One Lonely Outpost logo
One Lonely Outpost Financial Model

Media/Gaming Startup Financials (Free Excel Download)

Space-themed farming simulator - "Stardew Valley meets The Martian" - with colony-building, organic vs. synthetic gameplay paths, and optional combat/mini-games.

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About this model

One Lonely Outpost is a science-fiction farming and life simulator with an alpha build. Players can pursue organic farming with animals and premium crops or a synthetic route involving gene splicing, robo-animals, and mutations; colony building, NPC relationships, mining, and optional combat expand the world.

It is planned as a premium, one-time digital purchase for PC, Mac, Linux, and Nintendo Switch. Xbox, PlayStation, mobile, multiplayer, and terraforming are contingent on additional funding. The deck does not disclose pricing, platform royalties, DLC, subscription revenue, or a live-service plan.

The community included more than 3,500 Facebook likes, 3,500 Twitter followers, and 1,200 mailing-list subscribers, while the team had invested over $50,000 in cash and $250,000 in sweat equity. The model should stage development funding, launch units, store fees, marketing, and long-tail catalogue sales.

A turnkey financial model

Live formulas, no hardcoded values

Outputs are driven by live formulas, so the workbook updates from its assumptions instead of relying on hardcoded results.

All assumptions in one tab

Inputs are clearly marked in the Assumptions tab and separated from calculations, making it clear what to change and what to leave intact.

Statements always balancing

For integrated-statement models, the balance sheet, cash flow, and supporting schedules tie through properly.

Distinct schedules for clarity

Debt, working capital, taxes, and cash flow can get messy quickly. We group calculations in clear schedules, not across disconnected tabs.

No hidden macros or external links

There are no unexplained external workbook links or macros to undermine auditability or portability.

Changes flow through the model

Update a key driver and see the impact carry through the forecast, financing, and return outputs. We never use hardcoded numbers in formulas.

About One Lonely Outpost

onelonelyoutpost.com
Read the pitch deck
One Lonely Outpost pitch deck cover
View on makeslides.com
Founded
2022
Category
Media/Gaming
Customer
B2C
Geography
Not specified

How to build a detailed financial model for One Lonely Outpost

A complete walkthrough of the business, drivers, and assumptions behind the downloadable One Lonely Outpost model - distilled from its pitch deck and publicly available information.

Product & value proposition

  • Farming simulator with space/alien world setting - first in the genre with this theme.
  • Dual gameplay paths: Organic farming (animals, cross-breeding, premium crop pricing) vs. Synthetic/GMO (gene splicing, robo-animals, mutations) - each with unique mechanics, narrative, and NPC reactions.
  • Colony builder: colonists arrive as food production grows.
  • Optional combat zone (alien ruins, robots) and asteroid-mining mini-game.
  • Optional terraforming feature (contingent on optimal funding).
  • Fully fledged NPCs with relationship systems, marriage, and children.
  • Distinctive tactile pixel art, Gene Splicing and In-depth plant tending as differentiating mechanics.
  • Engine: Unity 3D; targets PC/Mac/Linux, Nintendo Switch; Xbox/PS and mobile with additional funding.
  • Alpha build exists.

Revenue model

  • Primary: Premium one-time purchase on digital storefronts (PC/Mac/Linux storefront TBD, Nintendo Switch eShop).
  • Secondary/optional: Mobile port, multiplayer features - contingent on funding.
  • No pricing, royalty split, or revenue-share figures disclosed in the deck.
  • No DLC, live-service, or subscription model mentioned.

Traction & metrics

  • Community: 3,500+ Facebook page likes, 3,500+ Twitter followers, 1,200 mailing list subscribers - described as "highly engaged".
  • Team financial commitment: >$50,000 in monetary investment by team members + >$250,000 in sweat equity to date.
  • Alpha build exists (screenshots shown).
  • No revenue, pre-orders, Kickstarter, Wishlist count, or review data disclosed.

Competition / moat

  • Direct comps cited: Stardew Valley, Harvest Moon.
  • Differentiation: Space/alien theme (claimed first in farming-sim genre), organic vs. synthetic dual-path narrative, Gene Splicing mechanic, tactile pixel art style.
  • No competitive matrix or market-share analysis provided.

Team & funding ask / use of funds

Team (slide 11):

  • Brad Petry - Project Manager; 7 years professional game dev, 3 as PM; managed 6 released titles at Powerhouse Gaming.
  • Christopher Bayliss - Programmer; 9 years experience, currently employed at Broadcom.
  • Narongdej Teo - Lead Artist; 10+ years professional art, ongoing contract work for DOTA 2 / Valve.
  • Richard Schmidbauer - Pixel Artist; 8+ years game art, multiple released titles.

Funding ask / use of funds:

  • Minimum budget: $145,000/year × 2 years = $290,000 total. Delivers polished product without Terraforming. Claims "80%+ chance of positive ROI based on market research."
  • Optimal budget: $295,000/year × 2 years = $590,000 total. Includes Multiplayer, Terraforming, Follower/Helper NPCs, and expanded content. Described as "highest projected ROI."
  • Development timeline: ~2 years to Full Release (Beta at end of Y2-Q1 per Gantt).
  • Phase breakdown: Feature/Vertical Dev 196 days → Bugfixing 60 days → Content/Horizontal Dev 169 days → Polish 50 days → Stabilize 35 days.
  • No specific investor equity, valuation, or round structure disclosed.

Recommended financial model

  • Archetype + why: Indie game production budget + revenue waterfall (premium one-time purchase model). The company is pre-revenue, seeking development funding for a fixed-scope project. The appropriate model is a project P&L / production budget model combined with a post-launch sales forecast - not an ongoing SaaS or subscription model. Structure: (1) Development cost schedule by phase; (2) Launch revenue model (units sold × price, net of platform royalty); (3) Break-even and ROI analysis.
  • Forecast horizon & granularity:
  • Development phase: Monthly or quarterly, 24 months (2 years to Full Release).
  • Post-launch: Annual, 3–5 years (Years 1–5 post-launch). Indie games typically have a steep launch spike then long tail.
  • Key drivers & assumptions:
  • Development cost - min $145K/yr; optimal $295K/yr; scenario driver.
  • Development duration - 2 years; risk: slippage is common in indie dev.
  • Launch price per unit - $14.99–$19.99 USD (comparable to Stardew Valley at $14.99); needs confirmation.
  • Platform royalty/fee - 30% standard Steam/Switch take-rate (70% net to developer).
  • Launch-window unit sales - baseline 50K–150K units in Y1; derived from Stardew Valley comps (sold ~1M in first year) discounted heavily for unknown studio/IP.
  • Sales curve - 60% of lifetime sales in Y1, 25% in Y2, 15% thereafter (typical indie pattern).
  • Wishlist-to-sales conversion - ~10–15% (industry benchmark for indie on Steam); not verifiable from deck.
  • Marketing spend - 10–15% of development budget; not disclosed.
  • Refund rate - 5–8% (Steam standard).
  • Team headcount cost - 4 core team members; salaries/contractor rates not disclosed; budget figures are all-in.
  • Nintendo Switch port timing - simultaneous or 3–6 months after PC launch.
  • Mobile/multiplayer - excluded from base model (contingent on additional funding per deck).
  • Scenarios (Base / Bull / Bear - which variables flex):
  • Bear: Minimum budget ($290K total), PC-only launch, 30K lifetime units, $14.99 price.
  • Base: Minimum budget, PC + Switch simultaneous, 100K lifetime units, $17.99 price.
  • Bull: Optimal budget ($590K total), PC + Switch + Xbox/PS ports, 300K+ lifetime units, Multiplayer DLC revenue stream, $19.99 base price.
  • Flex variables: unit sales volume, price, platform mix (royalty rate blends), development cost overrun, marketing spend.
  • Required sheets / outputs:
  1. Assumptions - all drivers with / tags.
  2. Development Cost Schedule - monthly burn by phase, cumulative cash consumed.
  3. Post-Launch Revenue Forecast - units × price × (1 − platform fee) by platform and year.
  4. P&L Summary - gross revenue, platform fees, net revenue, marketing, team costs, net income/loss.
  5. Break-Even Analysis - units needed to recover total investment at each scenario.
  6. Cash Flow - cumulative cash burn during development + post-launch recovery.
  7. Scenario Toggle - Base / Bull / Bear with output summary table.

Frequently asked

Is the One Lonely Outpost financial model free?+

Yes. The One Lonely Outpost model is a free Excel (.xlsx) download with live formulas. Sign up with your email and the workbook is yours to keep, review, and edit.

What's included in the model?+

A 5-year monthly forecast with P&L, cash flow and runway, valuation (exit multiple plus a DCF cross-check), MOIC/IRR returns, and unit economics, with live formulas throughout.

How was this model built?+

It was built from One Lonely Outpost's pitch deck and publicly available information, then structured to investment-banking standards as a fully editable Excel model.

Can I change the assumptions?+

Yes. You can change assumptions and the live formulas will recalculate in the downloadable Excel model.

Have more financial modelling questions? Contact us

Alex Tapio, ex-Deloitte financial modelling expert

Created by ex-finance professionals

Hey, I’m Alex and I created Finamodel.

Over my years in the finance industry I kept building the same models over and over again. Same structure, same assumptions, different logo. So I started building frameworks to turn them into clean, reusable templates.

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I’m not an expert in every industry, but I’ve built enough models to know what belongs in one. And when something is completely foreign to me, I reach out to my network for experts to work on our models with us.

Having a template library on hand cuts a first build from hours to minutes.

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