BackerBench

All categories

Category benchmarks

Six Kickstarter categories analyzed. Each report is 16 pages — eight findings, every chart, every caveat. Free.

253.9K projects across 6 categories · 2009–2026

Technology

Report ready

Hardware, gadgets, wearables, robotics. The largest goals — and the steepest failure curve.

Projects
32.6K
Success rate
33%
Median goal
$12,761
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Games

Report ready

Tabletop, video games, playing cards. The only category where 100%+ funding is the norm.

Projects
59.4K
Success rate
53%
Median goal
$4,707
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Design

Report ready

Product design, EDC, home goods. Hardware-lite — strong demand, lower failure than Tech.

Projects
33.2K
Success rate
48%
Median goal
$6,904
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Publishing

Report ready

Books, zines, comics, journalism. Small budgets, loyal communities, the highest Staff Pick rate.

Projects
40.6K
Success rate
41%
Median goal
$4,000
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Film & Video

Report ready

Documentaries, narrative film, web series. Long deadlines, sentimental backers, modest goals.

Projects
47.8K
Success rate
39%
Median goal
$6,500
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Music

Report ready

Albums, tours, music videos. Most launches per day across the whole platform.

Projects
40.3K
Success rate
46%
Median goal
$4,383
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Subcategory benchmarks

Drill into the data.

The five biggest subcategories on Kickstarter, each with their own success rate, goal patterns, and geography. The ones below are our first PoC pages — more rolling out monthly.

Technology

Hardware

Phones, accessories, audio gear, lighting, power. The bright spot of Tech — and the reason backers haven't given up on hardware crowdfunding entirely.

Projects
4.5K
Success
54%
Median goal
$19,690
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Technology

Apps

Mobile and desktop apps, services, SaaS launches. The single worst-performing subcategory we measure — and the data is brutally clear about why.

Projects
6.9K
Success
9%
Median goal
$17,328
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Technology

Gadgets

Smaller hardware projects: cable organizers, EDC tools, kitchen widgets, novelty electronics. The most reliable Tech subcategory by success rate.

Projects
4.4K
Success
61%
Median goal
$9,000
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Technology

Software

Desktop tools, plugins, OS-level utilities. Better than Apps, worse than anything physical — caught between two markets that don't include Kickstarter.

Projects
3.4K
Success
23%
Median goal
$15,000
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Technology

Wearables

Smartwatches, fitness trackers, smart rings, health monitors. Hardware's slightly riskier sibling — physical objects backers love, but with extra trust friction around health claims.

Projects
1.3K
Success
52%
Median goal
$15,717
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Technology

DIY Electronics

Arduino kits, soldering tools, breadboard accessories, hobbyist boards. The subcategory where customers and creators speak the same language — and crowdfunding works because of it.

Projects
1.1K
Success
62%
Median goal
$4,028
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Technology

3D Printing

Printers, filaments, accessories, modular print farms. The Tech subcategory most defined by repeat backers — most buyers already own a printer and are upgrading.

Projects
1K
Success
62%
Median goal
$5,000
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Games

Tabletop Games

Board games, RPGs, card games, miniatures. The single highest-success-rate subcategory on Kickstarter — and the structural reason crowdfunding became synonymous with tabletop.

Projects
30.1K
Success
77%
Median goal
$2,000
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Games

Video Games

Indie video game development, expansions, retro games, niche titles. The largest Games subcategory after Tabletop — and the riskier cousin.

Projects
14.7K
Success
33%
Median goal
$10,000
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Games

Playing Cards

Custom decks, art-driven playing cards, magic and cardistry sets. A surprisingly large niche — and the most-backed sub of Games after Tabletop.

Projects
6.5K
Success
55%
Median goal
$5,000
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Design

Product Design

EDC, accessories, home goods, premium packaging. The most aesthetically-driven subcategory — and where backers fund taste, not just function.

Projects
24.3K
Success
54%
Median goal
$7,854
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Publishing

Fiction

Novels, short story collections, novellas, fantasy, sci-fi, romance. The base layer of Publishing's backlist economy — and the most accessible category for self-published authors.

Projects
10.1K
Success
50%
Median goal
$2,500
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Publishing

Children's Books

Picture books, early readers, illustrated tales, educational books for kids. A high-volume, even-success subcategory — illustration-driven, parent-funded.

Projects
7.5K
Success
50%
Median goal
$4,900
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Publishing

Nonfiction

Memoir, essays, business, self-help, hobby and craft. The hardest publishing subcategory to crowdfund — but the most lucrative when it works.

Projects
6.4K
Success
39%
Median goal
$5,000
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Publishing

Art Books

Illustration collections, photography, art history, tarot decks, artist monographs. Object-driven publishing — where the book is the art, not the container for it.

Projects
3.2K
Success
56%
Median goal
$5,536
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Film & Video

Documentary

Feature documentaries, short docs, journalistic projects. The middle of Film & Video — and the only cinema-adjacent format where Kickstarter funds first-time filmmakers.

Projects
10.2K
Success
44%
Median goal
$11,199
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Film & Video

Animation

Animated shorts, pilots, web animation, anime co-productions. The dominant subcategory in the Film & Video top 20 — and the format Kickstarter actually fits.

Projects
3.8K
Success
45%
Median goal
$9,000
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Film & Video

Shorts

Short films, festival entries, proof-of-concept reels. The highest-success subcategory in Film — and the most realistic entry point for first-time directors.

Projects
6.4K
Success
60%
Median goal
$3,611
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Film & Video

Narrative Film

Indie narrative features, micro-budget cinema, dramatic films. A subcategory caught between budget reality and Kickstarter ceiling.

Projects
3.4K
Success
48%
Median goal
$10,000
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Music

Rock

Indie rock, classic rock, alt rock, emo, punk-adjacent. The largest Music subcategory by volume — and a textbook example of small-tribe music monetization.

Projects
4.4K
Success
52%
Median goal
$3,500
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What every report covers

Eight findings, common skeleton.

Each category report runs the same eight findings against its own dataset — so the categories are directly comparable. Numbers vary; the framework is fixed.

  1. The funding cliff — how success collapses across goal ranges
  2. The sub-$1K paradox — why the highest success rate is mostly cosmetic
  3. Geography — which countries lead the category, and why
  4. Launch month timing — the calendar effect, by category
  5. The 17-year arc — peak, trough, and recovery
  6. The 31–38 day sweet spot — and the 30-day default trap
  7. Prelaunch effect — the largest universally-positive controllable lever
  8. Creator history — the 10-project rule

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