Milestone plan for a video game dream in Rome

Milestones keep money and progress together. Backers fund the whole video game dream, but money is released one milestone at a time, only after you show proof.

A video game needs a playable core before a larger world makes sense. Structure funding around a small gameplay slice, production assets and testing that shows what is actually playable.

Example milestone plan

An example plan for a video game dream with a goal of €31,000. Backers fund the whole goal, but each milestone's money stays held until you post the proof and Backers release it.

  1. Milestone 1

    €4,650 · 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.

  2. Milestone 2

    €12,400 · 40%

    Build the playable slice

    Share a continuous playthrough of the main level, an asset progress sheet and evidence of completed gameplay systems.

  3. Milestone 3

    €7,750 · 25%

    Expand and test content

    Upload new level footage, anonymised playtest notes and a bug summary showing fixes to progression and performance.

  4. Milestone 4

    €6,200 · 20%

    Package the game build

    Post a release candidate walkthrough, settings and save tests, and setup instructions for the intended play platform.

  1. 01

    Make every step provable

    A milestone only works if a Backer can look at your proof and agree it is done. 'Buy equipment' is weak; 'equipment bought, receipt and photo posted' is strong.

  2. 02

    Order by risk

    Put the cheapest, fastest step first. Each released milestone proves you deliver and funds the next. Leave the biggest amount for the step where most of the work is already done.

  3. 03

    Keep the amounts honest

    Milestones must add up exactly to your goal. Price each step from real quotes, include tools and services, and split any step that is too big to prove in one go.

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.

Budget example

A typical cost split for a video game dream in Rome, shown in EUR. Backers are charged the equivalent in US dollars.

Example goal

€31,000

  • Programming and game systems€17,050 · 55%
  • Art animation and audio€6,200 · 20%
  • Playtesting and compatibility checks€3,100 · 10%
  • Distribution and support reserve€4,650 · 15%

What you receive

Backers give
€31,000
Platform fee (15%)
−€4,650
You receive
€26,350

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.

How many milestones should a video game dream have?

Three to six works for most dreams. Fewer gives Backers little to review; more than seven makes each step feel small. The example plan on this page uses four.

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.

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