pitch · investors · publishers

a small bet on a very loud boat.

ship happens is a sub-€10 co-op party game built for the friendslop moment: viral clips, weekend-long obsessions, and friend groups dragging each other through the steam checkout.

what makes us stand out

built to be clipped, shared, and replayed at parties.

meme-adjacent narrative

an absurd premise engineered to be funny and instantly shareable. the kind of clip that escapes a friend group and ends up on someone's for-you page.

friendslop, fully embraced

physics-based fun and social friction over deep polished complexity. the wobble is the point.

high-stakes coordination loop

manually row in sync, balance the boat, frantically fix problems together. cooperation isn't a bonus, it's the only way out.

shared failure, on purpose

intentional clumsiness guarantees hilarious, clippable moments and emergent gameplay the players invent themselves.

this is the friendslop pitch in motion.

audience

casual friend groups, young adults, content creators.

players who already game, already share clips, and already have a discord call running on a friday night. Mac and PC is our launch platform, that's where the audience lives, and it's where we can ship fastest.

  • targetcasual friend groups · young adults · creators
  • platformMac and windows PC (steam)
  • price€ 9.99
  • players2–4 online co-op
the market

the friendslop wave is already here.

  • 2024–2025 saw a massive rise in the affordable co-op market on PC.
  • consumers treat these games as low-stakes virtual third places to hang out with their social circle.
  • steam's top new paid games of 2025 are full of friendslop: R.E.P.O., Peak, Schedule 1, RV There Yet?, Mage Arena (top 20).
  • sources: games.gg best-sellers 2025 · appmagic friendslop report
Sales figures of comparable friendslop titles vs. their price points
comparable titles.
pricing strategy

€ 9.99 - the friend-group price.

friendslop sales are contagious. one buyer drags 3–4 friends through checkout, so the price has to be a non-decision. we ship at € 9.99 with frequent, deep seasonal sales to keep that conversion friction near zero.

  • · steam as primary platform, wishlists, sales, front-page exposure
  • · itch.io as a secondary site during development to build hype
  • · pre-launch goal: 5,000–10,000 wishlists for steam front-page promo
retention reality

we're not building a live service.

industry data shows friendslop titles average ~3% 30-day retention. players buy these games for one intense, hilarious weekend with friends, and that's fine. we don't burn budget on endless content.

instead, we go all-in on the first 5 hours, the golden window where streamers generate the promo clips and friend groups convince each other to buy in.

why this genre, why us

a sellable game inside a course timeline.

friendslop's shape, short golden hours, low price, viral by design, is exactly what a small team can ship well within the length of this course. tight scope, sharp focus, real shelf life.

risk analysis

what could sink the boat.

and how we keep it afloat.

risk

genuine frustration - failed rowing stalls the boat and kills the fun.

solution

make failing funny through over-the-top boat physics and fast recovery times. tested early, tuned often.

risk

monotonous loop - rowing without pace-breaks gets boring.

solution

obstacles, enemies, and vivid environments to keep the crew engaged.

risk

soloing multiplayer - one player takes command and plays for everyone.

solution

limit information, restrict vision, keep players small vs. the world. cooperation beats dictation.

risk

networking physics - desync and water sim issues.

solution

run all physics through the network; make the physics fun, not realistic.

risk

latency-based punishment in co-op rowing.

solution

generous timing windows + clear visual/auditory cues.

risk

friendslop needs full friend groups, not just one buyer.

solution

low price point and frequent sales to make price a non-factor.

risk

steam refund window - done in 2h = played and refunded.

solution

upgrade system + significantly different levels per progression to retain players past 4 hours.

localization

minimal text, easy translation.

no planned voice lines means localization stays simple. first target: chinese. if it lands well, we expand to portuguese, spanish, arabic, and hindi.

test plan

tune from the first demo.

every feature is tested continuously. the demo build is the tuning tool, we cut what's boring early, before sinking dev time into anything that won't survive playtest.

marketing plan

influencers first. viral moments do the rest.

primary channel: streamers and youtubers who film groups of friends having fun, not educational or professional content. we curate carefully, the right creator with 3 friends generates the perfect promotional footage for free.

youtube targets

  • · TheRussianBadger
  • · VanossGaming
  • · SwaggerSouls
  • · Smii7y
  • · TheBurntPeanut

twitch targets

  • · Fir_
  • · SmallAnt
  • · Cjya

want a piece of a very loud boat?

we're talking to publishers, investors, and creators who get the friendslop moment. let's ship it together.

email us →