Wayward Strand Pitch Deck (2022): 16-Slide Breakdown

See all 16 slides of the Wayward Strand pitch deck — a 2022 deck — with a slide-by-slide teardown of what the deck does well and where it falls short.

Wayward Strand’s pitch deck is a masterclass in communicating a complex, non-traditional gameplay mechanic through clear visual storytelling. Rather than focusing on high-octane action, the deck prioritizes the 'simultaneous narrative'—a technical and creative feat where NPCs live their lives independently of the player. By emphasizing that a single playthrough only reveals a fraction of the content (2-3 hours out of a much larger web), the deck establishes high replayability and technical defensibility. While it lacks traditional venture metrics like CAC or LTV, it successfully sells the 'vi…

Key takeaways

The Narrative-First Pitch: Wayward Strand

Wayward Strand is an indie game that defies traditional genre conventions. Developed by the Australian studio Ghost Pattern, the game is set on an airborne hospital in the 1970s. The pitch deck is not a collection of spreadsheets and growth hacks; instead, it is a visual and conceptual guide to a new type of interactive storytelling. In this teardown, we look at how the team communicated a complex technical achievement—simultaneous character schedules—as a cozy, accessible consumer product.

Slides 1-4: Setting the Scene and the Protagonist

The deck opens with a clear, atmospheric introduction. Slide 1 defines Wayward Strand as a "heartfelt, interactive story" where threads "play out simultaneously." This is the most important hook of the deck. It immediately differentiates the project from standard RPGs or adventure games where the world revolves around the player.

Slide 2 introduces the player character, Casey, a teenage journalist. By giving her a specific role (visiting for three days) and a specific tool (a notebook, mentioned later), the deck establishes the gameplay loop: observe, record, and interact. Slide 3 and Slide 4 reinforce the independence of the NPCs. The deck notes that residents do as they wish, "completely independent of the player character." This sets up the central conflict of the gameplay: you cannot be everywhere at once, which necessitates multiple playthroughs.

Slides 5-8: Defining the Gameplay Loop

The "Gameplay" section begins on Slide 5 . Slide 6 describes the experience as "relaxing" and highlights the notebook mechanic. This is a clever way to show how the game handles information density without overwhelming the player. The notebook is the UI solution for a complex narrative.

Slide 7 and Slide 8 detail the specific verbs available to the player: follow, eavesdrop, interrupt, and converse. These are low-friction interactions. Slide 8 also mentions that every character is "fully voiced," which is a significant production detail that hints at the project's scope and budget requirements without showing a line-item spreadsheet.

Slides 9-11: The Technical Moat - Simultaneous Stories

Slide 9 acts as a transition to the "Living Narrative" section. Slide 10 claims the game has a "unique narrative structure" with over a dozen characters. However, Slide 11 is the most critical slide in the deck for an investor or publisher. It shows a screenshot of the studio's custom-developed toolset.

This slide proves that the "simultaneous stories" claim isn't just a creative ambition—it’s a technical reality. The visualization of rows (characters) and columns (time) shows how the team manages the complexity of dozens of scenes playing out at once. By stating that a single playthrough is 2-3 hours but seeing everything takes "a dozen or more playthroughs," the team is pitching a high-density content model that maximizes the assets they've built.

Slides 12-13: Market Positioning and Accessibility

Slide 12 addresses the "No fail case." In the world of indie games, this is a polarizing choice, but the deck defends it by focusing on "deeper conversations" and "personal moments." It frames the lack of a lose-state as a feature that encourages exploration.

Slide 13 explicitly targets a broad demographic: "adults, children, grandparents alike." By stating that "skill is not the focus," the deck positions Wayward Strand in the same market as "cozy games" like Animal Crossing or Stardew Valley, which have seen massive commercial success by appealing to non-traditional gamers.

Slide 14: The Team (Ghost Pattern)

The team slide on Slide 14 provides the necessary credibility. While Wayward Strand is Ghost Pattern's first project together, the members have worked on high-profile titles including Armello , Cosmic Express , and The Sims FreePlay . Mentioning The Sims is particularly strategic here, as it is the gold standard for games featuring independent NPC AI and life-simulation elements.

Slides 15-16: Conclusion and Visual Identity

Slide 15 is a beautiful full-page piece of key art showing the airborne hospital. It serves as a reminder of the game's unique aesthetic and setting. Slide 16 is a standard thank you slide with the website URL. Notably, there is no contact information for a specific founder or a call to action regarding a funding round.

What Wayward Strand Does Well

Visual Consistency: The deck uses a hand-drawn, scrapbook-style border and a consistent color palette that matches the game's art style. This makes the deck feel like an extension of the product itself. · Technical Proof: Slide 11 is the "money slide." It takes a vague concept (simultaneous stories) and shows the actual engine/tool used to build it. This reduces the perceived risk of the project's complexity. · Clear Value Prop: The deck never wavers from its core message: this is an empathetic, non-linear story about people. It doesn't try to pretend it's an action game or a platformer.

What is Missing from the Deck

The Ask: There is no slide indicating how much money the studio is looking for or what the terms of the investment are. · Financial Projections: There are no sales targets, pricing strategies, or revenue forecasts. While common in indie game pitches to publishers, a VC would find this omission glaring. · Market Analysis: The deck mentions a broad audience but doesn't provide data on the size of the "narrative game" market or list specific competitors (e.g., 80 Days or Firewatch). · Roadmap: There is no timeline for development, alpha/beta testing, or the final release date (though catalogue facts state it was released in 2022).

What Founders Should Copy

Show the Tools: If you are building something with a unique technical hook, show the backend. The scheduling tool on Slide 11 does more to convince an observer of the game's viability than five slides of text ever could. · Define the 'Verbs': Slide 7 and 8 clearly define what the player does. Many narrative pitches get bogged down in plot summaries; Wayward Strand stays focused on the mechanics of interaction. · Lead with the Hook: The "simultaneous narrative" is mentioned on the very first slide. Don't make your audience wait until the middle of the deck to understand your 'unfair advantage' or unique selling point.

Frequently asked questions

What is the primary innovation pitched in the Wayward Strand deck?
The primary innovation is the 'Simultaneous Narrative' structure. Unlike traditional games where the world waits for the player to trigger events, Wayward Strand’s characters follow a strict schedule over three days. Slide 11 shows a complex scheduling tool where rows represent characters and columns represent time, proving the studio built a custom technical solution to handle this non-linear storytelling.
How does the deck address replayability?
Replayability is a core value proposition. Slide 11 explicitly states that while a single playthrough is only 2-3 hours, it takes 'a dozen or more playthroughs' to see everything. This suggests a high value-to-price ratio for consumers, as the 'countless stories' (Slide 10) cannot be exhausted in one sitting.
Who is the target audience according to the pitch?
The deck claims 'Anyone can play,' specifically mentioning adults, children, and grandparents (Slide 13). It positions the game as an accessible experience for people who enjoy fiction or cartoons with strong character development, rather than 'hardcore gamers' who prioritize control dexterity or skill-based challenges.
What is missing from this deck that a VC would typically expect?
This is a creative/publisher pitch rather than a standard VC deck. It completely omits financial data, including the total amount raised (listed as '--' in catalogue facts), marketing plans, distribution strategy, and unit economics. There is no 'Ask' slide detailing how much capital is needed or how it will be allocated.
What is the significance of the 'No fail case' slide?
Slide 12 uses the 'No fail case' to define the game's genre as a 'relaxing' and 'empathetic' experience. By removing the possibility of losing, the founders are signaling that the game’s retention and engagement come from emotional investment and curiosity rather than mechanical difficulty, which broadens the potential market to non-gamers.
Cover slide of the Wayward Strand pitch deck — 2022
Wayward Strand pitch deck, slide 1 (2022)

Wayward Strand pitch deck: the facts

Company
Wayward Strand
Year
2022
Slides
16
Sector
Gaming

Wayward Strand pitch deck PDF

The full Wayward Strand 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 Ghost Pattern / Wayward Strand pitch deck was used for

This deck is for Wayward Strand, a narrative adventure video game developed and self-published by Melbourne-based studio Ghost Pattern, built around a non-linear, simultaneously told story on an airborne hospital. The pitch materials were used around the 2022 launch window to explain the game’s experimental narrative engine and empathetic design to investors and partners, alongside public platform collaborations such as PlayStation and multi-platform release plans. Ghost Pattern formed in 2016 specifically to develop Wayward Strand, pursuing grants and institutional game funding rather than traditional VC rounds. The deck therefore appears geared toward securing production support, grants, and platform collaborations for the game and studio rather than a classic priced equity round.

Investors
Film Victoria / VicScreen (Digital Games and related funding programs)
Founded
2016
Founders
Jason Bakker, Russell Dilley
Headquarters
Melbourne, Victoria, Australia
Industry
Video games / narrative adventure gaming

Year: Funding support was reported during development prior to launch, including rounds announced in 2019–2021; the game released in 2022 after several years of grant-backed development.

Use of funds as presented: Development, production, and polishing of Wayward Strand, including enabling the team to prototype and realize its multi-character, real-time narrative structure and to travel for conferences such as GDC to build relationships.

What happened after the Ghost Pattern / Wayward Strand deck

The pitch deck’s described narrative vision was realized: Ghost Pattern completed and released Wayward Strand after multi-year development, backed by Film Victoria and related institutions, and brought the game to market on PC and consoles in September 2022. Public sources do not show a discrete venture capital or large equity round associated with this deck, suggesting that the primary funding so

What the Ghost Pattern / Wayward Strand 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 Ghost Pattern / Wayward Strand deck

Ghost Pattern / Wayward Strand pitch deck: common questions

What is Wayward Strand and what does this pitch deck describe?

Wayward Strand is a story-rich, narrative adventure game set on an airborne hospital, where you play as Casey Beaumaris, a teenage journalist exploring the lives of patients and staff. The pitch deck focuses on its unique narrative engine that lets multiple character stories unfold in real time, emphasizing an empathetic, slow-paced experience.

Who is behind Wayward Strand and what is Ghost Pattern?

The game is developed and published by Ghost Pattern, a Melbourne-based experiential game design collaboration that formed in 2016 to create Wayward Strand. The studio describes itself as a collective of experienced game developers and artists focused on experimental interactive narrative projects.

When and where was Wayward Strand released?

According to platform and press materials, Wayward Strand launched on September 15, 2022 for Windows, PlayStation 4 and 5, Nintendo Switch, Xbox One, and Xbox Series X|S. Earlier communications had targeted PC and mobile releases around 2020–2021, but the project’s schedule extended, culminating in the 2022 multi-platform release.

Does Ghost Pattern have other released games besides Wayward Strand?

Ghost Pattern’s first major project is Wayward Strand, and while the studio has collaborated on other creative and interactive projects, there is no evidence of separate commercial releases of comparable scope. Public information highlights Wayward Strand as their inaugural title, supported by grants and institutional programs.

What funding did Ghost Pattern secure for Wayward Strand and this deck?

Available information indicates that Wayward Strand’s development was financed through public funding programs such as Film Victoria’s Digital Games fund and institutional support from VicScreen, alongside self-publishing efforts. There is no public record of a traditional venture capital or large equity round specifically tied to this deck; instead, funding appears to come from grants, creative institutions, and self-funding by the team.

Sources

Funding and outcome facts on this page were researched on 2026-08-21 from the pages below.

Wayward Strand pitch deck slides

Wayward Strand pitch deck slide 1 of 16
Wayward Strand pitch deck — slide 1 of 16
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Wayward Strand pitch deck — slide 2 of 16
Wayward Strand pitch deck slide 3 of 16
Wayward Strand pitch deck — slide 3 of 16
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Wayward Strand pitch deck — slide 4 of 16
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Wayward Strand pitch deck — slide 5 of 16
Wayward Strand pitch deck slide 6 of 16
Wayward Strand pitch deck — slide 6 of 16

What each slide of the Wayward Strand pitch deck says

Slide 1

The b, = A heartfelt, interactive story, N—2) told in a curious way. IN): M Wayward Strand is a touching, ~ A " Sy; Sl | empathetic narrative game (ost / 7) woven together from many (( a i distinct threads, all of which 5 3 a play out simultaneously —_——— y, aboard an airborne hospital in 5 1970s Australia.

Slide 2

You ploy as Casey, an inquisitive teenage girl visiting the hospital for the first time. You spend three days with the staff and elderly patients, getting to know them and exploring their stories

Slide 3

iy Vz The hospital's residents are an \J W eclectic cast of characters - some Q by”. charming, some eccentric, some rude > a - each with their own desires, goals 0: = J and imaginations. ES They do as they wish, completely (§ V/ independent of the player [ character. C AN [CE \\; Tw

Slide 4

As Casey spends time with one character, the others continue their day Within the game, time passes for everyone - NPCs continue their stories without waiting for Casey to interact with them. Choose whose story to experience by following characters, having conversations, and exploring the hospital.

Slide 6

Wayward Strand is a relaxing game about exploring @ world, meeting interesting people, and getting to know them As you spend time with a character on board the ship, you discover thelr life and inner world, and you become a part of their story as it happens. As the journalist for her school newspaper, Casey keeps track of information in her notebook - you can use this to delve deeper into characters' stories, and to make new discoveries.

Slide 8

Casey can start a conversation herself, o interrupt an ongoing conversation she is observing Through dialogue options, Casey can change the course of conversation and affect the lives of people on board Every character is fully voiced, allowing the player to follow the sounds of voices throughout the ship to find new scenes and new characters.

Slide 10

As Casey explores the hospital and the lives of the people that live there, she discovers that not everything on the ship is as it seems... In Wayward Strand's unique narrative structure, you are able to room freely between well over a dozen characters, and countless stories contained within the ship.

Slide text above is read directly from the Wayward Strand deck PDF embedded on this page.

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