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Publishing services

What we do, and what we cannot promise

Four service lines. Each one lists what is included and, immediately underneath, the part of the outcome that belongs to somebody else — a platform holder, a rating board or the market.

Store & console publishing

PC storefronts, consoles and mobile, prepared to each holder’s checklist.

Detail page

We take a finished build and do the store work: page copy and assets, build pipelines, ratings paperwork, launch scheduling and post-launch patches — filed through your own platform accounts, with us doing the work inside them under written authorisation.

  • PC storefront setup — Steam, itch.io and Epic Games Store pages, depots, branches and builds
  • Console and storefront submission packs for PlayStation, Xbox and Nintendo Switch, prepared to each holder’s current certification checklist and filed through the developer’s own platform-holder account under written authorisation
  • Mobile store listings for iOS and Android, including data-safety and privacy declarations
  • Age-rating applications (PEGI, ESRB, USK, IARC) prepared and submitted through the developer’s own storefront or ratings-body account under written authorisation

Disclosure
We hold no platform-holder publisher authorisation and no ratings-body licence of our own, so submissions are made through your accounts, not ours, and you stay the account holder throughout. Every store and console release is then subject to the approval of the platform holder concerned: we prepare and manage the submission, we do not control the outcome, and we do not represent that any platform holder has approved a title in advance.

Steam, PlayStation, Xbox, Nintendo Switch, App Store and Google Play are trademarks of their respective owners. Naming them here describes the platforms we submit to and implies no affiliation, sponsorship or endorsement.

Funding & production support

Milestone-based publishing advances, financed from our own capital.

Detail page

Where a project fits the slate we can fund part of production against agreed milestones, and we work alongside the team on scope, scheduling and build quality between them.

  • Milestone plan agreed in writing before any money moves
  • Advance paid per accepted milestone, recouped from the title’s revenue on the terms in the publishing agreement
  • Production support between milestones — scope review, scheduling, build hygiene, release readiness
  • Written accounting of recoupment and revenue share for the life of the agreement

Disclosure
A publishing advance is commercial consideration under a publishing agreement, financed from the company’s own capital and recouped from the revenue of the title. It is not a loan, a deposit, a security, an investment offer, a public offering or financial advice, and no return of any kind is offered to anyone. Nothing on this site is an offer of a financial product or service.

PR, community & events

Press, creators, storefront festivals and show floors.

Detail page

Announcement planning, press and creator outreach, wishlist campaigns around storefront festivals, and the logistics of showing a game to people in a room.

  • Announcement, demo and launch beat planning around the storefront calendar
  • Press kit production and outreach to journalists and content creators
  • Steam Next Fest and seasonal-sale participation, prepared and scheduled
  • Event logistics for shows such as Gamescom and PAX — booth build, build stability, on-floor staffing

Disclosure
Coverage, wishlist numbers and sales depend on the game, the market and the outlets involved. We plan and execute campaigns; we do not promise placements, audience figures or results, and we publish no forecast of them.

Gamescom, PAX and Steam Next Fest are trademarks of their respective organisers. We attend and submit to these events; we are not affiliated with their organisers.

Localization, QA & compliance

Certification-grade QA, translation and the regulatory paperwork.

Detail page

The unglamorous half of shipping: functional and compliance QA, translation and cultural review, accessibility passes, and the legal declarations a store requires before it will list a build.

  • Functional, compatibility and certification QA against platform technical requirements
  • Translation and cultural review, with in-build linguistic QA afterwards
  • Accessibility review against WCAG-aligned and platform accessibility guidance
  • Store-side legal paperwork prepared for submission through your own accounts — age ratings, data-safety declarations, EU consumer-law and GDPR requirements for in-game data collection

Disclosure
QA reduces the risk of a certification failure. It cannot eliminate it: the decision belongs to the platform holder and the rating board in each territory, and applications are filed through the developer’s own accounts rather than ours.

Process

How a pitch becomes a deal

  1. 01

    Submit

    You send the pitch through the portal on this site: studio, title, genre, target platforms, a playable build or gameplay video, and the production budget you are working to.

  2. 02

    First read

    We read every submission that arrives. You get a written answer either way — the office hours and contact route are published on the contact page, so you always know who is reading and when.

  3. 03

    Deep dive

    If the fit looks right we ask for the build, the design documentation and the production plan, and we play it properly. Expect questions about scope, team capacity and the milestone plan.

  4. 04

    Terms in writing

    Any deal is set out in a written publishing agreement: what we fund, what we do, what each side owns, how revenue is split and how an advance is recouped. Nothing is agreed on a call alone.

The readiness meter, in the open

How the submission score is calculated

The pitch portal shows a completeness score while you type. These are the exact weights behind it. It scores your submission, not your game, and it never produces a funding figure or a likelihood of a deal.

FactorWeightWhy it counts
Studio identity10The legal or trading name of the studio making the pitch.
Working contact e-mail10A mailbox you actually read. This is how the written answer reaches you.
Working title10A placeholder title is fine — we need something to file the submission under.
Genre10Where the game sits on a store page, in the words a player would use.
Target platforms15Which stores and consoles you are aiming at. This drives certification effort more than anything else.
Playable build or gameplay video25The single highest-weighted factor: a link we can play or watch. Unlisted video, itch build, Steam demo or a build link with a password in the pitch text.
Production budget you are working to20A range is enough. It tells us whether the milestone plan is realistic — it is not a request we answer with a number.
Total100Recomputed on the server; the value sent by the browser is never trusted.
Straight answers

Questions developers actually ask

Do you take ownership of my game?

No. The developer keeps the intellectual property in the game. A publishing agreement grants us the specific distribution and marketing rights it names, for the territories and platforms it names, for a defined term.

How much funding can I get?

There is no standard figure and we do not publish one, because it depends on scope, team, platform mix and the milestone plan. Any amount is agreed in writing before work starts. We will not quote a number from a form submission alone.

Is a publishing advance a loan?

No. It is commercial consideration under a publishing agreement, financed from our own capital and recouped from the revenue of the title. It is not a loan, deposit, security or investment product, and we offer no financial return to anyone.

Will you guarantee a Steam or console release?

No, and treat anyone who does with suspicion. We prepare submissions and manage the certification process; approval belongs to the platform holder, and rating decisions belong to the rating board in each territory.

Whose account is my game submitted through?

Yours. We hold no platform-holder publisher authorisation and no ratings-body licence of our own, so console, storefront and age-rating submissions are made through your accounts, under written authorisation, with us doing the work inside them. You remain the account holder, and you can revoke that access at any time.

What happens to the material I send you?

It is used to assess the submission and to reply to you, and for nothing else. It is not sold, and it is not disclosed to any third party for that party’s own purposes. Retention and your GDPR rights are set out in the privacy policy.

Do you sign NDAs?

Yes, on request, before you send anything confidential. Ask in the pitch form or by e-mail and we will send our standard mutual NDA to review.