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Instruction manual

How we
actually
work

Every publisher says it is different. This is the part where we write down what that means, in language you could hold us to.

The industry draws lines

Three of them, specifically. Each one is treated as a trade-off you have to pick a side of. We don't accept any of the three.

Art
Commerce

Vision sells. We don't dilute creative ambition to fit a market — we back the work that proves the two were never opposed.

Indie
AAA

Indie authorship, studio-grade muscle. A small team shouldn't have to think small to ship at that level.

West
East

Great games have no passport. The same title ships with two faces and finds its players on both sides of the world.

We erase them

Non-negotiable

01

Development is not a race
We will never impose an arbitrary deadline on a creative process. Every game ships when it's ready — not a day sooner.

02

Contracts should empower, not exploit
Full transparency, fair revenue splits, and terms any developer can read without a lawyer translating them. If a clause doesn't benefit both sides, it doesn't belong.

03

Launch day is day one, not the finish line
Our commitment doesn't end at release. We invest in post-launch support, community building, and long-term growth for every title in the catalogue.

04

No game left behind
We don't abandon titles. Every game we publish keeps getting attention — updates, marketing, and platform support — for as long as there are players.

Your game. Our other half.

If you're building something that matters, we want to hear about it. Read the notice on the back cover first — it tells you exactly what sending us a build does and doesn't do.

Send us your game