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.
Vision sells. We don't dilute creative ambition to fit a market — we back the work that proves the two were never opposed.
Indie authorship, studio-grade muscle. A small team shouldn't have to think small to ship at that level.
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
- 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.
- 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.
- 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.
- 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.
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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.