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Love, Funding, and Scope – A Totally Normal #Dev Update

Writer: Wolfy BankWolfy Bank

Making a game is kind of like planning a road trip with friends—you start off excited, convinced it’ll be an amazing time. Then halfway through, you realize nobody knows how to read a map, someone ate a bean filled burrito, the car is making a weird noise, and somehow, you’re in a completely different state than you intended!

But even with all the unexpected detours, it’s still a blast—because the best part isn’t the destination, it’s the shared experience of the journey.

Today, we’re talking about why I love games, how we’re funding this, and where we’re at in development—aka this post is called: Love, Funding, and Scope.  (If that sounds like the title of a niche indie film, it’s because I’m a genius.)

#Love – Why I’m Doing This

I wouldn’t call myself a gamer in the hardcore sense—I’m not grinding ranked matches or memorizing frame data. But I love games—all of them. Video games, poker, croquet, board games—you name it, I’m in.

At the end of the day, games aren’t really about winning... They’re about the experience—the laughs, the memories, the time spent together…

Wait. Hold on. Actually, no. Just kidding.

Winning is important. Let’s not get too crazy.

N00b.

Crushing your friends at Mario Kart? Elite feeling. Outsmarting someone in poker? Peak satisfaction. Steamrolling someone in Monopoly and watching their ‘Daddy Warbucks’ empire crumble? Priceless.

The best games make winning feel incredible—but they also make losing just as fun. It’s the chaos, the wild comebacks, the split-second decisions that almost worked, and the hilarious disasters that somehow become legendary. Win or lose, you’re still having too much fun to stop.

That’s exactly why we’re making Threads of the Pack—a couch co-op side-scroller built for fast, fun, action-packed shared moments where both victory and disaster make for great memories.

If we can capture even a little bit of that magic, we’ll call it a win.

#Funding – eBay, Tees, and Yes, That $40,000 Wolf’s Head

Let’s talk funding. This is an indie game, which means no big publisher, no giant budget—just grit, determination, and a whole lot of eBay sales.

How We’re Making This Happen:

  • Selling random treasures on eBay – Every week, I add more items, so if you like cool stuff, go check it out!

  • Limited Edition Concept T-Shirts – These don’t make us rich, but they help, and you get to wear something rad. Win-win. The first one we are dropping is a concept drawing of Stinehelga and Taviebeast - two main playable characters in the game.

  • The Wolf’s Head (for $40,000… OR BEST OFFER) – That’s right. If you want to own the Wolf’s Head, (a part of Wolfy Bank history) it can be yours for 40K… OR BEST OFFER.

    • Best offer must include actual money.

    • No, your "legendary sword collection" isn’t a valid trade.

    • And yes, this is a real listing.

What About Kickstarter?

Kickstarter sounds awesome, and we might launch one… but first, we need more fans!

We set a Rumble subscriber goal of 10,000 subs. If we hit it? Maybe we’ll launch a Kickstarter. If not? Well... I’ll keep selling weird things on eBay and pretending I totally know what I’m doing.

Want to help? Subscribe. Tell a friend. Tell a stranger.

#Scope – What's Done & What’s Next?

Here’s where we stand right now:

  • Story & Backstory: Done! You’ll learn more as we go.

  • Core Gameplay Mechanics: 88% complete! They’re unique, action-packed, and completely original (or at least, we think they are).

  • Main Character (Stinehelga): 90% done, including programming. She’s fierce, fearless, cute, and probably better at battle than all of us.

  • Baddies: We’ve concepted about 25% of them—more reveals coming soon!

  • Level Concepts: Done!

  • Power-Ups: 33% complete—we’d love to hear your thoughts on this!

  • UI Design: Currently working on it. Spoiler: Menus are harder than they look.

My Programming Experience? None.

Before this, I had zero experience in programming. I am learning as I go, which means sometimes things break in hilarious ways.

Next week, I’ll dive deeper into that process, so stay tuned for a behind-the-scenes look at “How Not to Code.”

When Will It Be Ready?

The plan is to launch in early 2026—but early access or a demo will be available much sooner. How soon? Well, that depends... If things go well, we could have something playable before your next birthday (unless your birthday is tomorrow, in which case… well, happy birthday?).

Final Thoughts – Get Involved!

We’re making something awesome, and we want you to be part of it:

  • Follow us on Rumble, or wherever. (we are going to need testers)

  • Grab a T-shit.

  • Buy some Ebay stuff.

  • Tell a friend or stranger.

  • Drop a comment and let us know—what makes a great co-op game?

And if you’re feeling bold… make us an offer on that Wolf’s Head. 😉

Until next time, game on.

 



 
 
 

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