An active bullet-heaven adventure in a dying dreamscape.
A dreamer who will not wake up. Each run carries him deeper into his own
subconscious, chasing whatever is buried at the bottom of the dream — and the further he
descends, the less of it belongs to him.
Unreal Engine 5 · PC & Steam Deck first · 30–60 minute runs · Ship window Q2/Q3 2027.
A playable prototype runs today with the core loop established.
$750,000 round$250,000 committed$500,000 sought$25,000 minimum$14.99 launch price2× recoupment, then 10%
I
A $180M market that did not exist four years ago
Valve created an official “Bullet Heaven” store category in May 2026 — the platform's own signal that this is a durable genre, not a fad
$182.6M
Grossed by the genre's top 100 titles*
94 / 100
Of those launched in 2022 or later — this is a young market
27
Games have grossed over $1,000,000*
36
Games have sold more than 100,000 copies*
Megabonk
$34.1M
Brotato
$22.8M
BALL x PIT
$18.1M
DRG: Survivor
$17.9M
The Spell Brigade
$10.3M
Soulstone Survivors
$10.3M
EVERDREAM — to repay at 2×
$2.18M
II
The AA tier is where the returns are — and it is nearly empty
88% of bullet heavens launch under $10 — solo-developer copycats competing on price.
Only 39 of 333 launch at $10–14.99, and that is the one tier where the economics work.
Launch price
Games
Clear $500K*
Under $5
141
2.8%
$5–9.99
127
7.9%
$10–14.99
39
41.0%
The market has priced itself into a corner. The AA shelf is open.
Everdream is a 3D, AA-production game entering the only tier the market rewards — against
a field of 2D sprite work. Same audience, four times the odds, and almost nobody standing there.
Live gameplay · Stage 2 · prototype build
Live gameplay · Stage 6 · prototype build
III
Why Everdream wins
A team that has shipped
Greg Sotolov directs — Respawn, Jedi: Survivor. Evan Hembacher advises on self-publishing — Annapurna, Fictions. Sam Sharit on art — God of War. Relationships that open real doors.
Retention, not polish
Genre winners are separated by playtime, not review scores. Games averaging 15–25 hours clear $500K 90% of the time. Under 8 hours: 14%. Story and a real skill layer are retention features.
The battlefield fights with you
Pits, geysers and level geometry are weapons to steer enemies into — every arena a sandbox rather than a treadmill. The active skill layer the genre has never had.
Platform tailwinds
Valve created the official Bullet Heaven tag in May 2026 and ran its first Bullet Fest in June. Recurring genre events, heavy bundling, a proven repeat-buying audience.
An art direction that markets itself
Classical beauty unravelling — painterly dreamscape surrealism, foggy and desaturated, instantly recognisable in a single screenshot.
The hero · a corrupted white knight
The Dark Forest
Ruins & set pieces
IV
The economics
Estimated project cost$700,000
Priced at $14.99. Investors recoup first and in full: 100% of net receipts flow to
investors until the project is repaid twice over. Only then does the developer participate —
and investors continue to hold 10% of net revenue thereafter.
1
$14.99 retail, $10.49 realized after a 30% blended discount. Valve takes 30%, Unreal 6%.
$6.72 / unit
2
100% to investors until 2× recoupment. No developer royalty until $1,395,576 has been returned.
$1,395,576
3
Then 90% developer / 10% investor on all net revenue, with no cap.
10%
Units sold
Net revenue
To investors
Cash on cash
100,000
$671,552
$671,552
0.96×
103,907
$697,790
$697,790
1.00×
207,814
$1,395,576
$1,395,576
2.00×
250,000
$1,678,880
$1,423,906
2.04×
500,000
$3,357,760
$1,591,794
2.28×
1,000,000
$6,715,520
$1,927,570
2.76×
$14.99 SRP, 30% blended lifetime discount, 30% platform fee, 6% engine royalty.
The 70% realized price is corroborated by comparable titles launched 2025–26, which realized a
median of 69% of MSRP*.
Break-even at 103,907 units. Double your money at 207,814.
2× recoupment needs $2.18M gross — about
208,000 units at $14.99.
19 games in this genre have already sold more than 200,000
copies*, in a market that barely existed four years ago.
Megabonk did a million copies in two weeks.
Investors are repaid before the developer earns a dollar of royalty.
ART 40%
DESIGN 33%
ENG 13%
AUDIO
OPS
Art $263KDesign $213KEngineering $84KAudio $51KOps, legal & tooling $40K
V
Where we are, and where the money goes
Capital outstanding roughly 12 months from close to launch, then repaid from revenue as it arrives
Now · Jul 2026
Playable prototype core loop running
Dec 2026
Vertical slice funded by the $250K committed
Feb 2027
Alpha
Apr 2027
Beta
Jun 2027
Release candidate
Q2/Q3 2027
Launch then free updates & paid DLC
The $500,000 sought carries the game from vertical slice through
alpha, beta and release candidate to launch — $389,700 of remaining scheduled development, plus
marketing and contingency. Repayment begins at launch and tracks sales velocity; comparable titles in this
genre earn the large majority of lifetime revenue in their first months on sale.
VI
Key risks
It is a consumer product.
Discovery, storefront placement and review reception all move sales, and none are entirely within our control. A good game that nobody finds still fails.
Macro conditions move game spending.
The market is hot today. Consumer appetite for premium games tracks the wider economy, and that can turn on a timeline longer than ours.
Speed to market.
The genre is crowding quickly. No clear mainstream winner has emerged yet, which is precisely the opening — but the window rewards shipping on schedule, and schedule slip is the most common failure in this business.
Genre awareness is still narrow.
Bullet heaven has no mainstream breakout with the name recognition of a Tunic or Death's Door; BALL x PIT comes closest. Players outside the core indie audience do not yet know this genre by name. That caps the near-term ceiling — and it is the gap we are built to fill.
Discount sensitivity.
Realized price, not MSRP, determines units required. Our model assumes a 30% blended lifetime discount. If discounting runs to 40% instead, net receipts fall from $6.72 to $5.84 per unit and the 2× bar moves from 208,000 units to 239,000.
VII
Ultimate Boon
A lean senior team, working remotely, with an AI-assisted asset pipeline
Greg Sotolov
Game Director
Star Wars Jedi: Survivor · Medal of Honor: Above & Beyond
Evan Hembacher
Executive Advisor
Fictions · Annapurna Interactive · League of Legends
Sam Sharit
Art Director
God of War (2018) · Ratchet & Clank · Battlefield 1
Gavin McDowell
AI & Technical Art
World of Warcraft · Battle Aces
Nick Solari
Writer & Narrative
Dark Outlaw · Deviation Games · Dark Deity
Evan Kasper
CEO & Financier
Seasoned executive from real estate and private investment. Funded the first $250,000. Lifelong gamer.