Studio Backstage: Why We Decided to Open Our Investor Pitch Deck to the Public
- Rodrigo Banzato
- 2 days ago
- 2 min read

Studio Backstage: Our Just Madness Earth Apocalypse 1979 Investor Deck
In independent game development, transparency is not just a core value—it is our greatest competitive advantage. Producing a commercial game with a mature approach requires aligning artistic vision with a surgical, realistic, and execution-focused business plan.
For this reason, we have decided to take a step that many studios keep under lock and key: we are publicly opening our investor relations area and making our official August 2026 Pitch Deck available online to the international market.
This document outlines the business framework supporting the development of Just Madness: Earth Apocalypse 1979. Within it, we detail our estimated 20-month production timeline, our strategic budget distribution optimized across 5 phases of $32,000 USD each, and the scalability of our technical team to keep our production line lean and highly efficient. On the investor page of our official website, you can track the entire structure we have built, showcasing market metrics and real data regarding public opinion and our prototype evaluation.
This philosophy of radically opening up commercial blueprints isn't a shot in the dark; it aligns with a growing movement among top-tier independent projects like Cosmoteer and Trash Goblin, which used public pitch documents to achieve massive organic traction. In fact, this approach traces its roots back to the legendary foundations of our industry. When the original 1994 business design framework for Diablo was made public, it proved that global blockbusters are never built on artistic guesswork, but on rigid, predictable milestone engineering. By bringing our own development structures into the open today, Just Madness: Earth Apocalypse 1979 honors that classic production heritage, proving that business maturity and technical discipline are the ultimate tools to mitigate investor risk and guarantee software deployment.
More than just attracting commercial publishers and strategic partners aligned with our ambition to impact the survival horror and V8 vehicular combat market, opening this data serves as a validation for our gaming community. We prove with numbers and real market benchmarks, such as Fallout, Metro, and S.T.A.L.K.E.R., that we are positioned within a massive, loyal, and highly lucrative niche. Our game also shares deep roots with Doom and Resident Evil due to its grotesque creatures and intense gore effects, which serve as major inspirations for our universe.

Working in an open framework demonstrates that our studio possesses engineering maturity and total software delivery predictability. The milestone for our first phase is already secured internally, featuring a playable prototype ready for immediate review. However, our vertical slice, which will technically serve as our public demo, is undergoing constant iteration, focusing heavily on performance optimizations, new character models, and narrative expansions.
I invite publishers, strategic partners, and industry enthusiasts to review our complete business documentation. The pitch deck can be accessed directly on our investor page.
The journey of a solo independent studio is a long mountain to climb, but when execution is backed by business discipline, success stops being a matter of luck and becomes a matter of time and continuous delivery. I truly hope this publication helps other indie developers build their own roadmaps and professional pitching materials.


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