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Shift is the collectable card game where you only need to collect one card! Let your spirit burn as you shift gears towards victory!
Shift is the collectable card game where you only need to collect one card! Let your spirit burn as you shift gears towards victory!
855 backers pledged $21,802 to help bring this project to life.

Duel Dialing

Posted by Laboratory (Creator)

That's right, we just unlocked a new stretch goal:  The Duel Dial Kit!  We hope that this video helped answer any questions you might have had, and if you have any new questions (or old ones) feel free to post them in the comments.

You can read more about the Dual Dial Kit in the main post under Stretch Goals.

And as promised, here's the second gift: some new computer and phone sized wallpapers, icons, and a second Shift song! I had too much fun making the first one, so I made a second.  I know I don't have the best voice, but I got spirit! More goodies to come!

Friday we'll be revealing another Shift Character, so stay tuned!


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    1. Nancy Hutchins

      I believe that Kickstarter is and should be about backing a project - making something happen or come to life. Getting bonus stuff for your pledge is great, no doubt about it but its about helping someone live a dream or share their idea with others.. I believe in Shift and stand by my pledge - stretch rewards or not. I am also backing Dungeon Roll - to make the game a reality. AND I can say I helped make it happen.

    2. Laboratory 10-time creator on

      Hi Adam,

      Just to chime in. Someone else made a similar comment to us, and frankly it's an apples to oranges comparison. They're different games made differently. Michael Mindes, whom I've spoken with quite a bit, has done a lot of work over the past five years to make Tasty Minstrel Games a success. Dungeon Roll is far from his first project. There are lots of people who will buy any game he announces. He has worked to build his success and has a much larger reach and budget than we do. He can also easily moved his extra games after printing. His goal probably didn't not cover all of his expenses, but again different development costs on a different scale.

      Our budget was barebones for this project. This is our first print game, and as Mark suggests we didn't want to over-commit. We wanted get the game out there. As we passed our initial goal, we achieved that, but this game has taken months of work to produce and until we manage to make a little money on that, we can't offer more "free" stuff because that free stuff will also take more time and money with production and fulfillment.

      With that said, we designed the campaign with three additional cards in mind, and they're all included now *for free*. We will offer an additional free card at $18k. Adding a die or a card to Dungeon Roll is a minimal investment. The game is designed to grow with stuff. Shift is a minimal card game designed around having as few required components as possible. Designing and balancing a card for Shift is a lot of work, and adding more and more cards would be a bad idea and extend production, again as Mark suggested. With that option eliminated, the only thing that makes sense for our campaign is add-ons.

      So suggesting that how we've planned the campaign is why we don't have 10,000 backers probably has a grain of truth, but it's largely an exaggeration. This is a dueling card game that appeals to a very specific audience from a first time publisher.

      While we aren't rolling in money, we're really happy with our results. Selling over 500 copies in the board games market is a success. We've been careful about budgeting, we know where our components are coming from, and we're invested in delivering on our promises. We're doing what we can, and we appreciate our backers.

      -Clayton @ Laboratory

    3. Adam J Marquis on

      All well and good Mark, there are multiple models to using Kickstarter for funding and that's fine. I'm just saying there is a reason that Dungeon Roll is up to a fifth of a million dollars while Shift sits at $10k - the project manager over there has a more forward thinking business model.

    4. Mark Ewing on

      Adam - a lot of kickstarter projects that unlock freebie extras that get tossed in have massive delays and end up costing the creators lots of money out of pocket. Sure, it's not as fun, but even assuming there's a small profit worked into each backer level, that margin won't grow leaps and bounds with many more backers. The fixed costs are covered by the original amount (hopefully) and as they've done here, the extra money raised can cover the fixed costs of the duel dials, but probably can't cover adding a new variable cost for each backer and/or copy.

    5. Adam J Marquis on

      I've now backed two kickstarter projects, Shift and Dungeon Roll, and the difference between them is pretty stark. After watching Dungeon Roll get going, I'm finding Shift's stretch goals really disappointing. Dungeon Roll was full of value add stuff that made being a backer better. Shift's goals are all "unlocking extra stuff for you to buy" which isn't really a draw for me; it doesn't send me off to Facebook to recruit backers or tell my friends about the project.