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Kickstarter's 'U' Shaped Curve Is A Reverse 'J' And More Pronounced Than You Thought!

Anybody who has run a Kickstarter is familiar with the U-shaped curve.

Anybody who has run a Kickstarter is familiar with the U-shaped curve--a big number of pledges at first, a long slow flat middle, and then a spike at the end again. And yes, if you've run a Kickstarter, you'll know that that long slow flat bit which is over 3 weeks of your month-long campaign is a killer slog, made especially tough by the euphoria of all that front-loaded launch energy.

These days we can predict one of our Kickstarters' funding totals not just from the first day but from the first 3 HOURS!

In recent years the U-shape has become closer to a reverse J than a U--though that bottom bit of the J is looooong. Kickstarters are so front-loaded now that the tail spike is much, much smaller than the final burst of pledges. It used to be that Kickstarter's '48-hour warning' email as the last couple of days of a campaign were reached was a big factor in the funding. Nowadays, it's more a gentle bump at the end than a massive flurry of last-minute backers.

The data below reflects EN Publishing's own 50+ Kickstarter campaigns, which have raised over $3M, and we've found it holds generally true. Other creators may have different experiences; I can't speak to that. But we hope an insight into our own experiences might be interesting to those thinking of running their first Kickstarter.

Generally, we'll make one-third of our funding total in the first day. When running a Kickstarter, after one day, we look at the current funding and multiply it by 3--that's our projected total. Assuming, of course, we don't have some kind of gamebreaking promotion planned partway through; if Oprah is going to promote our campaign on day 15, then all bets are off. But for most Kickstarters, this holds true. And Oprah has never promoted our campaigns.

Now, just HOW front loaded is it? Let's look at our current Kickstarter, Monstrous Menagerie II: Hordes & Heroes. Kicktraq show you the traditional shape, as expected:

Screenshot 2024-11-19 at 11.13.42 PM.png

No surprise there. Pretty typical for a Kickstarter campaign. The first day is big, the second is under half that, the third half again, then you're into the endless Sunday teatime of the 'middle bit'.

BUT, Kickstarter now offers a more granular view of these stats. Instead of daily, you can see them by HOUR. And that shows us just how front-loaded these things are. The big spike isn't just the first day... it's the first couple of HOURS. This is the first 7 days of Monstrous Menagerie II: Hordes & Heroes. Each of these bars is an hour, not a day:

Screenshot 2024-11-19 at 11.15.29 PM.png

Look how much of that funding happened literally in the first couple of hours. The first day is busy overall, sure, but it's the first couple of hours where the big spike is.

The old maxim -- first day times 3 -- still hold true. But we can also say that the first 3 hours x 5 is a strong guide of what a campaign will do. In the first day, MoMe2 did £38K. Three times that is a projected £114K total. That's the region we're projecting it to end in, and that tends to be fairly accurate over our 50 campaigns. Yes, we keep a spreadsheet which includes every campaign we've run, it's funding totals at various points, pre-launch followers, all sorts of stuff, and that lets us make some fancy little algorithms to predict our Kickstarters pretty accurately. We're nerds like that. It's a BIG spreadsheet.

But let's look at those first 3 hours. £14,797 + £5,501 + £3,102 = £23,400 in the first 3 hours.

Our projected total is £114K, so dividing that by £23.4K we get 4.8. Close enough that we could guess that the funding total will be 5 times the 3-hour total. Now, this isn't down to the exact dollar--it's not magic!--but it puts us in the right ballpark.
  • 5 x the 3-hour total.
  • 3 x the day-1 total.
Of course this will vary a bit depending on how long your 'day 1' is. This isn't the first 24 hours, it's until midnight at Kickstarter HQ, which is Eastern Time, US. We usually launch at 4pm UK time, which is 11am ET, making 'day 1' a 13-hour period. You could run these numbers using 24-hours, or other time zones, etc., but we went with that because when we started the big spreadsheet, years ago, Kicktraq was the only platform tracking this stuff and that's the time zone it runs on.

Anyway, I don't know if this is useful to anybody. But it's a glimpse into what we've learned about our own Kickstarters.

Also, please back Monstrous Menagerie II: Hordes & Heroes!
 

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Loren the GM

Adventurer
Can corroborate a bit with my Kickstarter I ran in March for Born from Ice, although we definitely had a tail end spike of about half of our first two days. I'd agree the 3x rule can definitely get you the ballpark of where you will fund.

The hourly info bums me out a bit - Meta had a huge outage almost immediately after we launched our campaign, so we lost some of our prime advertising in the first couple of hours of the campaign. That said, we had done a lot of pre-work, so by launch day ads were not our largest source of conversions, so it is hard to say how that really impacted things.

Daily Pledged.png
 

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chuckdee

Explorer
I'd wonder how much of this is because you're a known quantity with a known presence and base? I think that I've seen it more with projects that are not from people that have delivered much, or don't have much of a push in marketing, but get it through word of mouth.

Any thoughts?
 

Koloth

Explorer
As a backer, I have become very fond of short run KS. SJG and Phil Reed have done several that run a week, sometimes less. Nice to have a product in hand or at least on a hard drive before other KS have finished the more traditional month long funding run. At this study supports that they aren't leaving much money on the table by running short campaigns.
 

Thomas Shey

Legend
As a backer, I have become very fond of short run KS. SJG and Phil Reed have done several that run a week, sometimes less. Nice to have a product in hand or at least on a hard drive before other KS have finished the more traditional month long funding run. At this study supports that they aren't leaving much money on the table by running short campaigns.

That is, however, SJG; I've been a backer in several campaigns that only made their goal in the last two days of the campaign (in at least one case, in the last two hours).
 

Morrus

Well, that was fun
Staff member
As a backer, I have become very fond of short run KS. SJG and Phil Reed have done several that run a week, sometimes less. Nice to have a product in hand or at least on a hard drive before other KS have finished the more traditional month long funding run. At this study supports that they aren't leaving much money on the table by running short campaigns.
We’ve done dozens of ‘mini-quickstarters’. 10 days or so, no stretch goals, product finished before the campaign launches, fulfilled immediately it ends. It’s a model which has worked very well for us for small products.

However, that slow middle stretch might look insignificant but it is over a third of a campaign. For larger campaigns, the month does make mathematical sense, especially if you are using an offset print run which—by the laws of physics and causality—can’t be fulfilled immediately. And if you’re not fulfilling immediately, you can’t let many back up in fulfilment before Kickstarter says nope.
 

thirdkingdom

Hero
Publisher
Have y'all looked at switching over the Backerkit at all? I've run a bunch of KS projects and noticed the same thing you did. I just launched my second Backerkit campaign, and it's for book three of a yearly series. I funded the previous two on Kickstarter, and they both hit pretty similar funding goals. I'm curious to see if a) it hits the same funding goals (approximately) on BK as on Kickstarter, and if it follows the same general "J" trend. My experience with the first BK campaign I ran was that the doldrums in the middle were a little less pronounced, and funding seemed more consistent over the time period. But I don't really have a similar project on KS to compare that one to.
 

Morrus

Well, that was fun
Staff member
Have y'all looked at switching over the Backerkit at all? I've run a bunch of KS projects and noticed the same thing you did. I just launched my second Backerkit campaign, and it's for book three of a yearly series. I funded the previous two on Kickstarter, and they both hit pretty similar funding goals. I'm curious to see if a) it hits the same funding goals (approximately) on BK as on Kickstarter, and if it follows the same general "J" trend. My experience with the first BK campaign I ran was that the doldrums in the middle were a little less pronounced, and funding seemed more consistent over the time period. But I don't really have a similar project on KS to compare that one to.
Yup. Got one in January.
 


chuckdee

Explorer
some basic things are missing on BK that makes it quite unsatisfactory, personally as a backer. The lack of an ability to ask questions unless you are a backer, a standardized way of communicating delivery dates, the ability to follow a creator without getting every update on every project they produce unless you unfollow each project, and many more make it less than an optimal experience to me.
 

dbm

Savage!
Supporter
The lack of … a standardized way of communicating delivery dates
That is definitely a weakness from my perspective as a backer. When you have a few campaigns running from different creators, working out delivery target dates can be tricky since they all share that differently. It’s especially difficult a year down the line when the information starts to become really relevant.
 

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