Shipping Kickstarter rewards

Shipping is the part of crowdfunding most likely to sink a first campaign financially. The games themselves are a known cost. Shipping is a moving target: rates change between campaign and delivery, backers live in expensive-to-reach places, and a single game is one of the worst parcels in e-commerce, heavy, oversized, and fragile-cornered. The universal advice from experienced creators is to charge shipping after the campaign, collected through a pledge manager once real rates are known, rather than baking a guessed shipping price into pledge levels.

The standard fulfillment flow looks like this. During the campaign you promise "shipping charged later, estimated X to Y per region." After the campaign, backers complete a pledge manager survey with their address and pay actual shipping. You freight the games from the factory to fulfillment hubs in each major region, the hubs ship parcels domestically, and backers receive games without surprise customs bills. This regional approach is now the expected standard, and campaigns that ship everything from one country face angry backers hit with import fees.

Two phrases matter enormously in backer communication: "customs friendly" or "VAT friendly" means you are importing into the region in bulk and paying duties and taxes yourself, so the backer's parcel is a domestic shipment with no fees on delivery. Promising this and then shipping internationally anyway is one of the fastest ways to torch a community's trust. Only promise regions you have actually arranged hubs for.

Budget honestly. Between freight to hubs, duties, fulfillment fees, and postage, delivering a single mid-weight game often costs 12 to 25 dollars per backer even before problems. Add a contingency of 10 to 20 percent for rate increases, address changes, and replacements. If those numbers make your campaign math stop working, fix the math before launch, not after.

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Video tutorials

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