Wayward Strand logo
Wayward Strand Financial Model

Media/Gaming Startup Financials (Free Excel Download)

Narrative indie video game set aboard an airborne hospital in 1970s Australia, developed by Ghost Pattern.

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About this model

Wayward Strand is an interactive narrative game set aboard an airborne hospital, where Casey explores simultaneous stories. NPCs continue independently, so one thread excludes others; the fully voiced experience has no fail state and is accessible to all ages and abilities.

A single playthrough lasts two to three hours, but the game is designed for a dozen or more replays. The studio developed a custom toolset to manage its Gantt-chart-like narrative structure. The deck is a pre-launch publisher or grant pitch and contains no commercial traction or post-launch data.

Revenue is best treated as premium buy-to-play unit sales on PC and console storefronts. The research does not indicate subscription, free-to-play, DLC, price, or platform terms; soundtrack or physical editions are only low-probability possibilities. The model should stage development, localisation, marketing, launch units, store fees, cash burn, 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 Wayward Strand

waywardstrand.com
Read the pitch deck
Wayward Strand pitch deck cover
View on makeslides.com
Founded
2022
Category
Media/Gaming
Customer
B2C
Geography
Australia

How to build a detailed financial model for Wayward Strand

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

Product & value proposition

  • Heartfelt, interactive narrative game with simultaneous multi-character story threads playing out in real time aboard an airborne hospital.
  • Player controls Casey, a teenage girl who explores the hospital over three days, following characters and affecting conversations.
  • Unique "living world" mechanic: NPCs continue their stories independently of the player; time passes for all characters simultaneously.
  • Fully voiced cast; dialogue-driven; no fail state; accessible to all ages and skill levels.
  • Single playthrough: 2–3 hours; designed for "a dozen or more" replays to see all content.
  • Custom toolset built to manage the simultaneous story / Gantt-chart narrative structure.
  • Proprietary IP and toolset; "like no other game."

Revenue model

Not explicitly stated in deck. Based on product description:

  • Premium buy-to-play title: one-time purchase price per unit. Standard for narrative indie games of this type (e.g., Firewatch, Night in the Woods).
  • Primary channels: Steam (PC/Mac), console storefronts (Switch, PS4/5, Xbox) - typical indie distribution stack.
  • Potential secondary revenue: soundtrack DLC, physical edition (rare for indie; low probability).
  • No subscription, F2P, or DLC-driven monetisation indicated by the deck.

Traction & metrics

Note: Game was presented pre-launch; the deck is a project pitch (publisher/grant). Wayward Strand has since shipped (July 2022) but no post-launch data appears here.

Competition / moat

Not explicitly called out as a "competition" slide, but moat implied:

  • Unique simultaneous-narrative toolset built in-house.
  • "Like no other game" positioning - simultaneous multi-character real-time narrative is the claimed differentiator.
  • Comparable titles referenced by genre (not slide): empathetic narrative games (Firewatch, Oxenfree, Night in the Woods) - these are implied peers by style but not cited in the deck.
  • Accessibility angle: designed for non-gamers, all ages.

Team & funding ask / use of funds

  • Developer: Ghost Pattern - diverse team, first project together as a studio.
  • Prior credits span: Armello, Cosmic Express, The Sims FreePlay, experimental theatre, interactive film.
  • Contact / website: waywardstrand.com

Recommended financial model

  • Archetype + why: Premium indie game P&L / project budget model. This is a pre-launch project pitch (not a SaaS, not a marketplace, not a recurring-revenue business). The right model is a project-economics model: development budget vs. projected unit sales revenue, split by platform/storefront, netting out platform fees, with a simple P&L showing development cost recovery and potential upside. If the pitch is to a publisher, a recoupment waterfall is appropriate.
  • Forecast horizon & granularity: 3–5 years post-launch; monthly for Year 1 (launch spike + tail), annual for Years 2–5. Development phase budget tracked separately (pre-revenue).
  • Key drivers & assumptions (tag or):
  • Launch price (USD): ~$20–$25 suggested retail; typical for ~3-hour narrative indie with replayability - set as an input.
  • Unit sales - launch window (Month 1): 5,000–20,000 units base case; narrative indie benchmark (Firewatch ~500k lifetime but high-profile; lower-profile titles 10k–50k lifetime).
  • Platform mix: 60% Steam, 20% Switch, 10% PS4/5, 10% Xbox - adjustable.
  • Platform fee (revenue share): 30% standard storefront cut; 20% for Steam post-200k threshold (unlikely at this scale).
  • Sales decay curve: Launch spike Month 1, 40–50% drop Month 2, long tail - standard indie S-curve.
  • Playthrough time 2–3 hours - informs review score / word-of-mouth / replayability positioning.
  • Team size: ~5 FTE (visible in team photo slide 14); dev cost modelled as burn rate × runway.
  • Dev burn rate: AUD ~$60–80k/month for 5-person Australian indie studio - adjust to actuals.
  • Dev timeline to launch: based on deck date vs. known ship date (July 2022); if pitching ~2021, 12–18 months runway needed.
  • Marketing / PR budget: 10–15% of projected launch revenue; typical indie spend.
  • Refund rate: 5–8% (Steam norm for short narrative games with refund-window risk).
  • Replayability effect on revenue: - modest; does not translate directly to incremental revenue in premium model but supports word-of-mouth assumption.
  • Scenarios (Base / Bull / Bear - which variables flex):
  • Bear: 5,000 lifetime units; low review score; minimal press.
  • Base: 15,000–25,000 lifetime units; positive niche reception; community word-of-mouth.
  • Bull: 50,000+ units; breakout coverage (e.g., Nintendo Indie World feature, major press); sequel potential.
  • Flex variables: Unit price, total units sold, platform mix, launch timing, dev runway cost.
  • Required sheets / outputs:
  • Assumptions (all inputs in one place: price, units by platform, burn, timeline)
  • Development Budget (total dev cost, remaining runway, headcount × months)
  • Revenue Model (units × price × (1 – platform fee) by platform, monthly, with decay curve)
  • P&L Summary (Revenue – COGS – Dev Cost – Marketing = Net Income; payback period)
  • Cash Flow (monthly: burn pre-launch, revenue post-launch, break-even date)
  • Publisher Recoupment Waterfall (if publisher deal: advance, recoup threshold, revenue share splits post-recoup)
  • Sensitivity Table (units sold × launch price → net revenue / break-even)

Frequently asked

Is the Wayward Strand financial model free?+

Yes. The Wayward Strand 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 Wayward Strand'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.

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