_Investor  Document  //  Pneumatic  Games

BusinessPlan

A comprehensive overview of Pneumatic Games — our market opportunity, product strategy, financial model, and investment thesis.

ConfidentialQ2 2026

_00

Executive Summary

Pneumatic Games is an indie game studio built on a single thesis: in a market that rewards quality above all else, a small team with full creative autonomy and the right technical skills will consistently outperform larger, less focused teams.

The studio is developing Shiners — a 4-player cooperative first-person shooter where players forage ingredients, operate a moonshine still, and refine batches in the Appalachian mountains while under constant threat from Bigfoot.

The title combines the cooperative tension of Lethal Company with the FPS depth of Deep Rock Galactic, differentiated by a production-focused crafting system and an adaptive AI threat.

45 min

Playable vertical slice

24

Playtesters validated

88%

Cited core loop as #1

79%

Asked when full game ships

4

Founders committed full-time

_01

The Industry

The global video game industry generated $184 billion in 2025 — exceeding the combined revenues of film, music, and book publishing.

The median U.S. gamer is 31-35 years old with household income above $75,000. Over 65% of American adults play regularly. The consumer base mirrors the demographics of premium streaming, live events, and other mainstream entertainment segments.

$4.4B

Indie revenue on Steam

25% of total

21%

YoY growth

Indie segment

132M

Monthly active users

Steam platform

2025 Global Revenue by Entertainment Sector

Indie Game Revenue on Steam (2018-2027 projected)

*Projected at 14.3% CAGR (Mordor Intelligence). Source: VG Insights, Game World Observer

Indie Title Performance Benchmarks

TitleTeamBudgetLifetime RevenueReturn
Stardew Valley1 person~$0$300M+N/A (self-funded)
Dead Cells8 people~$500K$150M+300x+
Hollow Knight3 people~$50K$100M+2,000x+
Hades20 people~$5M$200M+40x+
Celeste5 people~$200K$30M+150x+

_02

The Problem

Market Saturation & Quality Concentration

Steam added over 20,000 new games in 2025. Nearly half received fewer than 10 customer reviews. The top 1.5% of indie releases captured more than 50% of all indie revenue.

The market is concentrating: high-quality titles capture disproportionate revenue while undifferentiated products fail to reach an audience.

Steam Release Quality Distribution (2025)

< 10 Reviews46%
10-500 Reviews48%
500+ Reviews (Top 6%)6%

Of ~20,000 releases. Source: SteamDB / 80 Level

Common Failure Factors in Indie Development

01

Insufficient Technical Foundation

Teams lack the engineering, art, or production skills to ship polished products at the quality bar the market requires.

02

Undifferentiated Products

7,000+ roguelikes, 4,000+ survival crafting games on Steam. Generic products have no mechanism to stand out in a sea of similar titles.

03

No Marketing Strategy

Most devs treat marketing as an afterthought — launching to an empty audience after years of isolated development.

04

Premature Launches

Running out of money forces teams to ship before the game is ready. Mixed reviews trigger a negative feedback loop.

Market Opportunity

Demand for premium indie games continues to grow, but the supply of teams capable of shipping at the required quality level remains constrained. Pneumatic Games is structured to operate in this segment — a technically skilled team focused on a single, high-quality title.

_03

The Solution

Shiners

A Cooperative Moonshine Survival Shooter

4-player cooperative FPS set in the Appalachian mountains. Players work together to forage ingredients, operate a moonshine still, and refine batches — all while an AI-driven Bigfoot stalks the wilderness, attracted to the noise and light of their operation.

30-45 minute sessions. 8 distinct maps. 60+ moonshine recipes. An adaptive AI that learns from player behavior across sessions.

ICooperative Moonshine Crafting

Forage ingredients, operate a functioning still with genuine role division. 60+ recipes requiring real-time coordination under pressure.

IIThe Bigfoot Threat

AI-driven predator attracted to noise and light. Adapts to player strategies across sessions. The tension between production and survival.

IIIAppalachian Atmosphere

Dense forests, abandoned cabins, moonlit hollers. 8 distinct locations with unique terrain, resources, and behavior patterns.

Product Roadmap

Pre-Production

Complete

Game design document, vertical slice, art style guide, networking architecture, Bigfoot AI prototype

Production Phase 1

Months 1-6

Core FPS mechanics, multiplayer networking, 4 of 8 maps, all recipes, Bigfoot AI complete, Steam page live

Production Phase 2

Months 7-10

Remaining 4 maps, equipment progression, matchmaking, server infrastructure

Polish & QA

Months 11-13

Balance, bug fixing, stress testing, anti-cheat, accessibility, localization (5 languages)

Early Access Launch

Month 14

6 of 8 maps, full crafting system, online multiplayer — $19.99

Full Release (1.0)

Month 18

All 8 maps, complete content, price increase to $24.99

Copper Creek DLC

Months 22-24

New region, 15 recipes, 2 new cryptid threats (Mothman, Bell Witch) — $9.99

_04

Market Opportunity

SOM

$945K

TAMSAM

TAM

$3-4B / yr

Co-op multiplayer games across all platforms

SAM

$500-700M / yr

Premium co-op FPS / horror-survival on Steam + console

SOM (3yr)

$770K-$945K

Base case — 75,000 units. Less than 0.2% of annual genre revenue.

Comparable Titles — Estimated Lifetime Revenue

Revenue estimates via review multiplier method, cross-referenced with VG Insights and Gamalytic

_05

Business Model

Premium game sales: build a great game, sell it at a fair price, earn long-tail revenue through sustained quality and post-launch content. No free-to-play. No subscriptions. No ads.

Early Access

$19.99

Month 14 launch

Full Release (1.0)

$24.99

Month 18 launch

Copper Creek DLC

$9.99

Month 24 expansion

Unit Economics (Steam)

Effective avg price (after discounts)$18.00
Steam platform fee (30%)-$5.40
Net revenue per unit$12.60
DLC revenue per buyer (blended 20%)+$1.40
Total LTV / Player$14.00

Key Performance Ratios

LTV:CAC Ratio3.8x — 7.8x

>3x considered healthy

Gross Margin70%

Zero per-unit manufacturing cost

Break-Even~18,500 units

Below bottom quartile of comparable set

Break-Even vs. Comparable Title Lifetime Sales (log scale)

Cumulative Net Revenue Over 42 Months (Base Case)

Monthly net revenue
Cumulative net revenue

_06

Competitive Landscape

Shiners occupies a distinct and underserved position: the upper-right quadrant where deep FPS combat meets complex cooperative objectives. No current title fills this space.

Competitive Positioning — Combat Depth vs. Co-op Complexity

Lethal Company

$100M+

Strength

Viral co-op tension loop, massive streaming appeal

Gap Shiners Fills

No combat, minimal crafting depth, solo dev bottleneck

Deep Rock Galactic

$200M+

Strength

Best-in-class 4-player co-op FPS, fiercely loyal community

Gap Shiners Fills

No horror tension, simple mining objectives

Phasmophobia

$80M+

Strength

First-mover co-op ghost horror, strong streaming presence

Gap Shiners Fills

No FPS combat, slower pacing, investigation vs. survival

_07

Go-To-Market Strategy

Quality-driven marketing with a $25,000 pre-launch budget. Co-op titles benefit from an inherent acquisition multiplier: each buyer drives up to 3 additional purchases to fill their 4-player group, reducing effective CAC.

The Indie Game Marketing Funnel

Awareness

Trailer, streams, social posts

Interest

Clicks through, watches gameplay

Wishlist

Adds to Steam wishlist

Purchase

Buys on launch or sale

Retention

Keeps playing, engages community

Evangelism

Reviews, recruits friends, shares clips

Months 1-4

Foundation

2K-3K wishlists

Steam page live

Discord launched

Weekly devlogs

Reddit presence

Months 5-9

Demo & Amplification

5K-8K wishlists

Polished co-op demo

Steam Next Fest

100 creator outreach

50 press outlets

Months 10-14

Launch Acceleration

10K-15K wishlists

Full gameplay trailer

Creator preview builds

Review copies

Paid social ($3K)

Marketing Budget Allocation — $25,000

Reserve / Opportunistic$6,000 (24%)
Paid Social Ads$5,000 (20%)
Console Port Marketing$5,000 (20%)
Content Creator Costs$3,000 (12%)
Trailer Production$2,500 (10%)
Festivals & Events$1,500 (6%)
Press Kit$1,000 (4%)
Community Tools$1,000 (4%)

_08

The Team

Four founding members with equal equity and professional technical backgrounds in software engineering, distributed systems, 3D art, and audio production. The team's execution capability is demonstrated by a functional vertical slice — a complete 45-minute co-op session with networked multiplayer, AI systems, and original assets.

Brennen O'Neil

Producer / Business Lead

25%

Project management and operations — organized the studio from the ground up

Production, business ops, investor relations, marketing, community management

Gavin Walters

Tech Lead / Lead Programmer

25%

Professional networking and distributed systems — built the prototype's multiplayer layer

Networking, multiplayer, engine work, technical direction

Ian Houston

Gameplay Programmer

25%

Built the Bigfoot AI behavior system — solid engineering fundamentals

AI systems, gameplay code, tools development, networking support

Ryan Jones

Art Director / Composer

25%

Rare multi-disciplinary versatility — replaces 3 specialist hires in one role

All 3D art, animation, music, sound design, marketing assets

$22,425/mo

Fully loaded payroll

4 founders + 15% benefits

4yr / 1yr cliff

Vesting schedule

Standard startup terms

Quarterly

Profit sharing

Pro-rata to equity

_09

Financial Model

Built from explicit, verifiable assumptions. Runway from the $350K raise is 18 months. Break-even on a monthly cash-flow basis occurs Month 19 (base case).

Profit & Loss Summary (Base Case)

Line ItemYear 1Year 2Year 3
Gross Revenue$234,895$493,957$373,714
Platform Fees (30%)($70,469)($148,187)($112,114)
Gross Profit$164,427$345,770$261,600
Operating Expenses($466,650)($347,100)($311,100)
EBITDA($302,223)($1,330)($49,500)

Year 3 loss reflects reinvestment into Title 2 pre-production. Title 1 alone is profitable (gross profit $772K exceeds $280K development cost).

Scenario Analysis — Net Revenue by Year

Single-Title Profitability

Title 1 gross profit of $772K exceeds its $280K development cost. The 3-year cumulative loss reflects planned reinvestment into Title 2 pre-production, not an unprofitable product.

Bear (50%)

$386K

3yr net revenue

Break-evenMonth 24
Add'l funding?Possibly $50-100K

Base Case

$772K

3yr net revenue

Break-evenMonth 18
Add'l funding?No

Bull (150%)

$1.19M

3yr net revenue

Break-evenMonth 16
Add'l funding?No

Cash Position Over Time (Adjusted for Salary Deferrals & Reserves)

$27K/mo

Avg Burn (Pre-Rev)

~$4.5K

Min Cash (Month 13)

Month 18

Cash-Flow Positive

Month 26

Investment Recovered

_10

The Ask

Instrument

Post-money SAFE (YC Standard)

Amount Raising

$350,000

Valuation Cap

$3,500,000

Investor Ownership

10.0% at conversion

Minimum Check

$25,000

Target Close

Q2 2026

Ownership at $3.5M Cap

$25K0.71%
$50K1.43%
$100K2.86%
$350K (full round)10.00%

Use of Funds

60% of funds go directly to product development — aligned with the 40-60% benchmark for pre-revenue content companies.

Angel Return Scenarios — $100K invested at $3.5M cap

ScenarioValuationStake ValueReturn
Bear — Acqui-hire$2M$40K0.4x
Base — Seed Round$8M$184K1.8x
Bull — Strong Exit$25M$400K4.0x
Outlier — Breakout$50M+$700K+7.0x+

_11

Risk Factors

Every early-stage investment carries risk. We present the material risks openly, with honest assessments and specific mitigation strategies for each.

Development Delay

MediumHigh

Disciplined sprints, modular scope (launch with 5-6 maps if needed), 18-month funded runway, no technical unknowns remaining

Genre Saturation

Low-MedHigh

Differentiated mechanics (moonshine + Bigfoot), genre resilience proven by $100M+ titles, flexible positioning beyond horror

Key Team Departure

Low-MedCritical

25% equity + career opportunity, no-crunch policy, full documentation, cross-training, community hiring network

Core Mechanic Misfire

LowHigh

Early Access validation, Steam Next Fest demo, modular crafting architecture allows 4-6 week redesign if needed

Revenue Underperformance

MediumHigh

Conservative base case, low break-even (~18.5K units), multiple revenue streams, 30% salary reduction contingency

First Commercial Title

MediumMedium

Prototype validated, transferable pro skills, EA as learning runway, historic precedent (Lethal Company, Stardew Valley)

_Investment Timing

Team Assembled.Prototype Complete.Production-Ready.

The $3.5M post-money cap reflects pre-revenue pricing. Upon Early Access launch with reviews and sales data, a subsequent raise would be priced at $8M-$15M based on comparable studio valuations — a 2-4x step-up from the current cap.

The indie game market is growing at 21% annually, and co-op horror is the fastest-growing subgenre. The team is in place and production begins upon funding.

brennen@pneumaticgames.com
Pneumatic Games, LLCRochester, MIQ2 2026