Disappointing, but not surprising in any way. Like I said before, you can't expect a $250 buy-in to succeed. The problem isn't that they wanted 2 million, the problem is how they expected to get it. Heroquest made almost twice that amount of money because the price point was so much lower. The value of 'X' product is completely irrelevant if you can't afford 'X'. In crowdfunded game projects, large chunks of money come from things like retailer pledge levels and people who can afford to pledge at 'all-in' levels, but any project that expects everybody to pledge 'all-in' is never going to succeed. Thinking that everybody can afford a $250 pledge was ridiculous from the get-go.