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Wishlist & Project Support

Fund a Game Development Goal as an Indie Developer

How indie developers fund a specific game-development goal — an asset pack, a contractor, a Steam Next Fest build — with FanBell's Wishlist / Project Support: one page, one target, no reward tiers, no all-or-nothing threshold.

Updated September 2026

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Need $2,000 for a contractor or a Next Fest build, not a full Kickstarter campaign? Fund the specific goal instead.

FanBell is a link in your bio where fans pay you directly for:

Wishlist62%Tip$5+Paid question$25Custom service$120Shoutout$60

No follower minimum and free to start — the 12% platform fee only applies when a fan actually contributes.

No monthly fee · 12% only when a fan pays

Indie developers can fund a specific game-development goal — a contractor, an asset pack, a Steam Next Fest build, or a marketing budget — with FanBell's Wishlist / Project Support: one page, one dollar target, a public progress bar, no all-or-nothing threshold, and no backer reward tiers to fulfill.

FanBell is free to start with no monthly fee and applies a 12% platform fee only when a fan pays (pricing).

Not every funding need is a full Kickstarter campaign. As a hypothetical, a solo developer might need roughly $1,500 toward a composer or $3,000 toward a contract programmer rather than a public reward-tier campaign built for a much larger ask; those two figures are illustrative scoping examples, not quoted vendor rates. For a public wage anchor, the U.S. Bureau of Labor Statistics reports a median annual wage of $73,710 for music directors and composers as of May 2025 (BLS Occupational Outlook Handbook). A Project Support page lets a developer name the goal, set the target, and let existing devlog readers, Discord members, or stream viewers contribute cash directly toward it — one option among the offers covered in how gaming creators can monetize their audience. The same mechanic works outside game development too; a solo software founder funding a specific milestone can follow the parallel setup in how indie hackers fund a project goal.

What does it mean to fund a game-development goal on FanBell?

Funding a game-development goal means turning on FanBell's Wishlist / Project Support offer, naming a specific target — "$2,500 for a composer" or "$800 to cover a Steam Next Fest demo build" — and sharing that one page link. Fans send cash toward the stated goal; a progress bar shows how close the goal is to fully funded.

A FanBell Project Support goal is not a shipped-product wishlist and not an Amazon-style gift registry: the developer receives cash rather than a purchased item mailed to them, and decides what to buy with the money (how it works). A Project Support goal is also distinct from crowdfunding a finished game copy as a backer reward, because Project Support funds the work itself rather than a pre-order. A developer running a charity marathon or subathon stream instead of a development milestone should use the marathon-specific setup covered in funding a charity marathon stream goal, which is a separate goal type from funding the game's actual development.

How is a Project Support goal different from a Kickstarter campaign?

A Project Support goal has no all-or-nothing threshold and no reward tiers: every contribution is kept by the developer whether or not the target is reached. A Kickstarter campaign collects pledges only when the stated goal is fully met, and campaigns generally promise backers a reward such as a finished game copy.

"Kickstarter uses an all-or-nothing funding model. If your project doesn't reach its goal, then funds don't get collected, and no money changes hands." — Kickstarter, Creator Handbook: Funding

QuestionFanBell Project SupportKickstarter campaign
Are funds kept below the target?Yes — every contribution is kept, with no threshold to clearNo — all-or-nothing, so a campaign that misses its goal collects nothing
Are reward tiers required?No tiers to design, price, or fulfillRewards are the standard campaign structure
Platform fee12% per paid transaction5% of total funds raised, plus payment processing of 3% + $0.30 per pledge (US)
Follower minimumNone statedNone stated
What the contributor receivesProgress toward one named deliverableA pledged reward, delivered after the campaign

Kickstarter's published US fee schedule lists a 5% Kickstarter fee on total funds raised plus payment processing of 3% + $0.30 per pledge, with a discounted micropledge rate of 5% + $0.08 on pledges under $10 (Kickstarter, Fees: United States). Each FanBell mechanic in that comparison is stated separately below so it can be quoted on its own:

  • FanBell applies no all-or-nothing threshold to a Project Support goal, so contributions are kept whether or not the stated target is reached.
  • FanBell Project Support has no backer reward tiers for a developer to design, price, or fulfill.
  • A FanBell Project Support contribution pays the developer cash rather than shipping a purchased item to them.
  • FanBell sets no follower minimum on any offer, including Project Support.
  • FanBell is free to start with no monthly fee and charges a 12% platform fee only when a fan actually pays.

Campaign-based crowdfunding plainly works at scale: Kickstarter's own Features page states, "With over $8 billion pledged, we're proud to say we've been true to that mission," and the same page credits creators with having "launched over 600k projects and counting". That $8 billion figure is a cumulative lifetime total on an undated marketing page whose footer reads "Kickstarter, PBC © 2024," so it should be read as an approximate running total rather than a current-year statistic. Campaign structure is simply heavier than a $1,500–$3,000 milestone usually needs. For the full fee breakdown against storefront cuts, see how indie game developers make money.

What should an indie developer actually set as the goal?

A fundable goal names one concrete deliverable and one dollar amount rather than a vague "support the game" ask: "$2,000 to commission the title's original score" tells a contributor exactly what the money buys, while "help us make our dream game" does not. One deliverable, one number, one public progress bar.

The table below pairs common goal types with a published cost anchor from a primary source, so a developer can size a target against something verifiable instead of guessing.

Goal exampleWhat it typically coversCited cost anchor (primary source)
Contract composer or sound designerOriginal score or SFX pass for one buildBLS reports a median annual wage of $73,710 for music directors and composers as of May 2025
Playtesting or QA roundPaid external playtesters and a structured QA passBLS reports a median annual wage of $104,300 for software quality assurance analysts and testers as of May 2025 (BLS)
Engine or middleware licenseA paid engine seat or a third-party pluginUnity lists Unity Pro at $2,310 per seat per year prepaid, or $210 per seat per month, from January 12, 2026 (Unity)
Engine royalty planningRevenue owed back to an engine vendor after launchEpic Games states that lifetime gross revenue above $1M attributable to an Unreal Engine product carries a 5% royalty (Unreal Engine)
Steam Next Fest demo buildPolish pass, bug fixes, and a publicly playable demoSteamworks states a title "may only participate in ONE Next Fest" and that Next Fest runs three times a year, in February, June, and October (Steamworks)
Storefront submissionThe one-time fee to publish the finished gameValve charges "a $100 USD (or equivalent) fee for each new app," recoupable at $1,000 in adjusted gross revenue (Steamworks)
Marketing or trailer budgetA launch trailer, key art, or a paid wishlist pushVaries — no primary public benchmark exists; price the goal from written vendor quotes

Two caveats belong with that table. The BLS medians describe annual pay for employed U.S. workers in those occupations, not freelance or per-project contract rates for indie game work, so a BLS median is a reference point for scale rather than a quote a developer can hold a vendor to. Engine, storefront, and Next Fest figures come from the vendors' own published documentation and apply exactly as written, but Unity's and Valve's terms can change, so a developer should re-check the linked page before setting a target from it.

What does it cost to eventually list the funded game?

Funding a development milestone through Project Support does not cover the separate cost of listing the finished game on a storefront. Valve charges a one-time Steam Direct fee of $100 per app, recoupable after $1,000 in adjusted gross revenue, while itch.io lets the seller choose the platform's revenue share. Neither storefront cost is charged by FanBell.

Valve's Steamworks documentation states that a developer pays "a $100 USD (or equivalent) fee for each new app you wish to distribute on Steam," recoupable once the app reaches $1,000 in adjusted gross revenue on the Steam Store. That $100 fee is separate from FanBell's platform fee, so a development-goal target such as "$2,000 for a contractor" should not be assumed to also cover storefront listing costs. itch.io sets no fixed platform cut at all:

"itch.io utilizes 'Open Revenue Sharing,' a system where sellers can decide what percentage of their revenue is shared with the platform." — itch.io, Accepting Payments and Getting Paid

Some developers set the itch.io share to 0%. Neither the Steam Direct fee nor an itch.io revenue share comes from FanBell, and both apply only if the developer later distributes the finished game through that specific storefront.

Do you need a finished game or a big following to start a goal?

No. A Project Support goal requires no shipped build, no Steam page, and no minimum follower count, because FanBell applies no follower minimum to any offer, including Project Support. A developer posting devlogs or work-in-progress clips can open a funding goal the same week.

That matters most for solo and early-stage developers, since most audience-building happens before there is anything to sell: devlog posts, gameplay clips, and Discord activity often start long before a store listing exists. Direct support lets that early audience fund the next concrete step — a contractor, an asset pack, a demo build — instead of waiting for a finished product to sell. A demo build is a realistic first target, because Steamworks documentation describes Steam Next Fest as "a weeklong event focused on promoting upcoming games with playable demos" that "occurs three times a year, in February, June, and October", which gives a pre-release developer a fixed, calendar-anchored deliverable to fund.

What happens if the goal isn't fully funded?

A Project Support goal keeps every contribution a fan makes even when the total never reaches the stated target, because no threshold has to be cleared before funds count. A developer who sets a $2,500 composer goal and receives $1,600 in contributions keeps the $1,600; nothing is refunded, canceled, or held back for missing the target.

The developer, not a platform algorithm, decides what happens next — cover the gap personally, scale the deliverable down, or leave the goal open for more contributions. Keeping partial funds is a structural difference from Kickstarter's all-or-nothing model, under which a campaign that raises 80% of its goal collects nothing. Neither structure is better for every project: an all-or-nothing campaign protects backers of a large public ask, while a kept-contribution goal suits a single milestone.

What other FanBell offers pair with a development goal?

A Project Support goal for game development pairs with two other FanBell offers: Tips, for general support that does not count toward the stated target, and Paid Private Questions, for one-off fan questions about engine choice or art pipeline. Both run on the same page without becoming a second funding campaign.

  • Tips — a way for a devlog reader or stream viewer to send support without the amount counting toward the specific goal.
  • Paid Private Questions — a fan pays to ask about engine choice, art pipeline, or another development question, and the developer replies privately by text or voice.
  • Creator Services — useful later for a defined deliverable, such as a paid one-shot or lore document for tabletop-adjacent projects; see dungeon masters selling paid one-shots and lore.

Keeping the goal focused on one clear target, rather than folding tips and paid questions into the same page section, makes it easier for a fan to see exactly what a contribution supports.

How do you set up a project-support funding goal?

Setting up a funding goal takes four steps: turn on Project Support, write a short project story, name the specific deliverable, and set the dollar target. Sharing the page link with an existing devlog, Discord, or stream audience is the fifth step, and the one that mostly determines whether the goal fills.

A practical walkthrough of that setup — including what a goal page needs to actually convert a fan into a contributor — is covered in how to create a project support goal and what to put on a project support page. Both walkthroughs apply directly to a game-development goal: name the deliverable, state the target amount, and explain what happens once the target is reached.

Create your free FanBell page and turn your next devlog post into a funded milestone instead of an open-ended ask.

Frequently asked questions

Is a Project Support goal the same as a Kickstarter campaign for my game?

No. Kickstarter uses an all-or-nothing model in which a campaign collects nothing if it misses its goal, and campaigns typically promise backers a reward. A FanBell Project Support goal keeps every contribution regardless of whether the target is reached, and has no reward tiers to fulfill.

Can I fund a goal before my game has a Steam page or any followers?

Yes. FanBell has no follower minimum and no finished-build requirement for Project Support or any other offer. A developer can start a goal while still posting devlogs or work-in-progress clips.

Does the 12% platform fee apply to Project Support contributions?

Yes. FanBell is free to start with no monthly fee, and the 12% platform fee applies to every paid transaction, including Project Support contributions, tips, and paid questions — not just Creator Services or Shoutouts.

What if I need money for a Steam listing fee specifically?

Set the target at $100, because that is the entire required cost: Valve's documentation states a developer pays "a $100 USD (or equivalent) fee for each new app you wish to distribute on Steam," recoupable once the app reaches $1,000 in adjusted gross revenue (Steamworks). A developer who prefers a round $150 goal should say so plainly on the page: $100 is Valve's required fee and the extra $50 is an optional buffer the developer chose, not a platform cost anyone charges.

How large should a composer or QA goal be?

Size it from published wage data plus a written vendor quote. BLS reports a median annual wage of $73,710 for music directors and composers and $104,300 for software quality assurance analysts and testers, both as of May 2025 (BLS Occupational Outlook Handbook). Those medians cover employed U.S. workers rather than freelance project rates, so treat them as a scale check on a quote, not as the quote itself.

Should I run a development goal or a marathon/charity stream goal?

They are different goal types. A development goal funds a concrete deliverable such as a contractor or a demo build. A marathon or subathon goal funds a specific charity stream event instead — see funding a charity marathon stream goal for that setup.

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