and why we focused so much effort and resources on Naomi's story. It might be easy to copy the concept, but it's not so easy to just whip up a good story. 3. Existing Fan Base Zombies, Run! is brand new IP, but that doesn't mean it came from nowhere. We funded the game via Kickstarter in September 2011, raising $73,000 from 3500 backers and becoming the most successful videogame on the site -- until a certain Tim Schafer came along, that is... That meant that when we launched in February, we already had tens of thousands of people eagerly anticipating the game and already knowing what it was, along with press coverage ready to go. 4. High Quality We feel that Zombies, Run! is a high quality app -- we used professional actors and spent the time to get it right. The story is as good as any you'll find in videogame today. But Still... Despite all this, we were still thinking of a freemium or $3 or $4 price point. There was one major snag with this: we didn't want to undercut our Kickstarter backers, the vast majority of whom pledged $10 in return for the game plus all Season 1 add-ons (which we stated would be $20+ of value). Pricing the core app at $3 would make that promise much harder to fulfil. But let's assume that we're horrible people -- what if we don't care about our backers and we just want to maximise revenue? Well,