Image

Industry Trends Watch: Crowdfunding in Q3 2025

The 3rd quarter of 2025 told an interesting story for TTRPG crowdfunding. Industry data shows things have slowed down a bit with fewer campaigns meeting their funding goals, and the ones that did tended to be smaller than in the 1st and 2nd quarters. It seems the market’s getting a little more cautious, with big name publishers and well-known IPs taking up more space while competition between crowdfunding platforms keeps heating up.

The Big Picture

A closer look at the data from July to September 2025 shows that high-profile TTRPG crowdfunding campaigns hit a cooling period. Only 14 campaigns managed to raise over $100,000 during that stretch, bringing the total for the year (so far) to 71. Even more telling, just one campaign cracked the million-dollar mark this quarter: Monte Cook Games’ Cypher, which hit that milestone right at the finish line. This slowdown likely comes from a mix of things, such as tighter wallets thanks to broader economic pressures, a bit of “crowdfunding fatigue” setting in among backers, and publishers taking a more cautious stance. Rising manufacturing costs and tariffs haven’t helped either, making it harder for creators to confidently launch big projects.

Key Trends and Insights

Established IP and Updates Dominate In Q3, the biggest crowdfunding wins mostly came from familiar faces. The standout campaigns were expansions, updated rulebooks, or fresh editions of well-loved game lines, with Monte Cook Games’ Cypher and several projects from Two Little Mice leading the pack. Notably, many of the fourteen top earners were built on the Dungeons & Dragons 5e ruleset, proving that the 5e ecosystem still has serious pulling power. All signs point to backers sticking with what they know, trust, and love.

The Platform Wars

Competition for TTRPG crowdfunding dollars got tougher this quarter. Successful projects were almost evenly split between Kickstarter and Backerkit, though Kickstarter still hosted most of the smaller or more niche campaigns. Meanwhile, Gamefound is stepping up its game with efforts like the “RPG Party” promotion, aiming to carve out its own corner of the market. All this platform variety is great news for creators looking for options, but it also means the audience is getting more spread out than ever. A Challenging Environment for New IPs The numbers back up what a lot of folks in the industry have been feeling: new, unproven game IPs continue to struggle. Without an existing fanbase or name recognition, hitting that $100,000 mark has become a real challenge. Backers seem to be playing it safe, often waiting for the fulfillment of previous pledges before committing to new, untested projects from unfamiliar creators.

Strategic Implications

The trends from Q3 2025 come with some solid lessons for anyone planning a crowdfunding campaign:

  1. Build Your Audience Early. These days, a strong launch depends on having a community already behind you. Start growing your email list, connect with players on social media, and share playtest materials well before you go live.

  2. Highlight Your Track Record. If you’ve successfully delivered projects before, make that front and center in your campaign. Being open about your past successes (and even your challenges) helps build the trust that turns curious visitors into backers.

  3. Pick the Right Platform. Kickstarter, Backerkit, and Gamefound each have their strengths. Choose based on where your audience already is and what kind of project you’re running.

  4. Think Small, Think Sharp. If you’re new to crowdfunding, consider starting with a smaller, tightly focused project that does one thing really well. A strong debut builds momentum for bigger ideas down the road.

The Broader Tabletop Context

To really understand what’s happening in TTRPG crowdfunding, it helps to zoom out a bit. The global board game market is thriving (worth around $15 billion in 2025), proving that people still love gathering around a table for shared, hands-on fun. Crowdfunding continues to fuel that growth, with Kickstarter board game projects bringing in over $180 million in 2024 alone. So while TTRPG crowdfunding might be cooling slightly this quarter, it’s not a sign of decline. Instead, the space seems to be maturing, shifting from the wild “Gold Rush” years into a more steady, professionalized landscape. In this new phase, success depends less on luck and hype and more on craftsmanship, trust, and smart marketing.

Looking Ahead

Heading into Q4 2025, the trends from Q3 look set to continue. Backers are leaning toward reliability and familiar brands, so creators will need to show not just a great game idea, but also that they can actually deliver on it. The entry bar is higher than ever, but for those willing to build engaged communities, demonstrate trustworthiness, and run campaigns professionally, crowdfunding is still an incredible way to bring new worlds and new stories to life.

References

TTRPG Insider
TTRPG Crowdfunding Slowing Down in Q3 2025

Coop Board Games
Board Game Statistics And User Trends 2025

TTRPG Insider
Trends and Analysis

SQ Magazine
Board Game Statistics 2025: The Market's Big Winners

Enworld
RPG Crowdfunding News – Pendragon, Dark Forest, RAGNABORG, and more

GeekDad
Crowdfunding Tabletop Roundup

Tabletop Analytics
Kickstarter/Gamefound Top Grossing

Quantumrun
Board Game Statistics And Trends 2025

RPG Drop
The Future of Tabletop Roleplaying Games: Trends to Watch in 2025 and Beyond

Coop Board Games
Board Game Popularity Statistics (2024–2025)

Image

The Maple Leaflet: Volume 1, Issue 1

Just one month ago, Canadian Creators United (ou Créateurs Canadiens Unifiés pour nos amis francophones) officially stepped into the world. What started as a simple idea (let’s bring Canadian tabletop creators together) has already become something so much bigger and so much more meaningful.

Though CCU is only a month old on paper, this community has been quietly forming for longer, shaped by the Founding Members’ conversations, passion, and willingness to build something new. Because of them, those first seeds of a collective have already begun to grow into a supportive, creative, and inspiring space. I want to take a moment to thank each one of you for being there.

Welcome to The Maple Leaflet: our monthly newsletter. It will grow and evolve alongside this community, celebrating the brilliant people within it and sharing opportunities, initiatives, and projects from creators across the country.

From day one, you’ve shown us what CCU can be. Thank you for showing up, for believing in this idea, and for helping build a place where tabletop creators across Canada can connect, collaborate, and thrive.

Here’s to the beginning of something truly special, and to everything we’re about to create together.

Patrick Dubuc, CCU Initiator

Last Month in CCU

Every month, we’re shining a spotlight on the highlights: the moments and achievements that made the last month truly memorable. Here’s what made CCU shine this month:

Rascal News Interview - Exceptionally, we can’t pass this one, even though it happened in September: we were interviewed by reporter Khee Hoon Chan for Rascal News!

Read all about it HERE.

You will have to subscribe to read it, but don’t worry if you don’t have the loonies to pay; even free-tiered members can read this article!

Composed Dream Games Collaboration: A contact was made with Composed Dream Games owner, Joshua Kitz, and CCU Members with physical products will now be able to get distributed by CDG! Composed Dreams Games has a distribution network that includes many friendly local gaming stores across Canada, the United States, the United Kingdom, and even Australia! Members who want to know how to reach out to Joshua to get their games distributed should click HERE.

Made in Canada/CCU Member Graphic Assets: Along with our Brand Usage Guidelines, we’re currently working on graphic assets that Canadian creators can add to their game to show their pride in being Canadian. These will be added to the Free Resources section of our website when they are done for everybody to use!

“CCU Member” graphic assets are also in the work for members to use in their games.

Big Month for Canadian Cons: There were a lot of conventions in October across our country, and already members are planning impromptu gatherings for a quick chat, some pictures, and playing games:

  • Can*Con (Ottawa, October 17-19)
  • Draconis (Montreal, October 17-19)
  • Winnipeg CominCon (Winnipeg, October 24-26)

Cozy TTRPG Sundays: CCU Members, you are invited to grab a coffee, hot chocolate, or whatever keeps you cozy, wrap up in your favorite blanket, and come hang out with your fellow CCU Members! Let’s talk about your TTRPG journeys: struggles, accomplishments, breakthroughs, or anything else you’d like to share.

The goal is simple: get to know each other and build connections. Who knows? You might even find your next collaborator or project partner here!

Member Showcases

One of the goals at the heart of CCU is to shine a light on the incredible talent within our community, and this past month, we published our very first Member Showcases on the CCU website. Each of the four creators we highlighted brought something different to the table, showing just how diverse and vibrant Canadian tabletop design truly is.

Jed Doerksen
Austin Ramsay
Susanah Grace
Pascal Godbout

Blog Articles

Our blog is where ideas, insights, and inspiration come alive, and this past month was no exception. Here’s a look at the articles that were featured in October.

Working Collaboratively: How Joining Creative Collective Can Level Up Your Game Design
by Morgan Eilish

How to Support Canadian Indie Creators (without spending a loonie)
by Patrick Dubuc

Slay The Dark Dragon: Or How to Fight Back Seasonal Affective Disorder
by Patrick Dubuc

A SHIFT In Canada's TTRPG Scene
by Morgan Eilish

Coming Next Month

CCU Talk: Currently putting the finishing touches on CCU Talk. A brand-new series of TED-Talk-style panels featuring Canadian voices from every corner of the TTRPG industry. Each session will focus on sharing hard-earned knowledge, celebrating creativity, and uplifting the incredible talent within our community.

If you’re looking for practical insights, new ideas, or a welcoming space to connect with fellow creators, CCU Talk aims to become a go-to resource. We’ll launch in an audio-only format while we build momentum and capacity, with plans to grow into a full video series down the road.

CCU Board Election: We’re finalizing the logistics now, and in November, we’ll officially launch the first-ever CCU Board elections. This is a huge milestone for Canadian Creators United. The Board will guide our initiatives, help shape our community’s future, and ensure CCU continues to grow in a way that reflects creators across our entire country.

We’ll be looking for members who can contribute a small, steady monthly commitment. If you’re passionate about supporting Canadian TTRPG creators and want to help keep this collective running smoothly, this is your moment to step up and make an impact.

Our goal is a Board that feels truly representative of Canada in all its glorious diversity. If you care about community, collaboration, and strengthening our space in the TTRPG world, we’d love for you to consider running.

More details coming soon… stay tuned!

Every Good Thing Has an End…

As we wrap up our very first issue of The Maple Leaflet, we hope you’re feeling as energized and inspired as we are. Each step forward this month (every collaboration, every showcase, every conversation) has been proof that CCU is more than a collective. We’re a growing creative force, connected by shared passion and a belief that Canadian voices deserve to be heard on the world stage.

Thank you for reading, for participating, and for helping shape what CCU is becoming. There’s a lot on the horizon, and we’re thrilled to have you with us as we build, create, and celebrate together.

Until next month… keep designing, keep imagining, and keep supporting one another.

See you around the table,
The CCU Team

Image

A SHIFT in Canada's TTRPG Scene

Hit Point Press is currently crowdfunding their first original roleplaying game, SHIFT. The Ottawa-based publisher is probably best known for their D&D 5e supplements Big Bads, Humblewood, Heckna, and The Deck of Many Animated Spells. SHIFT marks a departure from ten years of D&D projects.

Written by Jordan Richer and Graeme Fotheringham, SHIFT promises a setting-agnostic system with a minimal ruleset that’s easy to pick up and play. The game’s core mechanic is a dice system that requires no math and turns the usual “make number go big” strategy a lot of games have on its head. In SHIFT, you actually want to roll a d4 as it offers you the highest chance of success. Rolling anything other than a 1, 2, or 3 is a failure. If you roll the highest number on your die, you have to “shift” it a dice size the next time you roll that trait, reducing your odds of success until you exhaust a d12.

 

What originally drew me to SHIFT was the Maelstrom setting in the Curse of the Albatross adventure Hit Point Press released with their 2022 playtest. I am a person who does not do setting agnostic. As someone who usually finds herself in the GM seat, I don’t want to have to build an entire world from nothing in order to run a game. That, to me, is the opposite of easy to pick up and play. And as a player, if I’m asked if I want to try a game, my first question is “what is the game about?” If a game doesn’t come with a setting that speaks to me, I immediately lose interest. Maelstrom really spoke to me.

The first thing my playtest group was told was that the ocean swallowed the sun. We were all immediately hooked. We encountered a ghost, fought eldritch tentacle dogs, argued over whether or not to kill an albatross (this is where I found out no one in my party knew killing an albatross brought sailors bad luck), and wrestled with whether or not to murder the last guardian of the lighthouse who was begging us to let him finally die. I have been impatiently waiting for Hit Point to release the full system because I so badly want more Maelstrom to play around in.

SHIFT’s Kickstarter is fully funded and they’ve smashed through a bunch of stretch goals, including an open gaming license so designers can make their own products using SHIFT and several World Sparks—more pre-written settings that you can use in your game. If Maelstrom isn’t your vibe and you’re like me and don’t want to have to make your own setting, one of the other World Sparks might be. Does your table want to be dragons in a post-apocalyptic fantasy world? Joseph Carriker’s Dragon-Knights of Ylgara is the World Spark for you. Or maybe you want a game of romance, rumors, and social intrigue? Alex Roberts’ recently unlocked World Spark, Regencia promises to give your table the Bridgerton experience.

The SHIFT team is currently working to unlock the stretch goal for Gail Simone’s superhero setting Second World. If you want to defend the city of Port Angel from supervillain schemes, you have until November 6 to fund it.

Website
www.rpgshift.com

Socials
Bluesky: @shiftrpg.bsky.social, @hitpointpress.bsky.social
Twitter: @SHIFTRPG, @hitpointpress
YouTube: Hit Point Press | SHIFT Playlist
Instagram: @hitpointpress
Facebook: Hit Point Press

Image

Member Showcase: Pascal Godbout

The very first time Pascal Godbout sat at a table to play a roleplaying game, it was AD&D 1st Edition. That early exposure to dungeon-delving clearly left a mark on him, because today he’s the designer behind Spotless Dice Games and a familiar face running tables across conventions and online spaces.

His journey into creation started in a wonderfully organic way. Pascal kept running Fate scenarios at cons, and players would come up after the game asking where they could buy them. That push of enthusiasm nudged him to reach out to Evil Hat, which led to the publication of two third-party Fate of Cthulhu PDF supplements. Those sales helped him take the next big leap: funding RINGMASTER, his first physical game, which uses the Descended from the Queen framework.

Pascal says his biggest creative influences trace back to the old days of indie TTRPG forums, when he first dipped his toes into the community. Evil Hat and Games on Demand drew him all the way in with their people-first approach and spirit of inclusivity. The early Google Plus era, lively RPG Twitter, and podcast panel discussions turned into a buffet of design ideas that he devoured to understand the craft. These days, he’s drawn to very thematic settings, with concepts that can be taught quickly.

A big part of Pascal’s work is rooted in where he lives and where he’s from. He grew up in Quebec and now calls Ontario home, with plenty of travel in between. He works to spotlight Canadian creators, conventions, Friendly Local Gaming Stores, and distributors. As a fully bilingual writer, he’s also translating his own games into French to help grow the catalog of francophone game options in Canada.

He says his process is bursts of intense creation during vacations, with scattered notes and sparks of ideas filling the space between. The biggest challenge is simply finding time. Despite that, he still finds ways to lift others. One moment he’s particularly proud of happened during the early days of the pandemic, when he helped players migrate from in-person gaming to online tables. Those efforts helped him form the very connections that propelled his design career.

So what’s next for Pascal? He’s deep into his latest game: Remnants of Fate, an existential and supernatural sci-fi horror TTRPG. The pitch has teeth. You play as the Forlorn. Humanity has left you behind, and the end is near. In this blend of survival and existential horror, investigate what caused humans to perish or leave; survive through crises; and choose what your characters will do when they discover an inevitable doom.

Remnants of Fate draws inspiration from Trophy Dark, along with the flavor of dystopian sci-fi stories where the protagonists often face impossible odds and may very well not survive. A pitch tailored to folks who love staring into the abyss and asking what stories can be wrestled from the edge.

FUN FACTS

First TTRPG Played: AD&D 1st Edition
Dream Collaboration: He refuses to jinx this one. Smart move.
Fave Canadian Snack: Poutine, obviously.
Best Advice for Indie Creators: Start small. Fail fast. Learn. Grow.

You can find Pascal's work on his website, on Bluesky, and on Threads.

Next Event Appearance: PAX Unplugged

Image

Member Showcase: Susanah Grace

Susanah Grace’s first TTRPG character was a drow ranger with dual scimitars and a panther companion made for a Dungeons & Dragons 4e game. “And I didn’t know who Drizz’t even was,” she says about them.

She wears a lot of hats in the TTRPG industry. She’s primarily an illustrator but she also works as a writer, marketer, art director, and AP streamer. She got her start streaming a TTRPG campaign where she met Samantha who hired her to help with marketing for Black Cat Gaming. The job let her build up an illustration portfolio and connections that helped build the career she has now.

The moment she’s most proud of was the release of her solo game, CHLVR. “I did it all on my own, and seeing it finally come together and people playing it was just the best feeling in the world. The response to CHVLR really has been incredible, and it only adds to that feeling.”

CHLVR is a journalling game about the terrible cost of war and the scars it leaves on those who fight it. You play as a teenager chosen (or forced) to operate a mech with very little training or support. The war forces you to see and do terrible things, including killing. The game uses Wretched & Alone mechanics to tell a story about fear, violence, and hope.

Grace’s next project is another solo game that she describes as, “my love letter to survival horror games from the PlayStation 1 and 2, in particular Resident Evil and Silent Hill.” She says she played those games when she was far too young and they’ve had a stranglehold on her ever since. The project uses the Carta system and asks you to survive the night as a special ops agent investigating the rooms of a grand mansion for clues, keys, and lifesaving items while avoiding terrifying monsters and deadly traps.

She’s also making the character class illustrations for Black Cat Gaming’s new supplement for The Spy Game, The Spymaster’s Toolkit. The Kickstarter for the project is live now and promises new class archetypes, gadgets, and features that players can use as well as deadly secret lairs for the villains and masterminds to work out of.

Aside in addition to video games, Susanah Grace says she takes a lot of inspiration for her games from anime and her background as a working-class kid growing up in northern England. “Recently, my experiences of being an immigrant to Canada have been creeping their way into my work as well,” she says. “I've only been in Canada for five years, and though it feels like home, we haven't fully had the chance to leave our marks on each other yet.”

When asked about her creative process, Grace said that because of her ADHD, her process is sporadic and all over the place. “I tend to work in very intense bursts at odd hours; there's a lot of 3 AM notes app ideation going on.” She also says this is her biggest challenge. “It's been myself, honestly. Overcoming the challenges of my ADHD and learning how to navigate how that affects my processes is something that I'm still working on and still making mistakes at.”

FUN FACTS

First TTRPG Played: D&D 4e
Dream Collaboration: Anything that would let me run amok with vampires and/or gothic horror.
Fave Canadian Drink/Snack: All-dressed chips are by far the best flavor ever made.
Best Advice for New Indie Game Designers: Just keep making your stuff. If you wait for the perfect moment or the perfect mood or the perfect version, it's never going to happen. Perfect is the enemy; it doesn't exist. Just make the thing.

You can find Susanah Grace on Bluesky, Artstation, Instagram, or Twitter.

Image

Slay The Dark Dragon: Or How to Fight Back Seasonal Affective Disorder

Every year, around the time our breath starts fogging up the air and daylight clocks out early, a lot of us in the Canadian TTRPG scene start to feel it: that invisible boss fight known as Seasonal Affective Disorder AKA SAD.

SAD shouldn't be taken lightly because while it may seem like it's just feeling down about the cold, SAD is a real, recognized clinical condition. It hits hardest in fall and winter when sunlight disappears, and it can mess directly with your creativity and that's not good!

If you’ve ever stared at your notes thinking, “I just can’t find the spark today,” you’re not alone. It’s something a lot of us quietly wrestle with, and for creators, it’s not just uncomfortable, it’s dangerous to our craft.

HOW SAD SNEAKS INTO A CREATOR'S LIFE

Level 10 Blank Page Syndrome

That heavy “meh” that makes opening your document or sketchbook feel like climbing a mountain? That’s one of SAD’s biggest tricks. Low motivation, no energy, no focus. Suddenly, even writing a single encounter or designing a new ability feels impossible.

It’s not laziness, it's your brain chemistry literally running low on daylight fuel.

Brain Fog VS Math Brain

Game design loves clarity and logic, exactly what SAD fogs up.

It’s hard to balance a new system, check your mechanics, or edit your rulebook when your focus feels like it’s swimming through oatmeal.

Social Retreat

TTRPGs are a community thing, but SAD can push you into hermit mode, making it tough to stay connected or even reply to messages. And that isolation just feeds the Dark Dragon.

The Guilt Spiral

You miss a deadline. You feel guilty. You get anxious.

And that anxiety makes it harder to get back to work. It’s a nasty little loop that can eat away at your confidence and your joy.

Here's your Prescription

The good news is that you can absolutely fight this boss. You just need the right gear and the right strategy.

Here’s your toolkit:

Light Therapy

Light therapy lamps are basically cheat codes for your brain. They mimic sunlight and help reset your body’s internal rhythm.

Make your lamp session part of your morning routine. Turn it on while you check your email, sketch, or write. Around 20–30 minutes a day can make a real difference.

2. The Pomodoro Technique

SAD thrives in chaos. The Pomodoro Technique helps you build a structure and alleviate the chaos on which SAD thrives.

  • Work in short bursts: Try 25-minute sprints with small, 5-minute breaks in between.

  • Make a “low-energy” task list: For the rough days, have simple tasks ready: organizing files, cleaning up your notes, editing typos.

Progress is progress... No matter how small.

3. Stay Connected (on Your Own Terms)

You don’t have to hop into every voice chat or livestream. Keep your community time low-pressure.

  • Hang out asynchronously: Drop into a Discord thread, share a bit of lore, or comment on someone’s post.

  • Play-by-post games: A slower pace means you still get your TTRPG fix without the pressure of real-time play.

4. Lean Into the Season

Instead of fighting winter, use it. Think of it as your “worldbuilding season. ”Dark nights and quiet days are perfect for deep work: building cultures, mapping regions, writing lore. Personally, I get up every morning between 4 and 5 and work until everybody's up. No phones ringing, no Baby Girl crying, no cleaning to do ... This kind of creative focus thrives when the world slows down.

5. Adopt Good Life Habits

SAD drains your energy pool, so refill it wherever you can.

  • Sleep & eat well: Sounds basic, but it matters.

  • Move a little: Even a short walk at lunch can bump your mood.

  • Talk to a pro: If things feel heavy, reach out to a doctor or therapist. Think of it as your favorite campaign when you reach out for a cleric at a local temple. It's totally normal and a smart move.

Seasonal Affective Disorder isn’t a sign of weakness or failure. It’s a seasonal condition that a lot of us fight every single year, but you don’t have to do it alone, and you don’t have to let it take your creative fire.

Light, structure, community, and care, that’s your loadout. Equip it early, use it often, and remember: the darkness doesn’t last forever.

Now gear up and go slay that Dark Dragon!

Download your Rx Cheat Sheet HERE

Image

Member Showcase: Austin Ramsay

Austin Ramsay got into writing TTRPGs by trying to recreate D&D 2e from memory in 6th grade after playing it for a week at a March Break D&D camp. She’s now a queer TTRPG designer and AP podcaster best known for the award-winning game Beam Saber. Recently, she wrapped up CalazCon, a mega game Beam Saber AP with 30 players spread across 6 play groups.

Cover image for Austin Ramsay's CRIT award winning game, Bearm Saber, a Forged in the Dark. The cover image features two mechas fighting with light swords and, in a comic book style, the two pilots, in cameo. One of them is grinning,in satisfaction while the other has a tear on the corner of its eye and is seemingly screaming.

Beam Saber is a Forged in the Dark game about the pilots of powerful machines in a war that dominates every facet of life. Players create custom vehicles for their pilots and work together in a squad to do their part and hopefully get out before the war takes them. It won The People’s Choice Award at Dicebreaker’s 2022 Tabletop Awards and was a 2023 winner in The Awards. Ramsay describes receiving the physical copy of Beam Saber after the 6-year journey it took to make it as one of her proudest moments.

When asked about her current project, Ramsay said she’s working on a game about an immortal being and the mortals they befriend on their long quest to save the world. The project is tentatively titled Time Passes.

“It mixes Forged In The Dark, Mothership, and Belonging Outside Belonging to tell a fantasy adventure about inevitable grief and the need to carry on,” Ramsay said about the game. “It's inspired by Frieren: Journey's End and the music video for Johnny Cash's cover of Hurt.”

A cover image for Austin Ramsay's game: The Pack,a Forge in the Dark Game. On the cover we see miscellaneous pieces of gaer laid out on what looks like a blanket in the woods, in front of a ruined stone portal..

Ramsay says her 11 years of actual play and podcasting experience influence her design identity and she takes her inspiration from music, documentaries, anime, or whatever other media she’s currently consuming. Her creative process is mostly a solo endeavour but her partner Christine Blight often assists her with both editing and design work. When asked what that process looks like, Austin Ramsay said, “I take a lot of notes when I have an idea, then ask myself questions about those notes, answer the questions, and then repeat until I have no more questions. I then organize the notes under appropriate headings, and begin the process of turning them into prose that other people can understand.”

Her biggest struggle is getting her WIP documents to the playtesting stage. She’s hoping to be able to run playtests of Time Passes at Breakout Con 2026 where she’ll also be running Beam Saber and Battletech.

Fun Facts

First TTRPG Played: D&D 2e

Dream Collaboration: I don't really have one. If I want to work with someone, I tend to commission them to make something for me.

Fave Canadian drink/snack: A Caesar, whether alcoholic or mocktail, is a great beverage.

Best Advice for New Indie Game Designers: Eat the elephant one bite at a time. Spend an hour a day working on your game design, and only work longer if you're in the zone.

You can check out Austin Ramsay’s work on Itch or find her on Bluesky, Tumblr, Youtube, Mastodon, or Twitter.

Image

How to Support Canadian Indie Creators (without spending a loonie)

Let’s be real: we all know the feeling. You see a cool new TTRPG zine, a stunning piece of character art, or an adventure that sounds absolutely wild. You want to support the creator, but your wallet gives you a side-eye and says, “Not today mate!"

We get it. And we’re here to tell you a secret: some of the most powerful ways to support indie creators won’t cost you a single loonie, toonie, or even a box of Timbits™ (but sharing them might be cool though.)

True support is about building a community that lifts each other up. So, if you’re ready to become a patron of Canadian arts without dipping into your coffee fund, here’s how.

 

1. BE THEIR HYPE PERSON ON SOCIAL MEDIA

This is the digital equivalent of giving someone a high-five in the hallway. It takes seconds and can make a creator’s entire day.

When you see a post about a new game, a crowdfunding campaign, or even a cool work-in-progress sketch, don’t just scroll past! Like it, leave an encouraging comment and/or share it to your own stories or feed.

Algorithms are mysterious beasts. Every like, comment, and share tells the algorithm, “Hey, this is cool! Show it to more people!” You’re literally helping your favourite creators be seen.

2. LEAVE A REVIEW

Got a free PDF? Played a one-page game? Read a cool supplement? Your opinion is gold.

Head over to Itch.io, DriveThruRPG, or the creator’s website and leave a short, honest review. You don’t need to write an essay. Just mention what you loved. “The artwork in this is stunning!” or “My group had a blast with this adventure. The ending was hilarious!”

Positive reviews are social proof. They help hesitant gamers take a chance on an indie creator. It’s one of the most impactful ways to help a game succeed long after launch day.

 

3. TALK THEM UP AT YOUR TABLE

Word-of-mouth is the OG marketing strategy, and it’s still ridiculously powerful.

Next time your gaming group is looking for something new, be the one to say, “Hey, I know this cool Canadian creator who made a game about polite ghosts/haunted donut shops/superhero moose. Wanna try it?”

Personal recommendations carry so much weight. By sharing about your favorite Canadian creator, you’re sharing your enthusiasm. One recommendation can turn a whole new group into fans.

 

4. ADD THEIR WORK TO YOUR PUBLIC LISTS

Are you the resident TTRPG expert among your friends? Curate a list!

On platforms such as Itch.io, you can create public collections. Make one called “Awesome Canadian-Made Games” or “My Favourite Indie Adventures” and add the games you love.

This is like creating a mini-gallery for your friends to browse. It’s a low-effort way to give multiple creators a spotlight.

 

5. ASK YOUR LOCAL GAME STORE TO STOCK THEIR GAMES

This is a pro-level move that makes a huge difference.

Next time you’re at your friendly local game store (FLGS), casually ask the owner, “Hey, have you ever considered carrying games from local Canadian creators? I know a few amazing ones!” You can even mention specific names or the CCU as a whole… Just sayin’.

Retailers normally pay attention to what their customers ask for. You’re helping build a bridge between creators and store shelves, making indie games more accessible to everyone.

 

6. SIMPLY TELL THEM YOU APPRECIATE THEIR WORK

Never underestimate the power of a kind, direct message.

See a game that floats your boat? Send the creator a quick DM or email. Just say, “Hey, I really enjoyed your game. Thanks for making it.”

Creating in a vacuum can be tough. Your message could be the thing that keeps a creator going on a difficult day. It’s a reminder that their work is out there, being seen and enjoyed. It’s pure, unfiltered fuel for the creative soul.

CHALLENGE ACCEPTED

Your mission, if you choose to accept it, is to pick ONE advice from this list and apply it this week. Share a post, leave a review, tell a friend. It might not feel like much for you but trust us, for an indie creator, this is a huge deal!

Supporting the creative community isn’t just about money, it’s about connection.

Together, we can build a community where Canadian creators (and even all creators) don’t just survive, they thrive.

What’s your go-to way to support creators?
Share your ideas in the comments below!

Image

Working Collaboratively: How Joining Creative Collective Can Level Up Your Game Design

I’ve been part of TTRPG creative collectives since shortly after I made my start in game design and I have benefitted from them in so many ways. Here are just a few ways they might help you too.

Canadian-Specific Advice

Canada is not a global superpower like America is, nor are we part of a governing collective like the European Union. Because of that, some of the advice that’s easy to find just doesn’t apply to us. For example, did you know that Americans have to pay for ISBNs but in Canada you can get them for free through Library and Archives Canada?

The CCU is a great place for Canadian TTRPG and LARP creatives to get recommendations for reputable printers in Canada, find Canadian distributors to help fulfil their crowdfunding projects, and hear about Canadian events and conventions which might be more affordable and less risky than travelling to American ones. It’s also a place where we can commiserate on how annoying it is that American English randomly removed a bunch of letters for no logical reason (the first e in “judgement” is load bearing I will die on this hill) and a lot of games’ style guides unfortunately use American English.

The CCU is also bilingual just like Canada. We have members who work in French and in English so you’ll find conversations in our discord in either or both languages. Members are welcome to use whichever language they’re most comfortable speaking. It’s something I really like about the group. My French is extremely rusty, I haven’t used it since I graduated high school forever ago, and it gives me an opportunity to work on my French reading skills. I haven’t tried writing in French yet myself, but I’m sure eventually I’ll find my ancient French-English dictionary and remember how to do more than translate Quebecois swear words (merci Bon Cop Bad Cop) and order a pizza.

Networking

Possibly the biggest benefit to joining a collective is how easy it makes connecting to other TTRPG creatives. Game design can be an incredibly isolating activity. We spend so much of our creative time alone in our homes writing rulesets or making art or filming videos. But a successful project needs support from a community and that community can be hard to find.

Conventional advice often recommends attending cons to network—usually large American ones like PAX U or GenCon—but that isn’t accessible to everyone. Travelling can be expensive, many marginalized Canadians might not feel safe crossing the American border right now because of the current political climate, and the removal of masking policies makes conventions dangerous for disabled, immunocompromised, and/or covid-conscious attendees.

Creative collectives like the CCU offer a—usually free—alternative to conventions for networking. You can meet and befriend other industry professionals, discuss the projects you’re working on, hype each other up, find playtesters for your game, and participate in events, all from the comfort of your home.

Skill Sharing

I was very lucky when I started designing games. I had a few friends that were already successful game designers who I could go to for advice and hire to consult on my earliest projects. They recommended courses I could take to learn the basics, software I could use that was more affordable than an adobe subscription, places I could advertise my projects, and freelance positions I could apply to. But not everyone has access to that.

I mentioned having friends in the industry that helped me learn the basics but they couldn’t teach me everything I needed to know. I also joined a couple of collectives early on. It gave me access to a variety of creatives specializing in all kinds of different fields and I learned the answers to questions I never would’ve thought to ask on my own.

I learned that a header should be closer to the text it’s heading than the paragraph before it, despite Affinity’s default being the opposite. I got advice on calculating the probability of encountering a war in the card game War!, the mechanics of which I was using as the basis of a one page game. I got even more marketing advice.

Is a mechanic not accomplishing what you were hoping it would? Are you struggling to do what you want with your layout? Do you need someone else to tell you if your game rules are easy to follow? Or maybe you tried something new with your latest project and want to let other members know what did and didn’t work. Maybe you have skills and advice you can share with other industry professionals. Joining a creative collective like the CCU can help with all of that.

Freelance and Collaboration Opportunities

Most of the freelance projects I’ve applied to I found through TTRPG creator discord groups. The first project that hired me, Sigil’s Secret Menu, cold messaged me with the collaboration opportunity because the project manager found my work through a TTRPG creator discord and thought I’d be a good fit for his project. I would not have written a bounty for Huckleberry, been a stretch goal for Lazlo’s Cubed Crypt, or worked on parts of Tome of Intangible Treasures 1 and 2 if it were not for joining TTRPG collectives.

I’ve also used the same collectives to hire creators for my own projects. Late in 2024 I put out an application form for Book of Divine Initiations, a D&D 5e supplement full of temples, religious initiation tasks, and NPCs for 20 of Faerûn’s gods. It was my first time taking on the role of project manager and TTRPG collectives made it easy for me to find nine other writers plus an editor to bring the project to life.

Joining a creative collective doesn’t guarantee you freelance work, but in my experience it makes it much easier to find the opportunities to apply to projects. One of the CCU’s core missions is collaboration between members. We have a forum in the discord where members can find people to work on their projects. We have members that specialize in writing, art, editing, graphic design/layout, French/English translation, AP production, and a variety of other skills that you might need for your projects. And we’d love to see others add their skills to the mix.

Cross Promotion and Marketing

So you’ve made a project that you think is really cool. Now what? Just posting it on Itch, Drive Thru RPG, DM’s Guild, or any of the crowdfunding platforms and walking away won’t help it sell. Visibility on most TTRPG sales platforms is abysmal at best and you need a decent marketing strategy. Joining a creative collective can help with that.

If you’re part of a collective like the CCU, you can easily find other members to help you cross promote projects. Maybe you can find others getting ready to launch crowdfunding campaigns that might be interested in teaming up with yours. Maybe you can find AP and video producers who are looking for new games to feature. You can definitely get marketing advice that isn’t just “Give Mark Zuckerberg $400 USD.”

The CCU also has a newsletter—The Maple Leaf-let—where anyone who signs up can get news on CCU events and member projects. And we have a blog that runs weekly member showcases where we talk about the cool projects that members have made, what got them into the industry, and what they’re currently working on.

Participation in Collective Events

Many TTRPG collectives offer members opportunities to participate in events. These can be industry talks, discord voice/video chats, game jams, Q&As, playtest nights, or any number of other activities. The CCU founding members are currently hard at work planning a number of exciting events to share with our members. I can’t officially announce anything because as of writing this we’re currently hard at work on our October 1 launch, but there is plenty to look forward to as the CCU grows.

In addition to participating in events, members are encouraged to create their own events for the group. Want to run a workshop on making a believable sci-fi setting or using Canva to layout your game? Want to host a game night or a convention-style game jam? Want to create regular co-working/body doubling sessions or mechanics troubleshooting events or art critiques? Feel free to email or DM any of the CCU’s facilitators—Patrick Dubuc, Morgan Eilish, or Fraser Ronald—and we can figure out how to make it happen.

Being a part of TTRPG collectives has made a huge difference in how I make my games, in the projects I’ve had the chance to work on, and the people I’ve made friends with. If you’d like to benefit from joining a TTRPG collective and aren’t already a CCU member, you can join the CCU HERE.

Image

Member Showcase: Jed Doerksen

“From the first time I played Super Mario Bros. back in the 80’s I knew I wanted to be a game designer,” Jed Doerksen of Trapped Chest said. “Unfortunately coding is like watching paint dry.” He went on to say that he found his path when he started playing D&D and began fiddling with story writing and game mechanics right out of the gate. Doerksen describes himself as a small RPG and board game developer and publisher from rural Manitoba and a forever GM, with countless campaigns behind him and many more on the horizon.”

Doerksen’s company Trapped Chest is best known for Reanimated, a zombie apocalypse sandbox TTRPG and The Nullam Project, a rules-light orbital colony game. Both projects use the Key Powered System, a d8 based set of mechanics that Doerksen designed and released an SRD for so other designers can also use it in their games.

Reanimated features rules to create a variety of different types of zombies and ever rules for if your players want to be the zombies. It was inspired by low budget zombie movies and, Doerksen says, “I saw a gap in the market and felt that I could do in 20 pages what All Flesh Must Be Eaten took over 260 to accomplish. I feel I was successful.”

 

The Nullam Project is set in a distant future where a human generation ship arrived at a distant planet to build a new home for itself only to find that the planet is already inhabited by a pair of warring alien species. It’s inspired by Star Trek: Deep Space Nine.

Jed Doerksen describes his work as “highly efficient” and says he likes to keep his rules as short as possible. When asked what his creative process is like, Doerksen replied, “Get an idea, focus like a madman for several days [or] weeks, get burnt out, put it on a shelf for several months.” He says if he has a deadline he can push forward but without one, he just keeps finding new ideas, starting them, and then shoving them into his WIP folder until he can get back to them at a later date. He says the folder currently contains 25 projects at various states of completion, some of which are already awaiting playtesting or art.

Doerksen is currently hard at work on Quest Nexus, a d12 dice pool system that brags it can run any adventure from any system with minimal work. He says he started work on it when his players “bounced off” Shadowrun’s mechanics but said they loved the system. His attempt to solve the disconnect at his table resulted in a 6+ year project that he plans to crowdfund in 2026.

He’s also planning to release Essence of the Arcane, a two-player abstract strategy board game on January 23, 2026 at Game-itoba. In Essence of the Arcane you control motes of magical energy and try to eliminate all your opponent’s motes. The playtest version of the game is available to print and play for free on the Trapped Chest website.

FUN FACTS

First TTRPG Played: D&D 3e

Dream Collaboration: an official RPG for Vizzipop’s Hellaverse or working with Mel Brooks to make Spaceballs: The RPG!

Fave Canadian drink/snack: Canada has some great craft beer and I won't turn down a good poutine

Best Advice for New Indie Game Designers: You have a long road ahead and if you want to be successful you have to treat it as a career path, not just a hobby.

You can check out Jed Doerksen’s work at TrappedChest.com or find him on Facebook, Instagram, TwitterTwitch, and Itch.