SDR Games is seeking $660,000 to create graphics for the role-playing game Whist
New material in the "Investor/Publisher Wanted" series. Today, we introduce a turn-based card RPG called Whist. The project has been in development for several years. Currently, the team is seeking a publisher and funding for enhancing the visual components.
The project was introduced by game designer Roman Isaev and producer Stanislav Sobko.
About the Team
The team at SDR Games came together in 2022. Since then, it has undergone numerous changes.
At one point, there were about 12-15 of us, but that period was short-lived and quite unproductive.
Currently, our team includes: a writer, game designer, sound designer, several 2D and 3D artists, and, of course, our leader and producer. We've found this to be the optimal team composition for developing the project.
During the first year of development, we operated purely on enthusiasm. For many, it was an outlet or a second idealistic job.
Over time, we secured small funding. This financing sufficed for tasks during the project's second development year.
Part of the team is scattered across Russia, while others live abroad.
Despite the time zone differences, we've participated in several game jams. For instance, our project The Hard Life of A Cameraman made it into the top 20 at the contest, and the humorous and ironic Devil May Run turned out to be a decent platformer that was well-received by the jury.
About the Project
Whist started as a tribute to the classic browser game "Juggernaut" by Mail.ru. We aimed to create an engaging duel combat mechanic, using that game as a basis. However, we didn't want to replicate "Juggernaut's" monetization model, so we decided to develop a single-player game with an interesting story.
The plot setup: the main character is the apprentice of a renowned doctor whom he meets during a severe epidemic of the Glassy Plague. Together, they travel the world to find a cure, helping everyone they meet along the way.
Gameplay-wise, each disease represents a battle with a boss, each possessing a unique arsenal of attacks and magic.
Currently, the project is in the technical demo stage. The battle with the first boss is fully completed, and the potion brewing mechanic is implemented (though only one potion can be brewed at the moment). Future plans include implementing a dialogue system and a constellation system that allows players to alter their combat style and affect their appearance.
We have created a Steam page where you can check out the game's screenshots and trailer.
About Gameplay/Mechanics
Our game is a turn-based card RPG. The player faces diseases with magical and physical armor. Players can use cards to deal magical damage or use weapons to combine various melee attacks to break through physical armor.
The player devises their strategy with the constraint of having a patient. Each disease initially affects a story character, for whose life the player is fighting. Hence, the disease will periodically attack not only the player but also the patient, drawing them closer to demise. Can the player eliminate the disease before the patient dies? That’s the question in every battle.
Our game also features character progression, but we aimed to make it more complex than in other role-playing games. The player utilizes a constellation system to activate different combat styles, each affecting the nature of battles differently.
During fights, players can use consumables, so we have provided the opportunity to gather herbs and brew potions. This is another unique mechanic of ours, which includes an educational component—players engage in herbology under a master's guidance, learning about plant characteristics to brew various potions for their journeys.
We plan to implement several additional mechanics that the player will interact with as they progress through the game.
About the Target Audience
We believe our target audience consists of RPG enthusiasts and those who enjoy card mechanics similar to those in Black Book and Slay the Spire.
About the Business Model
After analyzing the market, competitors, and similar games, we arrived at a price of $20 per copy. Similar games are popular among players, with some achieving average sales exceeding 500,000 copies. This is our minimum goal.
Additionally, we're planning to release free content patches and paid DLCs post-launch to expand the story. This will help rekindle interest among players who completed the game earlier.
Who We're Looking For
We are actively seeking a publisher.
Primarily, we need funding of $660,000, which will mainly go toward the visual elements—creating 3D models of the remaining 39 opponents in a semi-realistic style, their unique animations, visual effects, and the entire 2D component.
A portion of these funds will also be directed toward refining mechanics, testing, writing scripts and dialogues, and completing an outstanding soundtrack. This amount might seem modest for two years of development, but we plan to extensively utilize outsourcing to reduce costs.
Moreover, we need marketing support from the publisher—advertising, and promotion on social networks, and so on.
How to Contact?
- Email: sdr.games.islands@gmail.com
- VK: https://vk.ru/whist_game




