C O N F I D E N T I A L By QUARTOMUNDO Let's play a Game? 01

The Prize $82 Billion = TAM PC & Console Games Market 2020 $38 Billion = SAM Action, Adventure and RPG Genres $8 Billion = SOM 135+ Million Gamers Indie Action, Adventure and RPG Genres(*)

(*) Conservative estimate 02 The Quest Indie Games Scenario

Funding Marketing Monetization Bootstrapping, FFF Online stores License sales money and Ads & PR Content Trickling crowdfunding mostly Promotions Indie Games need Reinvention

Costs Too Many Options Price Roof Increasing production Monetization becomes a Poor discoverability and distribution costs challenge

No Leverage IP Landscape Publishers Role Hits doesn't become bigger Lack of IP proper Transactional, instead of development relational 03 The Contenders Game Profile 1

Duration Launch Revenue to Revenue Life Time Total Game Title Visuals Narrative Gameplay (Avrg) Year Price Date per Month Revenue Budget Medium - Lack of consistency: 3D graphics are great, High but sometimes Vast exploration, execution is lazy combat system, lots - Cutscenes are really Low of enemies. poor for game like this Not really special. Some the shard system is - Although an anime, it reviews say a great addition Bloodstained: Ritual has a gothic style that it could be better if free of Lots of items of a of the Night resembles our own. cliches. great 30 2019 9.99 $8.275.091 $481.109 $13.608.940 N/A Game Profile 2

Duration Launch Revenue to Revenue Life Time Total Game Title Visuals Narrative Gameplay (Avrg) Year Price Date per Month Revenue Budget Medium Souls-like with good systems execution

Levelling system has some minor flaws

Areas has unbalanced levels of quality: Low Metroidvania Minimalist. List of clues in jumping and items scattered through platforming. the exploration. High Most of the history is left It lacks a map like Great 2D mucky and for the gamer to connect any good Salt and Sanctuary gothic 2D aesthetic the dots though metroidvania 20 2016 16,19 $6.152.200 $107.933 NA $600.000 Game Profile 3

Duration Launch Revenue to Revenue Life Time Total Game Title Visuals Narrative Gameplay (Avrg) Year Price Date per Month Revenue Budget Medium Slower pacing of Souls-like genre. The combat system has problems in matching main character behaviour and his weapons with bosses. Although the patchwork needed High combat, the level 2D, (disturbing) well Low design is great. crafted retro art style The story seems to be a Shortcuts are clever based on spansih little confuse Unlocking relics is a folklore Nevertheless, there are little bit of a pain, The choir like lots of items that can but rewarding soundtrack helps to give player a little more Quests are also fun Blasphemous convey the story of it to play through 20 2019 22,49 $2.673.080 $183.928 NA $600.000 Game Profile 4

Duration Launch Revenue to Revenue Life Time Total Game Title Visuals Narrative Gameplay (Avrg) Year Price Date per Month Revenue Budget Medium Medium - Metroid - Awesome animated High side-scrolling opening cutscene - Rich Lore exploration - Hand-Drawn graphics - Mix of Southeast Asian - Valkyrie Profile - 2D animated culture and mythology - Backtracking is an characters and 3D - Plenty of characters issue backgrounds - Absorption of memories - Enemies are too Indivisible - Great Soundtrack and skills strong sometimes 25 2019 $35,99 $6.140.768 $458.266 $6.739.890 $3.350.000 Game Profile 5

Duration Launch Revenue to Revenue Life Time Total Game Title Visuals Narrative Gameplay (Avrg) Year Price Date per Month Revenue Budget

High Medium - A conspiracy theory - Gameplay revolves - It has to do with around the ability some kind of drug of anticipating the Mediun induced future - Pixel art, neon-noir outrun Schizophrenia - It balances rewards aesthetics - Vague enough to and - Somewhat dark and dystopic, players punishment as gamer - Conveys the protagonist's hypothesize about it is killed with a single Katana ZERO craziness - Lots of twists hit 6 2019 $14,99 $3.277.309 $170.990 $3.250.624 $276.000 Game Profile 6

Duration Launch Revenue to Revenue Life Time Total Game Title Visuals Narrative Gameplay (Avrg) Year Price Date per Month Revenue Budget

High Medium - Hand-drawn, - It has to do with strategy as extremely detailed art it asks gamers style, that conveys the for wisely choose their story "charm" combination - A blend of Disney and - Make such choices hard, Belle Epoque Medium as charms costs a lot - Great Soundtrack - Average lore well - Levels and exploration are - All this is intertwined revealed through great with the gameplay many ways in the - Good Punishment and Hollow Knight and Lore really well gameplay reward balance 20 2017 $14,99 $13.228.570 $312.732 $15.869.470 $347.000 Game Profile 7

Duration Launch Revenue to Revenue Life Time Total Game Title Visuals Narrative Gameplay (Avrg) Year Price Date per Month Revenue Budget High - Great gameplay - "" with perks - Replayability is great too Medium Low - Focus on - It as a really great and - The Lore is improvisation, animated trailler almost non not memorization - It is basically 2D pixel art existent. There - Lots of biomes, created with a are plenty items, weapons, clever 3D pipeline of characters but outfits - For a Pixel Art game, it really not a real story - Strategy plays a Dead Cells excels. behind it big part 25 2017 $14,99 $13.230.580 $309.367 $18.253.460 $650.000 Game Profile 8

Duration Launch Revenue to Revenue Life Time Total Game Title Visuals Narrative Gameplay (Avrg) Year Price Date per Month Revenue Budget

Medium - Interesting Lore - No dialogues, so sometimes it is Medium hard to get it Medium - Techno-utopian aesthetic built - Most of the story is - Simpler control with pixel art told in the schemes building on - Converys the story's 3min opening sound mechanical fusion of nature and technology cutscene fundamentals Hyper Light - The opening cutscene is good. - Game has its own - UI is also great. No Drifter - Soundtrack is great. language text. Just intuitive. 8 2016 $19,99 $4.239.622 $98.215 $24.479.090 $650.000 Game Profile 9

Duration Launch Revenue to Revenue Life Time Total Game Title Visuals Narrative Gameplay (Avrg) Year Price Date per Month Revenue Budget Medium - A few enemies and a boss in a initial section, Medium just enough for getting - The Stanley used Parable like narrator - Nevertheless, the - He basically tells combat mechanics the story in a way are awesome Medium that encourages the - Full of combos and - Visuals are pretty good and the canonical path possibilities to rack up electronic-inspired soundtrack is - Different endings, a nice big score great. all of them being - Downside: a slight - boasting beautiful hand-drawn pretty inventive and input delay present in ICEY graphics thought-provoking the combat. 4 2016 $10,99 $3.668.585 $86.252 $3.638.714 NA Game Profile 10

Duration Launch Revenue to Revenue Life Time Total Game Title Visuals Narrative Gameplay (Avrg) Year Price Date per Month Revenue Budget

Medium - Stands out with time manipulation ability that progresses through the game. - No autosave system - The only way to save is at Low Point phone booths that are Medium - Pretty anime like story scattered throughout the map - Gorgeous pixel art about a maid from a - Dying means getting Touhou Luna based on Japanese vampire’s mansion that sent back to your last save Nights folklore goes to a magic place point. 10 2018 $9,59 $2.005.773 $73.741 $1.989.441 NA Best Sellers

Distinguishing Features

● Great visuals ● Story driven narratives ● Solid - sometimes innovative - gameplay

Launch Price

● Median: $14.99 ● Average: $15.74

Gameplay Duration

● Median: 20h ● Average: 18h Best Sellers

Languages Supported

● Median: 5 ● Average: 4

Reviews Count on Launch

● Median: 172 ● Average: 229

Overall Budget

● Median: $650k ● Average: &987k 04 How They Play Business Model

Market Strategy Operations Strategy Monetization Strategy One-off projects Development from Licensing scratch Extended content 05 How We Play

To really be a nerd,“ she'd decided, you had to prefer fictional worlds “ to the real one.

—Rainbow Rowell, Fangirl The Light of The Darkness Reality is not enough

Market Strategy Operations Strategy Monetization Strategy Branding User generated content Licensing & Extended Content Licensing Community Sourcing Marketplace Sequels Partnerships Revenue sharing Spin offs Merchandising Other medias 06 Our Secret Weapon Castlevania meets Legacy of Kain

Gameplay Sephius Engine Gameplay Unreal Weapons Inventory

Striking Visuals Narrative Gameplay

AAA like graphics Deep lore Deep Combat Mechanics Sculpted 3D Assets Story driven Spell Combination Digital Painting Expanded universe Essence Absorption Advanced VFX Appealing characters Amazing flying Our Project Timeline

1st DLC Marketing (Ep 2-4) Activity 2 Feb Oct Aug

2021 2021 2021 2022 2022 2022

Marketing 2nd DLC 3rd DLC Activity 1 (Ep 5-6) (Ep 7-8) May May Oct 07

Traction What We Achieved

322 Backers Startup Rio 1st game Brazilian crowdfunding In govern startup Brazil fund $25K raised $22K

SECEC Bootstrapping Rio de Janeiro Over $150K in State Fund FFF Money & $23K partnerships Digital Footprint

Facebook Youtube 3.1K followers 234K Views & 10k+ Likes

Press BGS 2019 Over 200 sites Best Indie & Blogs Gamespot Brazil 08

Business Model

9 Sales Forecast Forecast Assumptions

Competitors Set Sales Figures Scenarios Similar genres Uses Jake Birkett's Typical Year Launch 2019 Boxleiter method Optimistic Hit 10 Competitors Set #1 Sales Forecast Low Sales

Games Sales Data Salt & Sanctuary https://docs.google.com/spreadsheets/d/10pLSdiZ4-h Blasphemous 2QexNcu1EDA9-SOg3meAkz1KE5JVn205o/edit?usp=s Bloodstained haring 11 Competitors Set #2 Sales Forecast Low Sales

Games Sales Data Bloodstained https://docs.google.com/spreadsheets/d/1cK9LSZMbV Indivisible aPiBMG-AAqmV_K7nuyZYcdABPrwZrck50s/edit?usp=s Katana Zero haring 12 Marketing Plan Partnering for Sucess

Distribution Partnership for Early Access

● Negotiating with a major game Online Store with ○ Broad geographic footprint ○ Specialized in PC & Console games launch and promotion ○ Innovative & with a team of roots players 13 Amount Being Raised $900,000 Additional to the USD 225K we already invested 14 Use of Funds Game Budget

15

Our Team Fernando Rabello Art & Technical Direction Quick Bio Technical artist, game developer and game designer with 20+ years of experience and a high sense of processualization

Founder and director of CGI at QUARTOMUNDO.

Creator of The Light of The Darkness IP Alex Wanderley Business Development Quick Bio Senior IT/Telecom executive and entrepreneur. A sales driven, people oriented professional.

Co-founder and director of business development at QUARTOMUNDO. Joana Canedo Operations Management Quick Bio An architect with a great aesthetic sense, solid project management skills and a doer mentality

Operations Manager at QUARTOMUNDO. Lucas Calmon Screenwriting Quick Bio A senior screenwriter and hardcore gamer.

Lucas has worked in many successful projects, both authorial and for a major producer, Hungry Man

Narrative Designer at QUARTOMUNDO. Jonas Eschenburg Technology & Reseach Quick Bio A senior developer focused on edge programming languages and blockchain technology

Jonas programms since he was 13 years old and has developed its own flight simulator

Chief Technology Office at QUARTOMUNDO. We Are Creatives Meet our talented team

Ozani Ferreira, Senior Daniel Sanchez, 3D Yuri Aguiar, Game 3D Artist Artist Developer

Gabriel Casamasso, Maurcio Machado, 3D Tom Frost and, Senior 3D Artist Artist Composers

Pedro Batista, Animator Philipe Dantas, Game Josh Vigus, Composer Developer Thanks Do you have any questions?

[email protected] +55 21 99453-3356 quartomundo.com

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