Developers of an educational game about Chukotka are seeking 2.1 million rubles for polishing and marketing
Indie developers continue to share pitches for their projects on our pages. This time, the team at ChooKotka shared the story of their game. They are working on a 2D Metroidvania of the same name.
ChooKotka
The project was discussed by Yaroslav Tikunov, the project leader.
Yaroslav Tikunov
About the Team
Hello everyone! We are ChooKotka, a tight-knit group of 6 experienced specialists who came together in 2024 with an ambitious goal: to create a profound and engaging educational video game that preserves the unique cultural heritage of the indigenous peoples of Chukotka.
The team is geographically spread across Russia, but our work is closely connected to the spirit and realities of the Chukotka Autonomous Okrug.
Team Composition
- Yaroslav Tikunov — Leader: finalist of the "master’s jam" game jam, and winner of national competitions ("Always Ready," "Steps to Science"). Successfully published the game Gamedev Tycoon on Yandex.Games and itch.io.
- Jean Lipick — Artist/Animator: an experienced 2D animator and artist with 9 years of experience. Worked on commercial projects, including Graveyard Keeper (Red Rift) and an anniversary game for IGN. Specializes in complex frame-by-frame animation and pixel art.
- Kirill Subbotin — Game Designer: a game designer with over 6 years of experience, specializing in VR, mechanics, and narrative. Principal developer of five VR games (Nevrosa series for HTC Vive/Oculus).
- Polina Mirusina — 2D/3D Artist, Animator: winner of the "M.Art" grant competition in the video game direction. Author of the game "Nine Gifts," participant in game development Trust Me. Skilled in level design and working with 2D/3D graphics (Krita, Blender).
- Gleb Zezev — Project Manager: winner of the "Art of Code" competition, finalist of "Start the Game," ambassador of "Game Industry." Responsible for project management and analytics.
- Vadim Lozovoy — Composer, SMM Specialist: finalist of entrepreneurial programs ("You’re in BUSINESS"), handles the full cycle of audio production (electronic music, sound design) and project promotion on social media.
About the Project
ChooKotka is a 2D Metroidvania with platformer elements and an educational focus, developed on the Unity engine. The game immerses the player in the myths and daily life of Chukotka's indigenous peoples. A key feature is the gameplay involving two characters: a young man named Choo (shamanic abilities, platforming, quests) and his seal companion Kotka (aquatic locations, unique spirit quests). The aim of the project is to preserve a vanishing culture through gamification (myths, language, traditions).
Development History and Status
- Start: active development began in 2024.
- Current status: in the pre-alpha stage.
- Public accessibility: pre-alpha is available for download on itch.io.
Technologies Used
- Main engine: Unity.
- Graphics: pixel art, 2D animation (including complex frame-by-frame).
- Key systems: three-layer world, interactive journal, unique system of shamanic abilities, pet following mechanic (seal), dual character gameplay, platforming, and all elements of a Metroidvania.
What’s Implemented (within pre-alpha)?
- Basic movement within the game world.
- Key mechanics: object interaction, dialogue system.
- Initial location: ready and available for exploration.
- Several mini-games: implemented and functional.
- Prototype quest system: simple implementation.
- Inventory and resource gathering: basic mechanics implemented.
What's Ahead?
- Development of remaining locations (including the spirit realm).
- Creation of all storylines and quests.
- Addition of the main batch of mini-games.
- Cutscene implementation.
- Full realization of shamanic abilities (Choo) and spirit abilities (Kotka).
- Expansion of crafting and upgrade systems.
- Deepening and refinement of the interactive journal.
- Integration of a more complex quest system.
- Enhancement and optimization of all key mechanics.
- Creation of all missing graphics, animations, and sounds.
- UI/UX improvement.
- Performance optimization.
Gameplay and Key Mechanics
Main cycle: exploring a semi-open world, solving puzzles, completing quests, and interacting with culture through gameplay systems.
1. Dual Protagonist (unique feature)
Choo (human)
- Platforming: jumps, climbing using traditional gear (ropes, poles).
- Shamanic abilities: learning magical practices to interact with spirits, access new zones (e.g., "Spirit of the Raven" for reaching high platforms).
- Quests and dialogues: communicating with NPCs, completing tasks to advance the plot.
Kotka (seal)
- Water sections: free movement underwater, exploring areas inaccessible to Choo.
- Spirit abilities: unique skills for solving puzzles (e.g., creating ice platforms).
- “Animal” quests: separate storylines related to the animal and spirit world.
2. Metroidvania System
- Nonlinear exploration: the world is composed of interconnected locations in Chukotka (encampments, tundra, coastline).
- Progression through abilities: new skills of Choo and Kotka unlock previously inaccessible paths (e.g., shamanic trance to pass through spiritual barriers).
- Returning for secrets: the capability (and necessity) to revisit old zones with new abilities.
3. Educational Integrations (key feature)
Interactive Journal
- Automatic entries: on myths, characters, traditions, flora/fauna.
- Player’s manual notes: the ability to make personal notes — a unique feature for deep immersion.
Mini-Games = Cultural Practices
- Learning crafts (bone carving, pattern weaving).
- Traditional hunting/fishing (harpoon battle, kayak handling).
- Ritual dances or ceremonies (rhythm/sequencing mechanic).
Authentic NPCs
Dialogue with them reveals daily life, beliefs, and issues of indigenous peoples, character, worldview, and history of the characters.
4. Upgrades and Resources
Crafting and Inventory
- Gather resources (hides, bones, plants) in the world.
- Create amulets, tools, upgrades for abilities.
Skill Development
- Skill tree for Choo’s shamanic powers.
- Separate enhancements for Kotka’s abilities.
5. Narrative and Atmosphere
- Story of overcoming: Choo’s journey from exile to shaman saving his people.
- Three-layer world (technical feature) — physical world (reality), spirit world (otherworldly dimension accessible through shamanic practices), past/legends (flashbacks through myths).
- Atmospheric soundtrack: Original music based on Chukotkan motifs (electronic arrangement).
6. Unique Features (standing out from counterparts)
- “Living” culture: not just a backdrop but the core of mechanics (learning crafts through mini-games, legend dialogues, using traditional tools in platforming).
- Duality of characters: tactical switching between Choo and Kotka for solving complex puzzles (e.g., Choo creates a shamanic wind shield, while Kotka forges a path through the ice).
- Journal as a gameplay tool: handwritten player notes impact lore understanding and quest hints.
- Social context: the game as a tool for preserving a disappearing language and traditions (integration of Chukotkan words, authentic rituals).
Target Audience and References
1. Primary Group
- Age: 12–25 years.
- Status: students, young professionals.
- Interests: indie games with strong narratives (Celeste, Hollow Knight), educational content (history, ethnography), cultural diversity in media.
2. Extended Group
- Age: 25–35 years.
- Profession: office workers, teachers, engineers.
- Interests: Relaxing gameplay with exploration elements (Stardew Valley), gripping and atmospheric stories.
- Supporting local cultural initiatives.
Closest Audience References
1. Never Alone (Kisima Ingitchuna)
Intersection: players who value authentic representation of indigenous cultures through gameplay.
Difference: ChooKotka offers deeper NPC interaction, craft-based mini-games, and a richer, well-developed world.
2. Stardew Valley
Intersection: audience that enjoys leisurely world exploration, resource gathering, and mini-games.
Difference: focus on cultural education (instead of farming) and dramatic storytelling.
3. Celeste
Intersection: fans of narrative-driven platformers with an emotional story.
Difference: in ChooKotka, platforming is integrated with ethnography and Metroidvania elements.
4. Hollow Knight
Intersection: enthusiasts of Metroidvanias with a nonlinear world and atmospheric locations.
Difference: educational aspect and unique mechanic of switching between characters.
Business Model of the Project
1. Main Monetization Model — Premium
Strategy:
- one-time paid purchase of the game;
- price — 550 rubles (for Russia on PC);
- platforms — Steam, VK Play, itch.io (at launch).
Advantages:
- matches the genre (Metroidvania/platformer);
- ensures a fixed income without aggressive monetization.
2. Additional Revenue Streams
a) Paid DLC
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- New storylines (myths of other northern peoples);
- additional locations (e.g., the Bering Strait);
- costumes/skins for characters (authentic ornaments);
- pricing: 150–300 rubles per DLC;
- analogues — model is successful for narrative games (Hollow Knight: Gods & Nightmares).
b) Merchandise (related products)
-
- Products: badges, keychains, art books, tote bags (production budget: 220,000 rubles);
- goal: brand strengthening and additional monetization of a loyal audience.
3. Sales Forecasts and Justifications
Factors Affecting the Forecast
Positive:
- social significance (preservation of small people's culture);
- success of the alpha version (40+ positive reviews);
- media interest in cultural projects.
Risks:
- limited marketing budget (600,000 rubles against 2–5 million for counterparts);
- competition with major releases in 2026.
Calculation Methodology
1. Analyzing analogues
- Never Alone (similar theme): 100,000 copies in the first year (2014).
- Hollow Knight (genre similarity): 250,000 copies in 1.5 years (2017–2018).
2. Conversion from interest
- Project's target audience (educated gamers) — 0.5–1.5% of the audience of analogues.
- Reach through marketing: 500,000 impressions → 3–5% click-throughs → 3% purchases.
3. Additional financial mechanisms
- Donations (Boosty).
4. Investment conditions for partners
- Royalty: % from sales (depends on the investment amount).
- Fixed return: for investors who prefer predictability.
- Deluxe Edition (game + soundtrack + art book).
- Game integration (personal NPC/item).
- Mention in credits + merchandise package.
5. Profitability and Outlook
- Break-even point — 5,000 copies (at a budget of 2.18 million rubles).
- Monetization expansion — mobile version (F2P with premium access for 349 rubles) and console release (PS/Xbox) → price increase to $14.99.
- Long-term strategy: creating a series of games about the cultures of different peoples plus launching an educational games platform with subscription.
About Metrics
For the premium model of ChooKotka, key metrics focus on sales, engagement, and marketing effectiveness. Here is the full list of priority KPIs based on industry standards and pitch data:
Who We are Looking For
1. SMM/PR Specialist (or Agency)
What’s needed:
- run social media: Telegram, VK, TikTok, YouTube, Boosty;
- grow the audience, attract attention to the project;
- manage reputation: respond to reviews, organize contests.
Budget:
- 120,000–150,000 rubles/month (justification: average SMM agency rate + target);
- duration: 6–12 months (before and after release).
2. Publisher/Investor
Required amount: 2–2.5 million rubles.
Funds will be used for:
The total project budget is 2.18 million rubles, but these funds will only cover basic development. Additional finances are needed to enter the international market (Steam/consoles) and create a “hype.”
Contacts
- Email: yaroslav.tikunov8@gmail.com
- Telegram: @Yaroslav_Tikunov
Important Information:
- Materials (pitch, budget, tracks): https://disk.yandex.ru/d/N-v5vyLDsadILQ
- Telegram Channel: https://t.me/choo_kotka
- Pre-alpha: https://llogz.itch.io/chookotka