Last Year of Carbon

"A board game developed during college and Kickstarted afterward, now also available as a free web app for online play."
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kickstarter.com/projects/lyoc/last-year-of-carbon-the-board-game
Maker: sporp
Earned more than $500/mo at one point via Kickstarter; sales have since dwindled

Marketing Channels

Primary

Kickstarter

Used Kickstarter to fund and launch the physical board game

Ongoing

Free web app

Converted the board game into a free web app at lastyearofcarbon.com to drive discovery and engagement

Secondary

Hacker News

Shared on HN Show thread with links to play free and buy

Ongoing

Direct e-commerce

Sells physical copies through lyoc.shop

Growth Levers

  • Use the free web app as a top-of-funnel to convert players into physical board game buyers
  • Complete the web app (currently 75-80% done) to improve retention and word-of-mouth
  • Target board game communities (BoardGameGeek, Reddit r/boardgames) for discovery
  • Leverage the environmental/carbon theme for marketing to sustainability-conscious audiences
  • Consider print-on-demand or small-batch production to minimize inventory risk

First Customer Strategy

Developed the game with friends during college, then leveraged Kickstarter to fund production and reach early backers. The crowdfunding campaign served as both validation and initial customer acquisition. Now pivoting to a free web app to sustain interest and drive new physical sales.

Pricing Insight

Physical board game available for purchase at lyoc.shop; free web app serves as a try-before-you-buy funnel. Creator explicitly suggests playing the free version first before buying.

Key Takeaways

  • Kickstarter remains a viable channel for niche physical products like board games, providing both funding and initial customer base
  • Converting a physical product into a free digital version can extend its lifespan and serve as a discovery funnel
  • Board game sales naturally dwindle over time without ongoing marketing — a web app can reignite interest
  • Try-before-you-buy models (free web app leading to physical purchase) can work well for experiential products

Sentiment Analysis

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