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RatatanNewsRatatan Development Log #6
Community

Ratatan Development Log #6

Ratatan · published 4 Sep 2026, 03:00 UTC

All newsPlayers around this dateRead on Steam

Ratatan Development Log #6

The UX Video

In the previous article, I explained how Kickstarter became our first major milestone, marking the point where Ratatan evolved from an idea into a real project.

However, at that stage, all we had was a concept.

The game itself didn't exist yet.

The reality was simple:

We couldn't raise funding.

So when does a game become ready for funding?

For Ratatan, the answer was the UX Video.


A Concept Alone Cannot Raise Funding

Kickstarter is a crowdfunding platform.

However, we never viewed Kickstarter as simply a place to raise money.

One of the unique challenges of game development is that you need funding before the game is finished.

That means you can't present a completed product to potential supporters or investors.

Instead, what supporters, publishers, and investors are really evaluating is:

"Can this game actually be completed?"

"Can this team deliver on its promise?"

This applies not only to Kickstarter, but also to venture capital fundraising and publisher negotiations.

Investment decisions are made the moment people can clearly picture what the game will become.

In that sense, Kickstarter isn't unique.

Rather, it is one of the clearest examples of how game funding works across the industry.


What We Feared Most

As we prepared for Kickstarter, there was one thing we feared more than anything else.

It wasn't failing to reach our funding goal.

What truly frightened us was failing to finish the game.

Once people place their trust in you,

"We're sorry—we couldn't finish it."

was the one outcome we absolutely had to avoid.

That became our highest priority.

How could we make sure we would be able to complete the game?

Our answer was simple.

We needed to build the game far enough that we ourselves could clearly see the finished experience.

Only then would we be ready to ask others to support us.

That, we believed, was the real first step toward raising funding.


The UX Video as Our Goal

In February 2023, we officially kicked off preparations for Kickstarter.

Stretch goals.

Rewards.

Merchandise.

Campaign planning.

Community updates.

All of these were important.

But before any of that could matter, players first needed to look at Ratatan and think:

"That looks fun."

The single most important deliverable we defined was the UX Video.

At first glance, it may sound like nothing more than a promotional trailer.

But that wasn't what we were trying to create.

It wasn't a cinematic trailer stitched together from fake gameplay.

Our goal was to build a real, playable game, then capture that gameplay exactly as players would experience it.

In today's terms, it would be close to a vertical slice.

A playable mock-up that represented the core experience of the final game.

That was the true purpose of our UX Video.


Building the Experience

There was one other element we absolutely refused to compromise on.

The music.

Ratatan is a rhythm game.

Gameplay alone cannot communicate its true appeal.

The experience only comes together when gameplay and music work as one.

For that reason, while developing the UX Video, we also asked Kenmei Adachi to begin composing music intended for the final game.

The main theme.

World 1.

World 2.

Even at this early stage, these tracks were created with the expectation that they would appear in the finished game.

Gameplay.

Music.

Everything the player would experience.

We believed that presenting the actual game experience—not just an idea—was the most important part of raising funding.


Our First Gameplay Trailer

The result was Ratatan's very first gameplay trailer.

Ratatan Official Gameplay Trailer

Looking back today, almost everything that defines Ratatan can already be seen in that video.

Rhythm-based action.

Four-player co-op.

Massive boss battles.

And, of course, Adachi-san's music.

Many details changed over the following years.

Mechanics evolved.

Features were refined.

Presentation improved.

But the answer to one question had already been found:

"What kind of experience do we want players to have?"

Looking back now, I don't think the UX Video was simply a promotional trailer.

It was the moment Ratatan transformed from a concept into a game.

It was also the moment we finally had something we could confidently present when seeking funding.


Next Time

With the UX Video complete, preparations for Kickstarter truly began.

Trademark registration.

Choosing the game's title.

Founding Ratata Arts.

And exhibiting at BitSummit.

Next time, I'll look back at everything we did to prepare for introducing Ratatan to the world for the very first time.

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