rainChu is creating Rabbit Ranchers
4

patrons

$77
per month
Hi, my name is Alex Haddad. But everyone calls me rainChu! I'm making a game called Rabbit Ranchers. It's a light, fluffy game that's a mashup of two of my all-time favorite games, ever: The Sims and Harvest Moon! It's based around the lives of a family of four rabbits. There's a lot more about my game than I can explain here, but I'll try the best I can. There's not yet video or screenshots of gameplay, because I don't feel like the art is ready to show off.

The game is in very early development, and there's not much to show off other than under-the-hood engineering work and concept art. The foundation the game is built on is nearly done, but the gameplay and art still needs to be built upon it.

If you have any questions, please do message me! It's not a bother- in fact, I love talking about it!

The Gameplay
These cute guys move into an old barn when their old home is flooded with instant tapioca. They are slow to learn farm life, but they learn to love it. The story is told through their interactions with each other, in speech boxes. There's plenty of fun writing to read. There's no Simlish here! Every interaction you'll see is both meaningful and hand prepared by me... or the fans! Have your li'l buns till, sow, harvest, and upgrade their house, their land, even the vegetables themselves! The story advances as the farm grows. Order new stuff in the mail order catalog or on infomercials on TV (Did I mention I'm a huge fan of infomercials?)

The Community
I will create a community site for the game, with a browser based story editor. You will be able to create stories, download them, and play them offline. Registering for an optional free account will let you share with others using the central server. If you play the game with an internet connection, the game will automatically include some player made stories, hand picked by a team of approved moderators. Everything in this curated list will be "officially unofficial". It is the game's fanon. If your story is picked, you might even see the consequences of your story addressed in one of the game's official story packs!

But why Patreon? Why not just charge for the game?
I will charge for the game, as well. I need money to eat, money to pay rent, and money to keep the internet and lights on. I decided against Kickstarter. I don't want to have you guys pay me money for a product you haven't even seen yet. I want to take small donations in exchange for behind the scenes extras, early access to the game, and access to Patron-only polls.

I am currently looking at ways I can monetize the game. I may add Patreon rewards to the game itself, or I may charge for DLC. After some thinking, I'm leaning towards a free to play model, since that would help get more people into the game, and quickly grow the base of player content. And more player content means more fun for everyone! If I go this route, I would most likely create "Supporter's Packs" that add additional, non-essential furniture, items, vegetables, and stories, in exchange for a pay-what-you-want or small fee.

When the game is released, if it has an initial cost, I will see to it that every Patron who has paid at least the price of the game via Patreon will get a key to unlock the game.

What will you spend this money on?
In addition to bills and groceries, I will spend my Patreon money on license fees, subscriptions and game making tools. Here's what I use, and what it costs:

  • Adobe Creative Cloud: I use Adobe CC for art assets. I use both Photoshop and Illustrator extensively. I occasionally use Animate, as for the animated splash screen in the beginning of the game. I use Dreamweaver to update my website. I have about 8 months of subscription left before I must renew at $599.88.
  • Unity: When the game gets ready for public release, I will want to remove the "Made in Unity" splash screen to dissociate myself from crummy Unity games. I don't want someone's first impression of my work being "Oh, this is a Unity game. I know how these usually are." The splash screen can only be removed by paying for Unity. This isn't going to be something I do for until I'm ready to release the public Beta version. When I do, my yearly operating costs will grow by $395.00
  • Miscellaneous expenses: There's a lot more stuff, one time costs, that I can't list. They come up occasionally and I can't usually predict them. There's music that I want to commission, and friends I sometimes have to compensate for their help. Things that fall under this category are: Spine Pro to give floppy ears to rabbits, the occasional time saving asset from the asset store (time is money- and I can sometimes save both by spending a few dollars), Sony Vegas from Humble Bundle to do video promos on YouTube for publicity, and others like this. I try not to go crazy on buying software for this project because I realize that my own effort is what is going to make or break this game, not how much money I spend on my kit, but on the other hand, if I have money coming in to cover those costs, there's no reason to stick with Gimp, CC-BY music and sounds, and other lesser-quality free solutions.
Will I get rewards? Will they be good?
It'll be awesome, if you want to be involved in the game's creation. The early access builds won't be fun. They will be functional, barebones game demos that you can help me shape! I will have polls accessible only to my Patrons, which gently guide me to prioritize, add, or remove features. I like to create for me, but I also like to create for my friends. These urges conflict, and in the case of Rabbit Ranchers, the desire to create for others has won out.

How complete is the game? How do I know you're actively working on this project?
Watch my progress bar fill up on the roadmap to get an instant idea as to how far away I am from the next version.

How can this be your only job?
It isn't. I also work together with a team/game company making other great games (Products for Robots), so I can't devote every single day to Rabbit Ranchers. I would love to devote more time to this project, and the more money it makes, the more time I can devote.

Why does the company logo still say "Your company slogan here?"
I think it's funny, and I enjoy a healthy dose of Comic Sans.
Tiers
Awesome Chu Supporter!
$1 or more per month 1 patron
You'll get access to most Patron only stuff.

  • You'll get access to Patron only polls. I'll let everyone vote on what I should do next, what features to add, and what features should be removed or tweaked. As a dedicated supporter, your opinion matters most.
  • You'll be the first to access the public Beta. For at least the first week, the beta will be open to only my closest friends, and my Patrons. And every new version that comes out will be available for Patrons and my crew of private testers
Chu Alpha Tester!
$5 or more per month 2 patrons
You get:
  • Everything at the $1 tier
  • You'll be able to test the Alpha version before it reaches public Beta, and offer feedback. Please keep in mind that the Alpha isn't going to be fun. Testing it is work. I'm offering it to Patrons, not as a game, but as a way to get involved in the early development for the most devoted fans. I will listen to any feedback or criticism you have, while the game is still the most malleable, meaning your critique will have the most impact!
Goals
$77 of $200 per month
Adobe CC!
Adobe CC can be paid for, and I get to pay bills using money from my own game! Woo!
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Hi, my name is Alex Haddad. But everyone calls me rainChu! I'm making a game called Rabbit Ranchers. It's a light, fluffy game that's a mashup of two of my all-time favorite games, ever: The Sims and Harvest Moon! It's based around the lives of a family of four rabbits. There's a lot more about my game than I can explain here, but I'll try the best I can. There's not yet video or screenshots of gameplay, because I don't feel like the art is ready to show off.

The game is in very early development, and there's not much to show off other than under-the-hood engineering work and concept art. The foundation the game is built on is nearly done, but the gameplay and art still needs to be built upon it.

If you have any questions, please do message me! It's not a bother- in fact, I love talking about it!

The Gameplay
These cute guys move into an old barn when their old home is flooded with instant tapioca. They are slow to learn farm life, but they learn to love it. The story is told through their interactions with each other, in speech boxes. There's plenty of fun writing to read. There's no Simlish here! Every interaction you'll see is both meaningful and hand prepared by me... or the fans! Have your li'l buns till, sow, harvest, and upgrade their house, their land, even the vegetables themselves! The story advances as the farm grows. Order new stuff in the mail order catalog or on infomercials on TV (Did I mention I'm a huge fan of infomercials?)

The Community
I will create a community site for the game, with a browser based story editor. You will be able to create stories, download them, and play them offline. Registering for an optional free account will let you share with others using the central server. If you play the game with an internet connection, the game will automatically include some player made stories, hand picked by a team of approved moderators. Everything in this curated list will be "officially unofficial". It is the game's fanon. If your story is picked, you might even see the consequences of your story addressed in one of the game's official story packs!

But why Patreon? Why not just charge for the game?
I will charge for the game, as well. I need money to eat, money to pay rent, and money to keep the internet and lights on. I decided against Kickstarter. I don't want to have you guys pay me money for a product you haven't even seen yet. I want to take small donations in exchange for behind the scenes extras, early access to the game, and access to Patron-only polls.

I am currently looking at ways I can monetize the game. I may add Patreon rewards to the game itself, or I may charge for DLC. After some thinking, I'm leaning towards a free to play model, since that would help get more people into the game, and quickly grow the base of player content. And more player content means more fun for everyone! If I go this route, I would most likely create "Supporter's Packs" that add additional, non-essential furniture, items, vegetables, and stories, in exchange for a pay-what-you-want or small fee.

When the game is released, if it has an initial cost, I will see to it that every Patron who has paid at least the price of the game via Patreon will get a key to unlock the game.

What will you spend this money on?
In addition to bills and groceries, I will spend my Patreon money on license fees, subscriptions and game making tools. Here's what I use, and what it costs:

  • Adobe Creative Cloud: I use Adobe CC for art assets. I use both Photoshop and Illustrator extensively. I occasionally use Animate, as for the animated splash screen in the beginning of the game. I use Dreamweaver to update my website. I have about 8 months of subscription left before I must renew at $599.88.
  • Unity: When the game gets ready for public release, I will want to remove the "Made in Unity" splash screen to dissociate myself from crummy Unity games. I don't want someone's first impression of my work being "Oh, this is a Unity game. I know how these usually are." The splash screen can only be removed by paying for Unity. This isn't going to be something I do for until I'm ready to release the public Beta version. When I do, my yearly operating costs will grow by $395.00
  • Miscellaneous expenses: There's a lot more stuff, one time costs, that I can't list. They come up occasionally and I can't usually predict them. There's music that I want to commission, and friends I sometimes have to compensate for their help. Things that fall under this category are: Spine Pro to give floppy ears to rabbits, the occasional time saving asset from the asset store (time is money- and I can sometimes save both by spending a few dollars), Sony Vegas from Humble Bundle to do video promos on YouTube for publicity, and others like this. I try not to go crazy on buying software for this project because I realize that my own effort is what is going to make or break this game, not how much money I spend on my kit, but on the other hand, if I have money coming in to cover those costs, there's no reason to stick with Gimp, CC-BY music and sounds, and other lesser-quality free solutions.
Will I get rewards? Will they be good?
It'll be awesome, if you want to be involved in the game's creation. The early access builds won't be fun. They will be functional, barebones game demos that you can help me shape! I will have polls accessible only to my Patrons, which gently guide me to prioritize, add, or remove features. I like to create for me, but I also like to create for my friends. These urges conflict, and in the case of Rabbit Ranchers, the desire to create for others has won out.

How complete is the game? How do I know you're actively working on this project?
Watch my progress bar fill up on the roadmap to get an instant idea as to how far away I am from the next version.

How can this be your only job?
It isn't. I also work together with a team/game company making other great games (Products for Robots), so I can't devote every single day to Rabbit Ranchers. I would love to devote more time to this project, and the more money it makes, the more time I can devote.

Why does the company logo still say "Your company slogan here?"
I think it's funny, and I enjoy a healthy dose of Comic Sans.

Recent posts by rainChu

Tiers
Awesome Chu Supporter!
$1 or more per month 1 patron
You'll get access to most Patron only stuff.

  • You'll get access to Patron only polls. I'll let everyone vote on what I should do next, what features to add, and what features should be removed or tweaked. As a dedicated supporter, your opinion matters most.
  • You'll be the first to access the public Beta. For at least the first week, the beta will be open to only my closest friends, and my Patrons. And every new version that comes out will be available for Patrons and my crew of private testers
Chu Alpha Tester!
$5 or more per month 2 patrons
You get:
  • Everything at the $1 tier
  • You'll be able to test the Alpha version before it reaches public Beta, and offer feedback. Please keep in mind that the Alpha isn't going to be fun. Testing it is work. I'm offering it to Patrons, not as a game, but as a way to get involved in the early development for the most devoted fans. I will listen to any feedback or criticism you have, while the game is still the most malleable, meaning your critique will have the most impact!