One Lonely Outpost Pitch Deck: 14-Slide Pre-Seed Deck

See all 14 slides of the One Lonely Outpost pitch deck, with a slide-by-slide teardown of what the deck does well and where it falls short.

One Lonely Outpost is a sci-fi life-simulation game that positions itself as a space-themed successor to Stardew Valley. The deck is notable for its transparency regarding internal investment, stating that team members have contributed over $50,000 in cash and $250,000 in sweat equity. The presentation focuses heavily on unique gameplay mechanics, such as gene splicing and robo-animal husbandry, while providing a tiered budget structure ranging from $145,000 to $295,000 per year. While the deck excels at showcasing art style and team pedigree—including a lead artist with experience at Valve—i…

Key takeaways

Slide-by-Slide Teardown

Slide 1: Title and Hook

The deck opens with a high-contrast title slide featuring the game's logo and a central hook: 'Stardew Valley meets The Martian.' This is a classic 'X meets Y' pitch strategy designed to immediately categorize the game for investors. The background art establishes the 16-bit pixel aesthetic and the sci-fi setting, showing an astronaut looking out over a desolate, purple-hued alien landscape. It effectively communicates the tone and genre without requiring a single paragraph of text.

Slide 2: Why our game?

This slide addresses the market opportunity and the team's commitment. It notes that Stardew Valley captured 'tens of millions' of players and positions One Lonely Outpost as the next logical evolution by adding a space theme, which they claim is a 'first in the genre.' The slide lists 'Unique Selling Points' (USPs) such as gene splicing and in-depth plant tending. Crucially, it includes a 'skin in the game' section, stating that team members have invested over $50,000 in cash and $250,000 in sweat equity. It also lists early traction: 3,500 Facebook likes, 3,500 Twitter follows, and 1,200 mailing list subscribers.

Slide 3: Timeline & Budget

This is a highly transparent slide that breaks down the development roadmap and the capital required. The timeline spans nine quarters, from 'Project Kickoff' to 'Full Release' in Dev Y3-Q1. It allocates specific days for Feature Development (196 days), Bugfixing (60 days), Content Development (169 days), Polish (50 days), and Stabilization (35 days). The budget is presented in two tiers: a 'Minimum' of $145,000/year and an 'Optimal' of $295,000/year. The slide notes that the optimal budget is required for 'high-profile features' like Multiplayer and Terraforming.

Slide 4: Features - Synthetics

This slide dives into the specific mechanics that differentiate the game from standard farming sims. It explains 'Gene Splicing,' which allows players to modify plants for faster growth or resilience, though at the risk of 'adverse mutations.' It also introduces 'Robo Cows, Chickens, [and] Pigs' that produce synthetic meat and textiles. The slide mentions a 'neutral-stance environmental narrative,' suggesting a level of player agency and moral complexity regarding organic versus GMO paths, which adds depth to the standard life-sim loop.

Slide 5: Features - Ruins & Mini-games

To show that the game is more than just farming, this slide highlights exploration and secondary gameplay loops. It describes 'alien ruins' populated by robots that test the player's resolve, hinting at a narrative mystery regarding the planet's makers. It also mentions an 'Asteroid mining/racing mini-game' where players must place in the top three to keep their gathered resources. The inclusion of these features suggests a 'mid-core' complexity level designed to keep players engaged beyond the core farming mechanics.

Slide 6: Our Core Team

The team slide focuses on professional longevity and industry pedigree. Brad Petry (Project Manager) is credited with 12 released titles. Narongdej Teo (Lead Artist) is highlighted for his 10 years of experience and contract work for DOTA 2 and Valve. Christopher Bayliss (Programmer) is noted as being currently employed by Broadcom, and Richard Schmidbauer (Pixel Artist) brings 8 years of experience. The emphasis here is on the ability to actually ship a product, a common concern for investors in the indie game space.

Slide 7: Alpha Screenshots

The final slide provided shows four screenshots of the game in its Alpha state. These images confirm that the UI is functional, featuring an inventory hotbar, a date/time display ('2nd of Spring, 1st Year'), and a currency called 'Spacebucks.' The screenshots show character dialogue, crop farming, and exploration of crystal-laden caves. This serves as proof of concept, demonstrating that the project is well beyond the ideation phase and has a tangible, playable foundation.

What Works

The Hook: Comparing the game to 'Stardew Valley' and 'The Martian' is an excellent way to instantly communicate the gameplay loop and the setting. · Financial Transparency: Listing the exact amount of sweat equity ($250,000) and personal cash investment ($50,000) builds significant trust with potential investors. · Tiered Budgeting: Instead of asking for a single flat fee, the team shows what different levels of funding will actually buy in terms of features (e.g., Multiplayer). · Art Quality: The screenshots and slide backgrounds consistently demonstrate a high level of polish in the pixel art, which is the primary selling point for this genre.

What is Missing

A Clear Ask: While the budget is listed, there is no slide stating exactly how much equity is being offered or what the specific funding goal for this round is. · Revenue Projections: The deck mentions a '80%+ chance of positive ROI based on market research' on slide 3, but it does not provide the data or the projected sales figures to back this up. · Competitor Analysis: Beyond mentioning Stardew Valley as an inspiration, the deck doesn't address other sci-fi farming sims or explain how they will compete for player attention in a crowded Steam market. · Distribution Strategy: There is no mention of which platforms (PC, Switch, Console) are being targeted or how the team plans to handle marketing and publishing.

Founder's Guide: What to Copy

Quantify Your Passion: If you have spent years working for free or have put your own savings into a project, list the dollar value of that 'sweat equity.' It proves you won't walk away when things get difficult. · Use 'X meets Y': Don't over-explain your product on the first slide. Use two well-known references to anchor the investor's expectations. · Show the UI: Don't just show concept art. Show screenshots that include the inventory, the menus, and the dialogue boxes. It proves the 'game' part of the game actually works. · Professional Pedigree: If your team has worked for major players (like Valve or Broadcom), put those names in bold. In the risky world of indie games, a team that has successfully shipped products is a top-tier asset.

Frequently asked questions

What is the primary value proposition of One Lonely Outpost?
The game aims to be the first space-themed entry in the farming/life-sim genre. It differentiates itself from titles like Stardew Valley and Harvest Moon by introducing sci-fi elements such as gene splicing, terraforming, and robotic livestock, while maintaining the 'tactile pixel art style' that fans of the genre expect.
How much funding is the team looking for?
The deck does not state a specific 'Ask' amount. Instead, slide 3 presents two budget tiers: a 'Minimum' budget of $145,000 per year for two years ($290,000 total) and an 'Optimal' budget of $295,000 per year for two years ($590,000 total). The higher tier includes features like multiplayer and terraforming.
What is the team's professional background?
The core team consists of four members with significant industry experience. Project Manager Brad Petry has 7 years in game dev with 12 released titles; Lead Artist Narongdej Teo has 10 years of experience including work for Valve; and Programmer Christopher Bayliss has 9 years of experience and is employed by Broadcom.
How does the game handle environmental themes?
According to slide 4, the game features a 'neutral-stance environmental narrative.' Players can choose between 'organic and natural' or 'synthetic and GMO' paths for their colony. Both paths offer different benefits and risks, and non-player characters (NPCs) within the game will react based on their own opinions of these choices.
What stage of development is the game currently in?
Based on slide 7, the game is in the Alpha stage, featuring functional screenshots of farming, dialogue, and exploration. The timeline on slide 3 indicates that the project is moving through a two-year development cycle, with a Beta release planned for the start of the second year (Dev Y2-Q1).
Cover slide of the One Lonely Outpost pitch deck — Alpha / Pre-seed
One Lonely Outpost pitch deck, slide 1

One Lonely Outpost pitch deck: the facts

Company
One Lonely Outpost
Year
Not stated
Stage
Alpha / Pre-seed
Slides
14
Sector
Video Games / Indie Dev
Deck type
Investment Pitch
Outcome
Not stated
Headquarters
Not stated

One Lonely Outpost pitch deck PDF

The full One Lonely Outpost deck is embedded on this page and can be read slide by slide in the browser — no download or account required. Each slide is covered in the breakdown above.

What the One Lonely Outpost pitch deck was used for

This deck is the **One Lonely Outpost Game Pitch Deck**, a 14‑slide fundraising presentation for the indie space‑farming simulation game developed by Aurorian Studios and later associated with publisher Freedom Games. The game is pitched as a sci‑fi farming/life‑sim described in external coverage as "a farm life sim in space" and compared to Stardew Valley in a sci‑fi setting. The deck was used to seek equity investment and/or a publishing deal, with external commentary noting that it ultimately helped secure both an equity investment and a publishing agreement. Separately from this deck, the project ran a Kickstarter campaign launched on August 25, 2020 that raised $123,195 from 2,193 backers against an $80,000 goal, but that crowdfunding raise is not necessarily the same round this deck targeted.

Industry
Video games / indie game development

What happened after the One Lonely Outpost deck

The One Lonely Outpost pitch deck supported multiple funding and partnership outcomes: a successful Kickstarter raise above its initial goal, an equity investment, and a publishing deal leading to an announced early access launch, though granular details of the investment round and final release trajectory remain partly undisclosed in public sources.

What the One Lonely Outpost deck got right

What could have been stronger

How an investor would read this deck

What draws attention

Risks that stand out

Questions this deck invites

What founders can take from the One Lonely Outpost deck

One Lonely Outpost pitch deck: common questions

What kind of game is One Lonely Outpost?

One Lonely Outpost is a **space farming simulation / life‑sim game** in which the player builds a farm and community on a barren alien planet, blending farming, colony‑building, and social/life‑simulation elements. It has often been described as "Stardew Valley in space" or a sci‑fi twist on the farming sim genre.

Who is behind One Lonely Outpost and who developed it?

The **developer** of One Lonely Outpost is **Aurorian Studios**, an indie studio that launched and ran the original Kickstarter campaign. Later materials and the official wiki list the game as developed and published by **indie.io**, indicating that ownership/publishing responsibilities shifted, but Aurorian Studios is the team presented in the pitch deck itself.

How was One Lonely Outpost funded initially, and how much did it raise?

According to the official wiki and Kickstarter campaign, One Lonely Outpost launched a Kickstarter on **August 25, 2020**, with a goal of **$80,000** and ultimately raised **$123,195** from **2,193 backers**, reaching 100% funding by **September 19, 2020**. External press in late 2020 likewise notes that the game was funded via Kickstarter earlier that year.

What fundraising outcomes are directly associated with the One Lonely Outpost pitch deck?

The Slideshare description for the One Lonely Outpost Game Pitch Deck states that Aurorian Studios "successfully completed a **$120,000 Kickstarter game** to fund the project's completion" and that the deck "landed Aurorian Studios an **equity investment** as well as a **publishing deal**." The Kickstarter campaign page and official wiki report a slightly different figure of **$123,195 pledged**, suggesting the $120k figure is a rounded representation rather than an exact total.

Where can I find the One Lonely Outpost pitch deck and what does it cover?

The deck itself is hosted as "**One Lonely Outpost - Game Pitch Deck**" on Slideshare, credited to "Pitch Decks" with **14 slides**. A separate teardown article provides detailed commentary on each slide, explaining the game concept, team composition, budget scenarios, and development roadmap referenced in the deck.

Sources

Funding and outcome facts on this page were researched on 2026-08-22 from the pages below.

One Lonely Outpost pitch deck slides

One Lonely Outpost pitch deck slide 1 of 14
One Lonely Outpost pitch deck — slide 1 of 14
One Lonely Outpost pitch deck slide 2 of 14
One Lonely Outpost pitch deck — slide 2 of 14
One Lonely Outpost pitch deck slide 3 of 14
One Lonely Outpost pitch deck — slide 3 of 14
One Lonely Outpost pitch deck slide 4 of 14
One Lonely Outpost pitch deck — slide 4 of 14
One Lonely Outpost pitch deck slide 5 of 14
One Lonely Outpost pitch deck — slide 5 of 14
One Lonely Outpost pitch deck slide 6 of 14
One Lonely Outpost pitch deck — slide 6 of 14

What each slide of the One Lonely Outpost pitch deck says

Slide 2

NT | SNCIURIITORCT One Lonely Outpost is a farming simulator in the same vein as Stardew Valley and Harvest Moon. It has all the same core features expected of such games, but further expands on them in new and innovative ways. The player starts alone on a barren, alien world, and as the player begins to grow crops and produce more food, colonists arrive. As the colony grows, the player is faced with an interesting choice: to develop an organic and natural farm, or a synthetic and genetically modified one. Both paths have unique gameplay, narrative, and challenges! Additionally, the player can explore alien ruins filled with highly advanced robots in an optional combat zone. Or, if the play…

Slide 3

Why our game? - - Stardew Valley captured the hearts of tens of millions. Now just as NNEC Stardew followed in the steps of Harvest Moon with its own take, so do - pos or we follow Stardew with our even more unique take with a space theme - JC {TREE a first in the genre. CLUE = - Other USPs: Besides the space theme, we have a distinctive, tactile pixel art style blending the best of modern gfx & 16-bit. Unique mechanics like Gene Splicing & In-depth plant tending to set us apart. =m 3 Nom ales - Reactions from fans of the genre have been overwhelmingly positive! CS i Over 3500 facebook page likes, 3500 twitter follows, & 1200 mailing list - |i a all communities are highly engaged. = - Over…

Slide 4

Technical Details - Developed in Unity 3D for ease of porting and development - Full release on PC, Mac, Linux (Exact digital storefront TBD), and Nintendo Switch - Developed with portability to XBox and PlayStation in mind - Able to port to Mobile as well, with sufficient funding - Multiplayer will be added with sufficient funding to support its development 8

Slide 5

» Project Kickoff g Beta Release IB Full Release Bugfixing 60 days. Poseeniuivs a EL Development Polish sodas Stabilize 35days Minimum budget: ~~ $145,000 per year of development for two years This is the minimum amount needed to produce a polished, finished product. It will include all features listed in the following slides except for Terraforming. Minimum budget for 80%+ chance of positive ROI based on market research. Optimal budget: $295,000 per year of development for two years This is the optimal budget which would include high-profile features such as Multiplayer, Terraforming, Follower/Helper NPCs, and substantially more content in the existing features. Highest projected ROI See t…

Slide 6

Feawres - Farming» 553% muon - All the traditional features of the genre, including buying and making your own seeds, fertilizing, watering, planting, and harvesting crops. Till soil, break down rocks and crystals, craft, and customize your farm. - Choose your path! Choose between Organic farming or Synthetic - each with unique mechanics, storyline elements, challenges, and rewards! - If you choose Organic Farming not only do your crops sell at a premium, you get to: - Raise dairy cows, wool-producing sheep, egg-laying chickens, and many more classic farm animals for produce! Cross-breed your plants to produce natural hybrids! Cross-pollinating a plumb and an apricot might get you a Pluot!…

Slide text above is read directly from the One Lonely Outpost deck PDF embedded on this page.

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