Cloudburst is an innovative video game developed for both casual and competitive players with the goal of solving the asymmetric skill levels between them, fixing the player attrition caused by it.
We have invested over USD 130,000 of our own funding, in addition to the grants we have received so far - CHF 15,000 through Science and Technology Park Belgrade's Raising Starts program, EUR 80,000 through Innovation Fund of Serbia and USD 25,000 from Amazon. We are also working on securing a 400,000 USD grant from Epic Games. Our goal is to raise between USD 2 million USD and USD 4 million from investors in 2022. That funding will be applied into our existing self-funding stream to enable team growth and allow us to increase scope of our project and bring it to fulfillment.
Problem or Opportunity
The biggest challenge faced today in battle-royale games is the skills asymmetry between players, which leads to lower player retention and increase in attrition (churn) rates. Public data shows retention rates for most successful Multiplayer games are lower compared to Casual games even despite being massively more popular, with an average Day 7 rate at 12.1% (includes all multiplayer games alongside battle-royale games) and 15% respectively. Steam data shows 25% of all PUBG players (70 million sold copies) never scored a single point.
Solution (product or service)
We provide a game for all the players who would play fast-paced shooter games but never got the chance to actually play and excel in them as well as those gamers that already have more experience in FPS/TPS shooters. Through setting up different goals differently skilled players can choose never to meet each other and still work on winning high scores. At the end of each game, scoreboards calculate all of their actions in the match, and award the cooperative ones more.
Game to be featured on Epic Games Store and Steam marketplaces (150 million users); Awards and special benefits for referrers on Social media and online platforms; Partnership with Epic Games, Nordeus, Netokracija for promotion activities.
Similar games had 100,000 - 3,000,000 copies sold in first month; Projections assume Early Adopter numbering 8500, 1200 and 500, respectively; Modelled using exponential decay function for each following cycle of referrers.
Incubation/Acceleration programs accomplishment
2020 Nordeus Booster Hub
2021 Raising Starts (Science and Technology Park Belgrade)
2022 Mini Grants (Innovation Fund of Serbia) - in progress