# Wayward Strand Financial Model

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

- Canonical: https://finamodel.com/startups/wayward-strand
- Excel download: https://finamodel.com/startup-models/wayward-strand.xlsx
- Category: Media/Gaming
- Model type: Marketplace / GMV


- Founded: 2022
- Geography: Australia (developer); game set in 1970s Australia. Distribution presumed global digital.
- Customer: B2C

## About the company

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.

## 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

- 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

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## 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 questions

### Is the Wayward Strand financial model free?

Yes. The Wayward Strand 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.
