Branden Middendorf | Nectar Games Studio
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Nectar Games Studio

What is Project Resurgence?
Project Resurgence is a narrative-driven roleplaying game set in the land of Lumen, a gritty and volatile world being rebuilt after a great disaster. In this mysterious environment, there are no right or wrong answers—only actions and consequences. To discover the secrets of this world, you must first uncover your own veiled past, by any means you see fit. As you fight, sneak, or persuade your way toward the truth, one question constantly hangs: will you bring order or let chaos reign? If you can navigate the myriad terrors both monstrous and human, then maybe—just maybe—history will remember your name.


  • Objective:Create a unique character and survive the dangers of Lumen as you search for answers.
  • Setting:A post-apocalyptic world, fusing dark fantasy and dieselpunk sci-fi.
  • Core Mechanics: Party-based exploration, turn-based and real-time combat, reactive dialog, branching story, and freeform character advancement.
  • Inspirations:Arcanum, Planescape: Torment, Baldur’s Gate, Fallout, The Witcher, Fullmetal Alchemist, Legend of Korra, and The Dark Tower.
  • The Team: Industry vets with over 50 shipped titles, located all over the world.
  • Why Kickstarter:To build our community, raise funds organically, maintain our creative vision, and bring fans into our process as much as possible.
  • Platforms: PC, Mac, and Linux.
  • Engine:Unreal Engine 4
  • Retail Value: Episode 1: $15. Episodes 2-5: $10 each ($55 total).
  • Release Date: Episode 1: Q1 2017. Episodes 2-5: TBD.


For a three month stint I was brought on at Nectar for their Director of Operations. My job was to help take this very talented team from a hobby project to a business. I aided in fleshing out their business plan, creating the pitch deck and being the face of the company to publishers, investors, and conferences.


Nectar Games was the three year project in the making. Starting at Full-Sail with Rob Buchhiet and Cohh-Carnage (Twitch Streamer) they created a team and developed Project Resurgence. With team members from prestigious colleges, triple A backgrounds and the support from one of the top 50 Twitch streamers, we had the skills and the following to take off.


On February 10, 2016 Project Resurgence not only was a Staff Pick on Kickstarter but was successfully funded. We raised $184,735 from our original $160,000 goal. Shortly after we were Greenlit on Steam. Almost a year after the Kickstarter I joined up with Rob Buchhiet as an IGDA Cincinnati Organizer – After getting to know him more to understand what each others strengths were he asked me to come on board to help handle more of the business end of Nectar and raise additional money, while he was managing the project.


Below you will find the information to check out our pitch deck that we pitched to well over 50 publishers and investors. After Kickstarter fee’s and a year later we were in need for additional funds. We had 12 key members on the team working everyday, being paid minimum wage and was at the point where money was becoming an issue. We calculated that we would have needed an additional $500,000 to build out the rest of the framework to finish Chapter 1. After that development would have gone much smoother since all the key mechanics would have been added into the game. However looking back half a million was a bit much for 1\5 of a game. We were able to get additional support from friends and family as well as help from Cohh himself. Shortly after my departure with Nectar we had to shut down the project.


But all failures in my eyes are learning opportunities for both myself and for others. With our leadership in IGDA we complies all the things that went right and what went wrong in creating a game studio. recorded it and made it publicly available for everyone to observe of how Nectar Games Studio failed to deliver a game. We got a lot of praise from this from other developers, publishers and friends that loved how honest the talk was in why it failed because we found that it is a topic that not many actually talk about.
In the end the team went separate ways, Rob owns all rights to the game and plans to return to it one day. Both Rob and I are still IGDA organizers and hope to return to the project one day to deliver something with all the work we put into it.