Activision union workers begin fundraising to prepare for possible strike
AQAU-CWA members voted to authorise strike action last week as they attempt to secure a first union contract.
Learn how Causeway Studios successfully secured funding for a surreal desert-noir detective adventure. Plus: a bonus Game Deck!
Project: The Final Cut of Lilith Cunningham (2027)
Developer: Causeway Studios
Publisher: Causeway Studios
Platforms: PC (Console platforms under consideration)
Target Budget: <$1M
Length of production cycle: Part-time, unfunded pre-production: 12 months | Full production (funded): 12 - 15 months
Team size: 5 full-time | 2 part-time | Countless contractors: VO/performance, film crew, PR, QA, etc.
Genres: Supernatural, Adventure, Detective, Singleplayer
About: Regret has chased Lilith across the years… but a chance to escape is within reach. Drawn in by a message from your estranged daughter, you must reshape reality with a mystical Film Reel to solve a mass vanishing. To erase your guilt, you'll decide what… and who… to leave on the cutting room floor.
The ask: Our ask is under $1 million, and we have secured our lead funder.
Approaches made: Dozens
Notes from the developer: "Because our first game, The Haunting of Joni Evers, was a critical success but not a commercial hit, we needed to lean on our high quality bar while selling the evolution of our design sensibilities. We needed to communicate that Joni was intentionally small-scale to fit within a self-funded budget. The goal with Joni was to prove out our production pipelines and ensure we could ship together as a team. When pitching Lilith, we needed to show our plans and capabilities to create a more ambitious game with branching narrative, meaningful choices, and multiple treatments of full-motion video."
Notes from the publisher: "Lilith was one of the first pitches Phantom Friends received as a fund, and was a perfect fit for the cross-genre niche we are seeking to support. Causeway had released a previous game and was looking to thoughtfully build on that foundation across narrative, mechanics, and technology. The proposed additions on top of that strong base were exciting to us, and we think players will find them compelling as well. Slides 3-7 made both a great case for the studio and the project, and slides 11 and 12 provided an appropriate timeline and budget."





Vertical Slice is hellbent on serving you. Show your support with a free membership or paid subscription.