The game publisher that funds your console ports
Your game is still in development and you are looking for a publisher? We run the PC launch and sales, and we fund and deliver the entire console path — ports to PlayStation, Xbox and Nintendo Switch, certification, release and marketing. You pay nothing upfront and carry none of the cost of getting onto consoles.
Straight up: consoles are our core. We don’t fund development and we don’t pay advances. If you are looking for money to finish your game, we are not the right partner. If you have a game you will carry to release yourself and you need someone to take it to market and open consoles for it, let’s talk.
We Fund and Deliver the Ports
Ports to PlayStation, Xbox and Nintendo Switch come out of our own pocket. Engineering, QA, certification and dev kits are on us. You pay nothing for it.
We Run Sales and the Lifecycle
We run the launch on PC and on consoles, build the store pages, handle marketing and PR, and then keep the game working in promotions and sales long after release.
You Earn from Unit One
We charge nothing upfront and we pay no advances for development. We share revenue from the first unit sold and recoup our costs from our share only.
Evaluation
We sign an NDA, play the build and assess the market potential and the scope of work on both the PC and the console side.
Business
Based on the evaluation and a P&L analysis, we prepare a proposal and a publishing agreement with a revenue split for your review.
PC Launch
We build the store pages and assets, run the marketing and PR campaign and take the game to market.
Porting
We set up the projects on each console, build a milestone plan, and run the engineering, the testing and the certification.
Console Launch
We release on PlayStation, Xbox and Nintendo Switch, and manage sales and promotions across the lifecycle.
- A playable build or a vertical slice.
- A pitch deck, or a short description: what the game is, who it is for and what makes it stand out.
- The genre and two or three comparable titles. Nothing tells us faster what we are looking at.
- Assets: screenshots, a trailer, your Steam page if it exists.
- Where production stands and when you plan to launch.
Three things we look at first:
A premium game
Sold for a one-off price, launching on PC, with real potential on consoles. Free-to-play and mobile-only titles are not our shelf.
A genre we understand
Strategy, tactics, simulation and tycoon, strong narrative, horror. Look at our portfolio: if your game would sit next to those titles, that is a good sign.
It holds up on a controller
The controls map to a gamepad and the UI reads from a couch. You don’t need that built yet, but we need to see that it can be done.
Do you fund development?
No. The game is built on your side and at your cost. What we take on starts at launch: the release and sales on PC, and above all the entire console path — ports, certification, release and sales management on PlayStation, Xbox and Nintendo Switch. That part we fund in full.
What does it cost me, and how is the revenue split set?
Nothing upfront. We charge no publishing fee and no porting fee. We agree the revenue split per project. It depends on the scope of the game and the work involved, the number of target platforms, the porting cost we carry, and the scale of the marketing campaign. You get a concrete proposal in writing after we evaluate the game, together with a P&L breakdown — before you sign anything. The costs we carry on our side are recouped from our share of revenue only, never from yours.
What happens to the rights to my game?
We sign a publishing agreement, not a rights transfer. We don’t buy your IP and we don’t ask for equity in your studio. The scope of the licence, the platforms, the territories and the term are set out in the agreement, and you get all of it in writing before you sign anything.
Will I get an advance to finish the game?
We don’t offer advances or development funding. If you are looking for a publisher to finance finishing your game, we are not the right partner. If you have a game you will carry to release yourself and you need someone to take it to market and open consoles for it, it’s worth talking.
At what stage should I submit?
The earlier the better for campaign planning, but we need something playable or watchable. A prototype, a vertical slice or an advanced build is enough for us to evaluate the game.
Which platforms do you publish on?
PC, primarily Steam, plus PlayStation, Xbox and Nintendo Switch. We pick the console line-up per game. Not every title makes sense on every console, and we say so plainly at the evaluation stage, with the reasoning in the P&L breakdown.
What kind of games do you not publish?
We don’t publish free-to-play games, because we work exclusively with premium, one-off purchase titles. We don’t publish titles built for mobile alone, although a mobile version alongside a PC and console release is something we can consider. We also don’t work with pornographic games.
How do I find a publisher for my indie game, and what should I look for?
Check whether the publisher has games in your genre and on your platforms, look at their recent releases and whether those got press coverage, and make sure they work with studios your size. Pay particular attention to rights: a publisher demanding IP transfer or equity in your studio should raise a flag. Ask for a concrete marketing plan for your specific title rather than general promises of exposure.
How long from signing to the console release?
It depends on how much work is left on your side to reach 1.0. The console port itself typically takes between three and nine months, depending on the game’s scope and the target platform’s certification timeline, and we start it in parallel with the PC launch preparations wherever the codebase allows. You get a milestone schedule at the business stage.
How is this different from your porting offer?
The difference is the state of the game. If your game is already out on PC, the right path is porting and console publishing. If it is still in development, we additionally run its PC launch. The console side looks the same in both cases, and in both we fund it.










