The Last Caravan

Complete Production & Budget Plan

8-12 Month Development | $400,000 Budget

Executive Summary

The Last Caravan will be developed over 8-12 months with a lean, focused team of 8 core members plus contractors. The $400,000 budget prioritizes essential features for a compelling Early Access launch, with multiplayer and full content rollout post-revenue.

Core Philosophy

  • Vertical slice first (2 months)
  • Early Access by month 8
  • Full release by month 12
  • Revenue funds expansion

Key Deliverables

  • Single-player tactical roguelike
  • 15 hero classes (3 factions)
  • Wagon physics system
  • 40+ hours of content

Revenue Strategy

  • Early Access: $19.99
  • Full Release: $24.99
  • Target: 25,000 units Year 1
  • Break-even: 16,000 units

High-Level Production Plan

Pre-Production Months 1-2

  • Finalize game design document and technical specifications
  • Set up development infrastructure (Git, project management, tools)
  • Create vertical slice prototype with core mechanics
  • Establish art style and asset pipeline
  • Build initial marketing presence (website, social media)

Core Development Months 3-6

  • Implement wagon physics and connection system
  • Build combat system with real-time pause
  • Create 15 hero classes across 3 factions
  • Develop world map and progression systems
  • Integrate resource management mechanics

Content & Polish Months 7-8

  • Create 20+ combat encounters and events
  • Implement save system and UI polish
  • Balance combat and economy
  • Integrate audio and visual effects
  • Prepare for Early Access launch

Early Access Months 8-12

  • Launch on Steam Early Access
  • Weekly updates based on player feedback
  • Add remaining 2 factions (12 heroes)
  • Implement multiplayer co-op (if funded)
  • Full 1.0 release preparation

Milestone Plan

Milestone 1: Vertical Slice (Month 2)

Deliverables:

  • Playable 20-minute demo with core loop
  • 3 hero classes functional
  • Basic wagon system (3 wagons)
  • 1 complete combat encounter
  • Art style and UI mockups

Success Criteria:

  • Core mechanics feel fun and tactical
  • Visual style is distinctive
  • Technical feasibility proven

Milestone 2: Alpha Build (Month 5)

Deliverables:

  • All core systems implemented
  • 10 hero classes playable
  • World map with 10 nodes
  • Save/load functionality
  • Basic economy and progression

Success Criteria:

  • 2-3 hour playable experience
  • Core loop is addictive
  • Performance targets met

Milestone 3: Beta Build (Month 7)

Deliverables:

  • 15 hero classes (3 factions)
  • 20+ events and encounters
  • Full UI implementation
  • Audio integration
  • Steam integration

Success Criteria:

  • Ready for Early Access
  • 8+ hours of content
  • Stable build with <1% crash rate

Milestone 4: Early Access Launch (Month 8)

Deliverables:

  • Steam Early Access build
  • Marketing campaign launch
  • Community management setup
  • Analytics integration
  • Day 1 patch preparation

Success Criteria:

  • 1,000+ sales first week
  • 75%+ positive reviews
  • Active community engagement

Milestone 5: Full Release (Month 12)

Deliverables:

  • All 5 factions (30 heroes)
  • 50+ events and full narrative
  • Multiplayer co-op (if funded)
  • Achievements and trading cards
  • Post-launch content roadmap

Success Criteria:

  • 10,000+ total sales
  • 85%+ positive reviews
  • Break-even achieved

Detailed Budget Breakdown

Personnel Costs (12 Months)

Role Monthly Salary Duration Total Cost
Game Director $3,000 12 months $36,000
Lead Engineer $3,000 12 months $36,000
Lead Designer / Levels $4,000 12 months $48,000
Director of Marketing $9,000 6 months (part-time) $27,000
Technical Director $5,000 12 months $60,000
Artist 1 (Characters) $6,000 8 months $48,000
Artist 2 (Environment) $4,000 8 months $32,000
Subtotal Personnel $287,000

Contractor & Additional Costs

Category Description Cost
UI/UX Designer 3 months contract $9,000
Sound Designer SFX and implementation $8,000
Composer Original soundtrack (1 hour) $10,000
Writer Narrative and dialogue $6,000
QA Testing External QA (3 months) $12,000
Voice Acting Battle cries, narration $5,000
Subtotal Contractors $50,000

Infrastructure & Tools

Item Monthly Cost Duration Total Cost
Deel (Payroll) $1,600 (8 employees) 12 months $19,200
Git Server (GitHub Enterprise) $21/user × 8 12 months $2,016
Unity Pro Licenses $150 × 5 seats 12 months $9,000
Adobe Creative Cloud $55 × 3 seats 12 months $1,980
Jira/Confluence $110 12 months $1,320
Slack $87 12 months $1,044
Website Hosting $50 12 months $600
Cloud Services (AWS) $200 12 months $2,400
Analytics (GameAnalytics Pro) $100 12 months $1,200
Asset Store Budget One-time - $3,000
Subtotal Infrastructure $41,760

Marketing & PR

Category Description Cost
Marketing Tools
- Hootsuite Social media management $600
- Mailchimp Email marketing $500
- Canva Pro Marketing assets $150
- Discord Nitro Community server $100
Influencer Outreach Key/early access program $3,000
Trailer Production Professional editing $2,500
Steam Marketing Featured placement $5,000
Press Kit & PR Professional PR support $2,000
Convention/Events PAX/indie showcases $3,000
Advertising Budget Facebook/Google ads $4,000
Subtotal Marketing $20,850

Miscellaneous & Contingency

Category Description Cost
Legal & Accounting Business setup, contracts $3,000
Insurance E&O, general liability $1,500
Hardware Dev machines, monitors $5,000
Miscellaneous Unforeseen expenses $890
Subtotal Miscellaneous $10,390

Total Budget Summary

Personnel Costs $287,000
Contractor Costs $50,000
Infrastructure & Tools $41,760
Marketing & PR $20,850
Miscellaneous $10,390
TOTAL BUDGET $410,000
$400,000

*$10,000 will be cut from marketing or deferred to post-launch

Revenue Distribution Plan

Revenue Waterfall Structure

Revenue Tier Amount Distribution
First $400,000 $0 - $400,000 100% to Investors (full recoup)
Next $200,000 $400,001 - $600,000 50% Investors / 50% Studio
Next $400,000 $600,001 - $1,000,000 30% Investors / 70% Studio
Beyond $1M $1,000,001+ 20% Investors / 80% Studio

Revenue Projections

Phase Units Sold Price Gross Revenue Net (after 30% platform)
Early Access (Months 8-12) 8,000 $19.99 $159,920 $111,944
Full Release (Year 1) 17,000 $24.99 $424,830 $297,381
Year 2 15,000 $24.99 $374,850 $262,395
Total (2 Years) 40,000 $959,600 $671,720

Break-Even Analysis

  • Break-even point: 16,000 units ($400,000 ÷ $25 net per unit)
  • Expected break-even: Month 10-11
  • Investor full recoup: Month 14-16
  • Studio profitability: Month 16+

Risk Management

Identified Risks & Mitigation

Schedule Risk

Risk: Development takes longer than 12 months

Mitigation:

  • Early Access at month 8 generates revenue
  • Modular development allows partial release
  • Content can be added post-launch

Technical Risk

Risk: Wagon physics proves too complex

Mitigation:

  • Prototype in month 1-2
  • Simplified backup design ready
  • Unity Asset Store solutions available

Market Risk

Risk: Lower than expected sales

Mitigation:

  • Strong marketing director hire
  • Early community building
  • Aggressive pricing strategy

Success Factors

  • Unique Selling Point: First tactical roguelike with wagon physics
  • Market Timing: Roguelike genre continues to grow (Hades, Vampire Survivors)
  • Price Point: Competitive at $19.99 EA / $24.99 full
  • Community Focus: Early Access allows community-driven development

Future Vision: "Caravan Wars"

The Last Caravan Universe - Multiplayer PvP

Concept Overview

Genre: 3D Tactical PvP Arena

Players: 3v3 or 5v5 teams

Platform: PC → Console → Mobile

Business Model: F2P with cosmetics

Development: 18 months

Budget: $1.5M (funded by TLC revenue)

Core Features

  • Full 3D graphics (Unreal Engine 5)
  • Competitive ranked seasons
  • Hero drafting from TLC roster
  • Multiple game modes (Escort, Capture, Survival)
  • Spectator mode & esports ready
  • Battle pass monetization

Reused Assets

  • All 30 hero classes (reimagined in 3D)
  • Ability systems and balance
  • Lore and world-building
  • UI/UX frameworks
  • Backend infrastructure
  • Community and marketing channels

High-Level Timeline

  • Year 1: The Last Caravan launch & support
  • Year 2 Q1: Begin Caravan Wars pre-production
  • Year 2 Q3: Alpha testing with TLC community
  • Year 3 Q1: Open beta launch
  • Year 3 Q3: Full F2P release

Month-by-Month Implementation

Month Development Focus Deliverables Team Status
Month 1 Setup & Prototyping Git setup, design doc, wagon prototype Core 5 hired
Month 2 Vertical Slice Playable demo, art style locked Artists join
Month 3 Core Systems Combat, pause system, basic UI Full team
Month 4 Hero Implementation First 5 heroes playable Marketing starts
Month 5 World & Progression Map system, save/load, 10 heroes QA contractor
Month 6 Content Creation 15 heroes, 20 events, economy Audio contractor
Month 7 Polish & Balance Beta build, Steam page live Writer joins
Month 8 Early Access Launch Steam EA, marketing push Full push
Month 9-11 EA Updates Weekly patches, 2 more factions Community focus
Month 12 Full Release 1.0 launch, all content complete Launch support

Key Performance Indicators

Development KPIs

  • Sprint velocity: 80% completion rate
  • Bug count: <50 critical at launch
  • Feature creep: <10% scope change
  • Team retention: 100% through launch

Business KPIs

  • Wishlist conversion: 15%+
  • Review score: 80%+ positive
  • Refund rate: <5%
  • ARPU: $22.50

Community KPIs

  • Discord members: 5,000+
  • Daily active players: 30%
  • Streamer coverage: 50+ channels
  • User-generated content: 100+ guides

Executive Conclusion

With a focused $400,000 budget and 12-month timeline, The Last Caravan can deliver a unique tactical roguelike that stands out in a crowded market. The lean team structure, Early Access strategy, and modular development approach minimize risk while maximizing the chance for success.

The revenue-sharing structure ensures investors are prioritized for recoupment while incentivizing the team for long-term success. With break-even projected at 16,000 units and strong market indicators, this represents a compelling investment opportunity in the growing roguelike genre.

"The road to success is challenging, but with careful planning and execution,
The Last Caravan will roll on to profitability."