Pre-orders.
The run funds itself before it exists.
Customers reserve and pay; production starts once the campaign closes. Three dials: a deadline, a production minimum, and a ceiling if you want a limited run. Below the minimum, everyone is refunded automatically, shipping included.
The biggest unlock for small communities.
Zero inventory risk
Your cash stays available: production is triggered AFTER demand is proven.
Cash flow upfront
You collect from customers BEFORE paying the atelier. Working capital becomes negative : they fund their own drop.
Demand signal first
See what resonates before you scale. A failed pre-order is data. A win is the green light for round 2.
Scarcity is a setting, not a slogan
“Limited to 100 · 47 left · closes in 6 days”: three true numbers, held by the engine. The ceiling really does close the campaign when it is reached.
A date, a minimum, a ceiling.
The campaign closes on a date.
Required. You set the day reservations stop; production starts the next morning. With no minimum, every piece reserved gets made : the countdown does the work.
- 1Customer reserves and pays
- 2The countdown runs
- 3The campaign closes on the date
- 4The workshop makes it, then ships
- Tour drop, three weeks before the show
- Festival day-of drop
- Back-to-school collection
- End-of-season run
Nothing is made below the minimum.
Optional. You set the number of pieces at which the run exists : 30, 50, 100. Customers pay when they reserve. If the minimum isn't reached by the deadline, nothing is made and EVERYONE is refunded automatically, shipping included.
- 1Customer reserves and pays
- 2The gauge shows progress (23 / 50)
- 3Minimum reached → the run goes to production
- 4Minimum missed → automatic refund
- A club's first drop, no money down
- Testing a collab before committing
- Hitting a screen-printing minimum
- Validating a piece before shelving it
A ceiling, or no ceiling.
Optional. You can cap the run (100 pieces, not one more) or leave it open, in which case only time limits it. The gauge shows the ceiling when there is one, the minimum otherwise.
- 1Set the ceiling, or leave it empty
- 2The gauge counts to the ceiling
- 3Ceiling reached → reservations close
- 4No ceiling → the deadline decides
- Numbered edition, 100 copies
- A club's anniversary piece
- A one-pass collab
- Open run, bounded by the date alone
Where pre-orders dominate live stock.
Tour merch drop
Drop a tour-specific hoodie 3 weeks before the first show. Fans reserve, you ship to their door T+1d after the date. Zero leftover stock at the merch stand.
Festival day-of drop
Limited drop launched the morning of the festival. Reservations open 30 days prior, drop ships the week after : pre-orders carry the production cost.
Anniversary drop
Anniversary drop, one hundred pieces, delivery date announced at opening. Production only starts once the threshold is met (production minimum): nothing is made for stock that won't move.
Season opener pack
Spring season hoodie + tee combo. Open pre-orders 14 days before kick-off, ship the morning of game day. Members wear matching off-court.
Spirit week dated
Spirit week hoodies pre-ordered by students + parents 21 days before. Delivered in homeroom on day 1. No HR-level chasing of sizes.
New hire kit
Welcome kit auto-triggered when a new hire signs. Pre-order locked at offer-accept, shipped to their door before day 1.
The questions that always come up.
When is my customer charged?
What if the atelier is slow?
Can I cancel a pre-order once it's live?
Does pre-order work for embroidery / screen / DTG?
Can I mix pre-order and in-stock in the same store?
What's the fee on pre-orders?
Open a run your customers fund.
Open your store, put a piece on pre-order, set the deadline and the minimum. You collect before you pay the workshop; if the minimum isn't reached, the engine refunds everyone without you lifting a finger.