Ghost Vanguard: How a Dark Fantasy Beat 'Em Up Indie Game Reached 185% Funding on Kickstarter
- 4 hours ago
- 3 min read
Ghost Vanguard, a dark fantasy roguelike beat 'em up indie game developed by Peiming Jin, ran a Kickstarter campaign that closed at $35,000 pledged — 185% of its funding goal — backed by 806 supporters. The campaign was managed by Indievelopment, a game marketing agency, and ran for approximately one month.
Here's a snapshot of the top-line results:
806 total backers
185% funded
20% pre-launch follower conversion rate
111 Day-1 backers
174 backers in the final 3 days
24 average backers per day
Over 7,000 Steam Wishlists generated with features on IGN, GameTrailers and content creators.
Advertising Strategy
Pre-Launch Ads
The pre-launch phase focused on building a Kickstarter follower base, which is critical for a strong Day-1 showing. Here are the key metrics:
Impressions: 581,057
Link Clicks: 9,525
Click-Through Rate: 3.60%
Total Followers gained: 836
Direct ad-to-follower cost: $4.84
Reddit ads underperformed relative to Meta. Although a $500 credit was used to offset costs, Reddit raised the average cost per follower from $3 to over $4. It's worth noting that the 3.6% CTR was strong, suggesting the creative was effective — the platform just didn't convert as efficiently.
Over 184,000 3-second video views were recorded during pre-launch, highlighting the importance of hooking viewers in the opening moments of video ads.
Live Campaign Ads
During the live Kickstarter, just over $3,100 was spent on ads. There was a notable discrepancy between platform-reported data and custom referral tracking:
Meta reported: 95 purchases, $4,954.94 in value. Meta ads and their pixel tracking capabilities can always run into issues - especially on Kickstarter, where you have no direct control of implementing more advanced capabilities through the use of a Google Tag Container.
Custom referral links tracked: 123 backers, $5,055.41 raised directly via Indievelopment ads
53 additional backers came via Kickstarter email campaigns
The data showed a clear correlation between daily ad spend increases and daily pledges. Community engagement on Discord and social media during key milestones (hitting funding, adding new add-ons) also produced strong day performance — independent of ad spend.
Press & Media Coverage
Press was a significant driver of awareness and Steam Wishlists throughout the campaign:
59 articles published covering the launch and stretch goal announcements
IGN and GameTrailers features generated over 80,000 views combined, contributing to over 6,000 Steam Wishlists and approximately 80 backers
GohJoe YouTube video reached over 28,000 views
While 80 backers from 80,000 views may appear low, the Wishlist contribution represents long-term value that will pay off at launch. The IGN/GameTrailers audience responded positively to the game's aesthetic — comparisons to Blasphemous, Dragon's Crown, Devil May Cry, and Vampire Hunter D featured prominently in comments.
For future campaigns or the full game launch, recommended video content to pitch to IGN includes story trailers with new narrative footage, cinematic animation trailers, and showcases of new levels, weapons, and spells.
Best Performing Ad Creatives
Four ad formats stood out across the campaign:
Stretch Goal Image — showed all funded and upcoming stretch goals in a single graphic; high information density drove clicks from interested backers
Air Combo Video with 20% Off — gameplay footage with a clear discount call-to-action performed strongly on Meta
Capsule Art Image for Instagram Stories — the vertical format and clean character art translated well to mobile placements
Short Clip Montage — a quick-cut compilation showing combat variety and the 'Devil May Cry meets roguelike' pitch proved effective for final hours messaging

Where Backers Came From
The top referral sources by number of pledges included:
Kickstarter App Search: 64 pledges (7% of total)
Kickstarter Discovery — Category: 44 pledges (8%)
Indievelopment Meta Retargeting Campaign: 57 pledges (6%)
BackerKit (bk-ads-a-01): 57 pledges (5%)
Kickstarter Discovery Landing Page: 50 pledges (5%)
KS Pre-launch Page: 50 pledges (4%)
Google.com: 45 pledges (4%)
Three primary source categories drove the campaign: organic Kickstarter discovery (boosted by ad-driven awareness), Indievelopment's paid ad traffic, and BackerKit. Direct traffic with no referrer data — likely from people typing the URL directly after seeing ads or social content — also accounted for a meaningful share.
What Worked
Digital Collector's Edition outperformed the base tier — 210 backers vs. 390 for the base game, but raised more total revenue per backer. Average order value reached $44.
Discord community engagement was strong. Regular updates, behind-the-scenes content, and community polls drove organic momentum, especially around key milestones.
Niche subreddit engagement (Beat 'Em Up, Character Action Games) generated genuine interest and positive community discussion.
BackerKit integration helped sustain daily backer momentum through the mid-campaign lull and contributed meaningfully to the final push.
The game's aesthetic had broad appeal, with audiences drawing comparisons to beloved titles across multiple genres — a strong signal for positioning in future marketing.


