Fallen game funding has become a test of persistence for creator Brooke Burgess, who is seeking approximately $1.5 million to develop his action-adventure game. Although the project has attracted positive responses from potential partners, Burgess says investors have been reluctant to commit at that level as the industry grows more cautious about spending.
Image credit: Superboo Studios
Fallen game funding in a cautious market
Securing money for a video game can be difficult, and the challenge has intensified as publishers pull back from the more expansive investment climate of the COVID era. Some publishers have shifted toward backing a larger number of smaller projects rather than committing substantial budgets to a few games. That approach can limit risk, but it also makes it harder for developers seeking more than $1 million.
Burgess is looking for around $1.5 million for Fallen. After presenting the project at an open pitch event at DevGAMM Lisbon in November, he received interest and encouraging feedback. However, he says many potential investors indicated that budgets above $500,000 were outside their comfort zone. Some publishers have said the game fits their interests, but discussions have not yet turned into a funding agreement.
Practical takeaway: Positive feedback is not the same as a confirmed investment. Developers weighing a pitch should clarify the amount needed, how it will be spent, and what milestones the funding is expected to support.
What is Fallen about?
Fallen combines combat and exploration, drawing inspiration from games including Hyper Light Drifter, Tunic and Death’s Door. Players follow Astra, an angel sent to hell with the mission of shutting it down. The story gradually reveals a conspiracy behind the creation of hell and explores questions about good and evil.
Players can choose how Astra responds to the souls she encounters. Condemning a soul grants Astra a combat buff and additional abilities. Forgiving one sends it back to heaven and creates a connection with a powerful archangel, who can be called upon in a way comparable to summons in Final Fantasy. Leaving souls alone can open secret routes and reveal hidden bosses.
The angel Astra in Fallen. Image credit: Superboo Studios
The game aims for a focused, single-player experience rather than a campaign lasting 40, 50 or 60 hours. Its tone recalls action-adventure games from the Xbox 360 era, including Darksiders and Dante’s Inferno. Burgess believes there is an audience for self-contained games with a clear scope and a strong identity.
Why the budget is difficult to secure
Burgess’s plan is for a small team working for about two and a half years, with additional support brought in for areas such as art, localization and marketing. He has also considered opportunities to extend the property through comics, animation, novels and merchandise. Even so, the requested amount has proved difficult to raise.
The project is currently at the demo stage, before a vertical slice is complete. Some parts are polished, while others remain works in progress or placeholders. Burgess also says that this is his first time directing a game, which has contributed to some investor hesitation. He does, however, bring industry experience: he began as a producer at EA in the late 1990s and has since worked as a writer and narrative consultant.
Fallen began taking shape after Burgess reconnected with his former EA mentor, Scott Blackwood, a former executive producer on the Skate series. Blackwood helped fund a prototype and encouraged Burgess to explore private investment. He died in 2023, and Burgess has continued pursuing the project since then.
Crowdfunding and AI as possible tools
Burgess has considered crowdfunding, but believes audiences are often more drawn to projects connected to familiar properties than to new intellectual property. A combined approach could still be possible: if a publisher agreed to match a specified crowdfunding amount, that arrangement would be worth considering.
AI has also come up regularly in publisher conversations, particularly as a possible way to lower production costs. Burgess has identified localization support, quality assurance and animation for Renaissance-style paintings in the game as potential uses. He does not want AI to write the game’s dialogue and says the technology should not replace a talented team or undermine creative work.
According to Burgess, a version of the plan without AI support could require about $1.8 million instead of $1.5 million. His stated aim is to consider limited uses that could reduce costs without compromising the creative vision.
Conclusion: The challenge of Fallen game funding
Fallen game funding reflects a broader difficulty for independent developers: a promising concept and supportive conversations may not be enough when investors are cautious and larger budgets feel risky. Burgess is still seeking the resources to build the game with a small team and deliver the focused single-player experience he has planned. For now, the project remains in development, and its funding search is ongoing.