"Pixel Promise, Feature Fallout: Kickstarter's Scope Creep Curse"

Posted by Gemma Ellison
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July 26, 2025

Pixel Promise, Feature Fallout: Kickstarter’s Scope Creep Curse

The allure of crowdfunding is strong for indie developers. It offers freedom, community support, and a direct line to your audience. Yet, it’s a double-edged sword. The “Kickstarter curse” is real, and a huge part of it boils down to one insidious enemy: scope creep.

The Siren Song of Stretch Goals

Stretch goals are tempting. More money means more features, right? Wrong. Often, it means more problems. I’ve seen projects promise the moon – multiplayer, extensive branching narratives, fully voiced dialogue – only to deliver a sliver of it, years overdue, if at all.

Remember "Project Awakening"? The initial pitch was a simple, stylish action RPG. They blew past their funding goal, adding stretch goals like crafting systems, procedurally generated dungeons, and even a card game component. The result? Years of delays, radio silence, and a final product that felt cobbled together, unfinished and soulless.

The problem isn’t ambition; it’s unrealistic planning. Many developers overestimate their team’s capacity and underestimate the complexity of adding new features. A small increment to a feature may feel minor, but each increment multiplies the testing, art, audio, and development burden exponentially.

The Danger of “Yes”

Early in my career, I worked on a smaller Kickstarter project, a retro-style platformer. We promised the core game, and then, inevitably, the backers started suggesting things. A new playable character. A secret level. A completely unnecessary mini-game. We, eager to please, said “yes” to almost everything.

This was a disaster. We were a team of three. The new character required re-rigging all the animations, the secret level sucked development time away from fixing critical bugs, and the mini-game, frankly, was terrible. The project took twice as long, and the final product was diluted.

Learn to say “no.” It’s better to deliver a polished, focused experience than a sprawling, buggy mess. Defer feature requests to post-launch updates, or even better, a sequel.

Planning for the Unknowns

Scope creep isn’t always about adding new features. Sometimes, it’s about underestimating the time and resources required for existing ones. Bugs happen. Technical challenges arise. Life interferes.

Factor in a “buffer” to your timeline and budget. Add 20-30% to both. If you think a feature will take two weeks, plan for three. If you think it will cost $1,000, budget $1,300.

Be prepared for the unexpected. A core team member gets sick. A crucial piece of software breaks. A new platform emerges that you need to support. Having a buffer gives you the breathing room to deal with these challenges without derailing the entire project.

Transparent Communication is Key

The biggest mistake you can make is going silent when things go wrong. Backers deserve to know what’s happening, even if it’s bad news. Regular updates, even short ones, are crucial.

Be honest about challenges. Explain why a feature is being cut or delayed. Don’t sugarcoat things. Backers appreciate honesty, even if they don’t like the news.

Use a project management tool and give backers controlled access to a public roadmap. Tools like Trello or Jira can be used to visually display the current progress of the project, what is being worked on, and what features may be in the backlog for future consideration.

During one especially difficult stretch, our programmer had a medical issue that sidelined him for a month. We were upfront about it. We explained how it would impact the timeline. The backers were incredibly supportive and understanding. We gained their trust, even though we were delivering bad news.

Ruthless Prioritization

You can’t do everything. You need to prioritize. Identify the core features that define your game and focus on those. Everything else is secondary.

Use a MoSCoW prioritization matrix: Must have, Should have, Could have, Won’t have. Be honest with yourself about which features are truly essential. The “Won’t have” category is just as important as the “Must have” category.

Don’t be afraid to cut features. It’s better to cut a feature that doesn’t fit than to try to force it in and compromise the overall quality of the game.

Managing Feature Cuts Without Alienating Backers

Cutting features is never easy, but it’s sometimes necessary. The key is to be transparent and explain the reasoning behind the decision.

Offer alternatives. If you’re cutting a planned multiplayer mode, consider adding more single-player content to compensate. If you’re scaling back the branching narrative, focus on making the core story as compelling as possible.

In a past project, we had to cut a planned “open world” area. We explained that it was taking too long to develop and wasn’t adding much to the overall experience. Instead, we focused on refining the existing levels and adding new challenges. The backers were disappointed, but they understood. And they appreciated that we were prioritizing quality over quantity.

Another option to consider is moving the cut feature to post-launch content. If the feature is important enough, and if you can generate enough revenue from the game, developing the cut feature as a DLC or expansion would be beneficial to the game and the backers.

Setting Realistic Funding Goals

One of the biggest mistakes developers make is setting unrealistic funding goals. They underestimate the cost of development and overestimate the amount of money they’ll raise.

Research similar projects. How much did they raise? What did they deliver? How long did it take? Use this information to inform your own funding goal.

Build in a contingency. Add extra budget for unexpected costs. Plan for scope creep. Remember that scope creep buffer of 20-30%?

Don’t be afraid to set a higher funding goal. It’s better to raise less money and deliver a polished game than to overpromise and underdeliver.

Iterative Development: Your Safety Net

Embrace iterative development. Don’t try to build the entire game at once. Focus on building a core loop that’s fun and engaging. Then, add features iteratively, getting feedback from your backers along the way.

Release early access builds. Get feedback on your core mechanics. Refine your game based on that feedback. This will help you identify potential problems early on and avoid major scope creep disasters.

I once released an early access build of a prototype. Backers quickly pointed out that a planned combat mechanic was frustrating and unfun. We scrapped it and completely redesigned the combat system based on their feedback. It was a painful decision, but it saved us months of wasted development time.

Kickstarter can be a powerful tool, but it requires careful planning, realistic expectations, and transparent communication. Avoid the scope creep curse by saying “no,” prioritizing ruthlessly, planning for the unexpected, and embracing iterative development. Your backers will thank you for it. And your game will be better for it.