tran is the community developer at Kitfox Games, the independent Canadian studio behind Moon HuntersShrouded Isle, and the upcoming Boyfriend Dungeon. This was written a week after the launch of Boyfriend Dungeon on Kickstarter, which reached its goal of $50k USD in just over 6 hours. At the time of posting this, it is 269% funded with 17 days to go.

 

Specific social stats in game development are hard to come by, so when our game went semi-viral and the Kickstarter was quickly funded, I thought it’d be interesting to get a look under the hood at how it’s performing, explain what we’re doing, and think a little about why.

For context: Boyfriend Dungeon is an action-RPG dungeon crawler in which the weapons you use transform into beautiful people—take them on dates to level them up and become more powerful together. We first announced the game back in October 2017. When we launched the Kickstarter on Aug 15th, it was funded in a little over 6 hours. At the time of writing, it’s currently 252% funded with 21 more days to go.

A word to the wise: we didn’t know you’d need 5 business days to wait for Kickstarter approval. Luckily we were auto-approved (and didn’t know about it) but uh, let’s all learn from mistakes because this could’ve been a huge disaster. Thankfully, Anya from Kickstarter is a rock star.

 

A very panicked email :’)

There was also a mysterious error midway through launching, which you can watch happen in real-time at 33:55—hooray for livestreaming! (I WAS SCREAMING INSIDE.)

Top Referrals

Here’s a quick shot of the top places that ended up pledging (so far anyway! Still 3 weeks left to go).

Some of the direct traffic comes from Discord links, the new Youtube trailer, our newsletter, and maybe Reddit. You can get a peek at the the link tracking stats from August 15th:

Further breakdown of the direct traffic stats

Of the top 3 of our referrer information, the biggest surprise was actually Twitter’s contribution! According to another one of our contacts at Kickstarter, having ~25% come from Twitter is an enormous amount—far above the average percentage of contribution from there.

Most of my community developing efforts have been focused on our Twitter, since most of them live there and, relatedly, Boyfriend Dungeon ended up becoming a trending topic on Twitter for a couple of hours post-Kickstarter launch.

So thanks, Twitter community!

Other notable places were Facebook, Google, a Polygon article, and the Boyfriend Dungeon website itself.

Plus, our Steam coming soon page got extra wishlists and traffic throughout the week, and hopefully will stay higher throughout the month of the campaign:

 

Steam Page Visits

Steam Wishlists

Here’s an overall list of what changed on social since the start of the Kickstarter on August 15th until the end of the day:

Newsletter: 146 new subscribers

Twitter: 479 new followers

Facebook: 26 new likes (Didn’t link Facebook on our Kickstarter page)

Discord: 204 new members

Tumblr: 80 new followers (Also not linked)

Launch Week Press Coverage

A week before launch, I contacted various press outlets about the new trailer we were revealing, with a casual mention of the Kickstarter launch. No idea if they would actually report on it, but it was worth a shot! (Kickstarters, in general, are not newsworthy by themselves.) A day or two before launch, I also sent out a (polite) reminder that the trailer would be dropping soon.

Out of the around 300 press outlets I emailed, only about 15 of them actually wrote something (not counting more minor press/retweets from influencers). Here are a few:

  • Polygon

  • Dualshockers

  • ComicBook

  • Geek.com

  • PC Gamer

  • Rock Paper Shotgun

  • Siliconera

  • Hardcore Gamer

  • Shack News

  • ONRPG

Outlets that covered us that I didn’t contact/were unexpected:

  • Geek & Sundry

  • GQ

Major love and shout outs to all the press for the coverage! ❤

What Worked?

Please give Tanya, our game designer, props for designing an incredibly marketable game and making my job that much easier. Everything about Boyfriend Dungeon was a hook and easily promoted. (A good explanation about game hooks and design on this post by Ryan Clark.)

  • The name. It explains the game well but still makes people do a double take after hearing it. The name itself is a hook.

  • An easy one-liner explanation that anyone could generally use: “It’s a game where you date your swords and fight monsters.”

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