Budget example
A typical cost split for a video game dream in Boston, shown in USD. Backers are charged the equivalent in US dollars.
Example goal
$35,000
- Programming and game systems$19,250 · 55%
- Art animation and audio$7,000 · 20%
- Playtesting and compatibility checks$3,500 · 10%
- Distribution and support reserve$5,250 · 15%
What you receive
- Backers give
- $35,000
- Platform fee (15%)
- −$5,250
- You receive
- $29,750
- 01
Price from quotes, not hopes
Get at least two quotes for every large cost and note what is included. Backers rarely mind a high goal; they mind a goal that looks invented.
- 02
Plan for what you receive
The platform fee is deducted from each backing, so you receive 85% of what Backers give. Set the goal so that amount covers your real costs.
- 03
Add a small buffer
Prices move. A buffer of five to ten percent in your last milestone covers surprises without making the goal look padded. Say so openly in your story.
Example milestone plan
An example plan for a video game dream with a goal of $35,000. Backers fund the whole goal, but each milestone's money stays held until you post the proof and Backers release it.
Milestone 1
$5,250 · 15%
Prototype the core loop
Post gameplay footage from a small playable prototype, control notes and a scoped list of mechanics for the first version.
Milestone 2
$14,000 · 40%
Build the playable slice
Share a continuous playthrough of the main level, an asset progress sheet and evidence of completed gameplay systems.
Milestone 3
$8,750 · 25%
Expand and test content
Upload new level footage, anonymised playtest notes and a bug summary showing fixes to progression and performance.
Milestone 4
$7,000 · 20%
Package the game build
Post a release candidate walkthrough, settings and save tests, and setup instructions for the intended play platform.
Risks to plan for
- R1
Content outgrows the team
More levels and characters can multiply art and coding work. Fix the playable slice scope first and price additional content only after its production effort is visible.
- R2
Core play feels unclear
A working mechanic may still confuse new players. Schedule outside playtests before expanding levels and budget time to revise controls, feedback and the opening tutorial.
- R3
Performance falls late
New assets can make later levels run worse than the prototype. Set test targets early and check representative scenes before spending the final stage on packaging.
How Backers are protected
14-day review per milestone
When proof is posted, each Backer has 14 days to release their share or ask for more. Money not released in time goes back to the Backer.
15% fee, deducted — never added
Backers pay exactly what they choose. The 15% fee comes out of each backing: $100 gives the Dreamer $85. The fee is kept if money is returned.
Gifts, not shares
Backings are gifts. No shares, equity, interest or repayment, and Dreamers keep full ownership. Nothing on cohero is an investment or a loan.
Questions and answers
Does backing a game mean receiving a copy at launch?
A cohero backing is a gift rather than a game purchase. Keep funding milestones focused on development proof, and do not present access keys, sales success or a launch date as something the backing guarantees.
Should my goal include the platform fee?
Yes. The fee is taken from the backing, never added for the Backer. With a goal of $35,000, you receive $29,750 once everything is released.
Should my first milestone be a trailer or a playable prototype?
A prototype is stronger evidence of the core mechanics than an edited trailer alone. Share direct gameplay footage and explain what is playable, what is temporary and which systems the next milestone will add.
Ready when you are
Sign in or create an account to publish a dream or back the ones you believe in.
Sign in / Create account