
Block Wildin' Investment Package
A cinematic 2.5D street-culture Metroidvania with a working development foundation and an 18-month full-release plan.
$700K lean / $1.2M full · $39.99 working price · PC first · No public securities offering
Snapshot
Current project facts.
Game
Block Wildin'
Genre
2.5D Action-Adventure Metroidvania
World
Interconnected cities and districts shaped by 1990s street culture
Stage
Playable early development build
Development started
October 2025
Full-release plan
18 months
Funding paths
$60K demo / $200K milestone / $700K lean / $1.2M full
Working price
$39.99
Platform direction
PC first, milestone-based console rollout
Explore the Investment Package
Open the level of detail needed for the conversation.
Executive appendix
Investment Overview
The complete decision page: progress, schedule, four funding paths, use of funds, unit economics, and break-even tables.
Product proof
Development Progress
Implemented traversal, combat foundation, dialogue, quests, inventory, saves, interactive environments, locations, and the next vertical-slice sequence.
Capital plan
Funding & Economics
Four financing paths, use of funds, unit economics, break-even copy thresholds, and the assumptions that still require validation.
Positioning
A sharp visual hook, focused scope, and content-first growth plan.
Visual Hook
A street-level look built for clips, posters, and screenshots.
Clear Scope
A PC-first vertical slice focuses production on one interconnected district and its core progression loop.
Content Engine
Devlogs, media drops, and short-form clips support discovery.
Vertical Slice
The next proof point is a polished playable segment.
Why It Stands Out
Title art, city mood, chase tension, and readable side-view action lead the pitch.

Current Status
Implemented foundation, current limitations, and the next proof point.
Production History
Approximately ten months of development work have produced a playable technical and visual foundation.
Playable Build
A launchable early development build exists and supports a short run through current locations.
Early Locations
Multiple early locations exist, with broader content production still required.
Foundational Systems
Dialogue, quests, inventory, and related systems are implemented at a foundational level but require content, integration, and polish.
Combat Presentation
Combat, animation implementation, bosses, feedback, and encounter polish remain major production priorities.
Website
The public site and search structure are active.
Investment Package
Investor Preview, financial model, milestone budget, FAQ, risk register, and data-room structure are active working materials.
Investor Footage
Current movement footage is not yet strong enough to serve as the primary gameplay pitch.
Vertical Slice
A polished segment must connect movement, combat, dialogue or quests, atmosphere, and a clear production-quality bar.
Two Production Cases
A $700K PC-first lean plan and a $1.2M full-production plan make the scope trade-off explicit.
Lean production case
$700K
PC-first, phased specialist hiring, reduced content breadth, selective outsourcing, $70K marketing, and major console work deferred or partner-funded.
Full production case
$1.2M
Broader simultaneous production, the full $120K marketing plan, deeper QA and localization, console-port preparation, and a larger contingency reserve.
Lean allocation
Founder / Creative & Technical Lead
$108K · $6K monthly loaded operating allocation for 18 months; internal compensation, office, and shared-expense split remains TBD.
Composer
$9K planning allocation · 70 works: 40 genre-driven beats/tracks, 15 boss-fight themes, and 15 location/atmospheric themes. Composer confirmation and contract required.
Art Director / Senior 3D Production Artist
$70K · Targeted 10-month AI-assisted production window; rate and contract remain planning assumptions.
Gameplay Animator / Technical Artist
$56K · Targeted 8-month production window; rate and contract remain planning assumptions.
Level Designer
$54K · Targeted 9-month production window; rate and contract remain planning assumptions.
Gameplay / Combat Programmer
$96K · Targeted 12-month production window; rate and contract remain planning assumptions.
Freelance Production Support
$42K · Selective AI-assisted 3D, UI, VFX, animation, and specialist work.
QA, Localization, Accessibility
$31K · Focused PC-first release-quality support.
Ports and Certification
$20K · Compatibility planning and limited preparation; major console work deferred or partner-funded.
Software, Hardware, AI Tools, Infrastructure
$21K · Licensed tools, AI services, and essential build infrastructure.
Legal, Accounting, Insurance, IP
$21K · Core contracts, AI and asset provenance, and compliance.
Marketing and Go-to-Market
$70K · Creator-native short-form, collaborations, amplification, launch assets, community, and measurement.
Contingency
$102K · 14.6% reserve for schedule, vendor, AI-pipeline, and technical uncertainty.
Total Lean Case
$700K · PC-first scope with phased staffing and reduced simultaneous production capacity.
Full allocation
Core Production Team
$657K · Founder/creative-technical lead, composer, art, animation, level design, and gameplay/combat programming.
Marketing and Go-to-Market
$120K · Creator-native short-form production, collaborations, amplification, launch assets, community, showcases, and measurement.
Freelance Production Support
$75K · Additional specialized content and production capacity.
Ports and Certification
$70K · Porting, platform support, certification preparation, and technical assistance.
QA, Localization, Accessibility
$55K · Testing, language support, accessibility work, and release quality.
Legal and Production Infrastructure
$55K · Legal, accounting, insurance, software, hardware, tools, and build infrastructure.
Contingency
$168K · Schedule, vendor, technical, and production uncertainty reserve.
Total Planning Case
$1.2M · Top-down allocation requiring rate, schedule, vendor, and contract validation.
This allocation is a working planning model. Proposed role rates, start months, vendor quotes, employment structure, taxes, contracts, and final contingency treatment require final documentation before being treated as definitive.
Unit Economics and Break-even
Scenario outputs, not sales forecasts or guaranteed returns.
$17.72
Base estimated studio receipts per paid copy before fixed costs, corporate tax, financing, and any publisher waterfall.
39,504
Base paid-copy break-even for the $700K lean case with no publisher share.
49,380
Base paid-copy break-even for the $700K lean case with an illustrative 20% commercial partner share.
67,721
Base paid-copy break-even for the $1.2M planning case with no publisher share.
84,651
Base paid-copy break-even for the $1.2M planning case with an illustrative 20% commercial partner share.
$39.99
Working launch list price. Final pricing and discount strategy remain subject to validation.
Base receipts assume price realization, refunds and chargebacks, blended indirect tax, a 30% planning store fee, and other variable costs. Accounting net profit, corporate tax, financing costs, advances, recoupment, and negotiated partner waterfalls are separate.
Target Audience
Players drawn to side-view action and urban crime fiction.
Indie Action Players
Metroidvania / Side-View Exploration Fans
Cinematic Platformer Fans
Urban Crime Drama / 1990s Aesthetic Fans
Game Development Followers
Trailer / Screenshot-Driven Discovery Audience
Platform Direction
PC first. Console expansion remains unconfirmed.
PC
Primary target for the vertical slice and early distribution planning.
PlayStation
Possible after production validation and platform-readiness work.
Xbox
Possible after production validation and platform-readiness work.
Future Hardware
Considered only if performance, scope, and resources allow.
Project Media
Current screenshots, art, and development visuals.
18-Month Roadmap
A milestone-based path from working build to release readiness.
Stage 1
Months 1-3
Production reset, priority staffing, pipeline hardening, and vertical-slice scope lock.
Stage 2
Months 4-6
Investor-ready vertical slice with integrated combat, traversal, quests, atmosphere, and acceptance gates.
Stage 3
Months 7-11
Full production across locations, characters, encounters, quests, art, animation, and audio.
Stage 4
Months 12-14
Alpha and feature complete, full-game integration, optimization, and structured testing.
Stage 5
Months 15-16
Beta and content lock, balancing, localization, accessibility, QA, and port readiness.
Stage 6
Months 17-18
Certification, launch assets, release operations, and platform rollout preparation.
Pitch Materials
Deck and project materials available by request.
Investor Contact
Investment, publishing, sponsorship, and partnership inquiries.
FAQ
Project and business details.
What stage is the project in?
A playable early development build exists. Foundational systems and multiple early locations are working, while content integration, combat presentation, animation, and polish remain in production.
Is there a playable build?
Yes, an internal development build exists. No public demo is announced, and current footage should not be presented as a polished vertical slice.
What would funding cover?
The $700K lean case funds a PC-first plan with phased staffing and constrained scope. The $1.2M full case adds broader simultaneous production, the complete marketing plan, deeper QA and localization, port preparation, and a larger reserve.
Are platforms confirmed?
PC is the launch priority. macOS and console targets remain subject to funding, performance, certification, platform approval, and final scheduling.
Is the game funded?
No confirmed funding is claimed on this page.
Can publishers contact the studio?
Yes. Use the investor contact form.
Can sponsors or partners contact the studio?
Yes. Use the same contact form.
Is a pitch deck available?
Request project materials through the contact form.
This page is informational and not a public securities offering.





