# The Flame in the Flood Financial Model

Procedurally generated survival/exploration video game set in a flooded river world, with a companion dog and raft navigation, developed by The Molasses Flood LLC.

- Canonical: https://finamodel.com/startups/the-flame-in-the-flood
- Excel download: https://finamodel.com/startup-models/the-flame-in-the-flood.xlsx
- Category: Media/Gaming
- Model type: SaaS ARR / Valuation


- Founded: 2014
- Geography: USA (studio based in US; no geography specified) [DECK - slide 15 team bios reference US studios: Irrational Games/BioShock, Bungie/Halo, etc.]
- Customer: B2C

## About the company

The Flame in the Flood is a procedurally generated survival game from The Molasses Flood. Scout and her dog travel a flood-prone river wilderness by raft and on foot, scavenging, crafting, and surviving hazards in a concept described as “Toobin’ meets Oregon Trail.”

The title is a premium digital release on Steam and consoles. A Chuck Ragan soundtrack can provide ancillary sales or streaming income, while raft skins, ornaments, and decals suggest possible DLC or cosmetic options; no price, platform split, or channel plan is disclosed.

This should be a title-level P&L rather than a subscription model. It needs development and launch marketing cost, unit sales by storefront, platform deductions, soundtrack or cosmetic attachment, and post-launch sales decay. The research is a pre-release project deck and contains no pre-orders, wishlists, revenue, or user traction.

## What's included

- 5-year monthly revenue build with stage-appropriate growth assumptions
- Full P&L, headcount plan, and operating-expense schedule
- Cash-flow statement, runway, and burn-rate tracking
- Valuation via exit multiple with a DCF cross-check
- Returns analysis with MOIC and IRR
- Unit economics including CAC, LTV, payback, and cohort retention

## Product & value proposition

- Game title: "The Flame in the Flood"
- Developer: The Molasses Flood LLC
- Genre: Procedurally generated survival / stealth / exploration game
- Core loop: Player travels by raft or on foot down a procedurally generated river world; crafts traps, creates distractions, leverages systemic wildlife AI to scavenge supplies and shelter
- Tagline: "Toobin' meets Oregon Trail"
- World: "Riverlands" - a forgotten, flood-prone wilderness populated by dangerous wildlife (wolves, boars), memorable NPCs (e.g. Magnolia's Shop), and environmental hazards
- Player character: "Scout" + companion dog "Aesop's Hound"
- Player vessel: Raft ("Piece of Ship") with customisable storage, decals, ornaments, skins
- Soundtrack: Chuck Ragan & The Molasses Flood - press coverage in Rolling Stone, Esquire, New Noise Magazine
- Visual style: Illustrated, painterly - concept art and preproduction asset sheets throughout

## Revenue model

Not explicitly stated in deck. Based on game type and era:
- Primary revenue: digital game sales (Steam, consoles) - one-time purchase price; typical indie price point $14.99–$19.99 at launch
- Secondary revenue: soundtrack sales/streaming - Chuck Ragan partnership suggests a commercial OST release
- Potential: DLC / cosmetic skins (slide 7 references "player skins, player ornaments, player decals")
- No pricing, no platform splits, no channel strategy disclosed in deck.

## Traction & metrics

Note: The game was eventually released in early access January 2016 and full release February 2016. That information is not in this deck.

## Competition / moat

Not explicitly stated. Implicit moats from the deck:
- Pedigree team: six founders with AAA credits at Irrational Games (BioShock Infinite), Bungie (Halo 2/3/ODST), Harmonix (Rock Band), EA (Medal of Honor)
- Procedural generation differentiator: no two playthroughs identical
- Original soundtrack by a recognised folk-punk artist (Chuck Ragan)
- Distinctive art direction: hand-illustrated, not pixel art - unusual for survival genre at the time

## Team & funding ask / use of funds

Team:
- Bryn Bennett - Tech/Founder; ex-Tech Director Freedom Force 2, Lead Programmer Titan Quest, Programmer Rock Band series
- Chad LaClair - Art/Design/Founder; ex-Senior Level Builder BioShock Infinite, Designer Medal of Honor: Airborne
- Damian Isla - Mastermind/Tech/Founder; ex-Project Lead Third Eye Crime, Lead AI Programmer Halo 2/3/ODST, AI Programmer BioShock Infinite
- Forrest Dowling - CEO/Design/Founder; ex-Design Lead BioShock Infinite, Designer Homefront
- Gwen Frey - Art/Founder; ex-Senior Technical Animator BioShock Infinite and Marvel Heroes
- Scott Sinclair - Director/Art/Founder; ex-Art Director BioShock 1 & Infinite, primary artist Guitar Hero 1, Eyetoy Anti-Grav, Rock Band 2, Art Lead Freedom Force vs the Third Reich

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## Recommended financial model

- Archetype + why: **Indie game launch P&L model (unit-sales-based)**. Revenue is driven by unit sales at launch + long tail, with a secondary soundtrack revenue stream. No subscription or recurring component. Classic one-time-purchase indie game economics.
- Forecast horizon & granularity: 3 years post-launch; monthly for Year 1 (captures launch spike + tail decay), quarterly for Years 2–3.
- Key drivers & assumptions:
  - Launch window (Kickstarter campaign end / Early Access date / Full release date)
  - Units sold at launch (first 30 days)
  - Launch price
  - Platform revenue share
  - Sales decay curve: rapid post-launch decline, ~60–70% of lifetime sales in first 90 days
  - Discount/sale uplift: Steam sales events driving volume spikes at ~50–75% discount
  - Kickstarter backer units (if applicable): pre-sales recognised at launch
  - Soundtrack revenue
  - Headcount / burn rate: 6 founders + contractors
  - Dev cost to ship
  - Marketing / PR spend
- Scenarios (Base / Bull / Bear - which variables flex):
  - Bear: Low launch awareness, 30k units in first 30 days, price $14.99, limited Steam visibility
  - Base: 100k units in first 30 days, $14.99 launch, one major Steam sale in Year 1
  - Bull: Strong Kickstarter backing + console port announcement, 250k+ units, $19.99 launch, console platform deal
- Required sheets / outputs:
  1. Assumptions sheet (all drivers, scenario toggle)
  2. Unit sales model (monthly units by platform: PC/Mac/Linux, console)
  3. Revenue build (gross revenue, platform cut, net revenue; game + soundtrack)
  4. COGS & gross margin (minimal for digital; hosting/distribution costs)
  5. OpEx (dev salaries/contractors, marketing, G&A)
  6. P&L (EBITDA, net income)
  7. Cash flow & runway (burn pre-launch, payback post-launch)
  8. KPI summary (units sold, ASP, net revenue per unit, breakeven unit count)

## Frequently asked questions

### Is the The Flame in the Flood financial model free?

Yes. The The Flame in the Flood model is a free Excel download with live formulas.

### Can I change the assumptions?

Yes. The workbook is editable and its live formulas recalculate when assumptions change.
