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Developer Partnerships

Partnership questions, answered plainly

The flat 10% fee, IP ownership, realistic timelines and exactly what to send us. If your question isn't here, ask us directly — we answer every pitch ourselves.

Frequently asked

The details up front

What exactly does the 10% publishing fee cover?+

One flat 10% of net revenue covers everything we do as your publisher: Steam store setup and operations, builds, depots and branches, Early Access planning, capsule art and trailers, wishlist and creator outreach, community management, and ongoing launch support. There are no separate retainers, marketing invoices or service charges layered underneath it.

Is the 10% taken before or after Steam's cut?+

After. Steam takes its platform share first, and our 10% applies to what reaches us from that net revenue. You keep the remaining 90%.

Do I have to repay anything before I start earning?+

No. We do not structure deals around recoupable advances, and we do not claw back marketing spend out of your share. If we ever discuss funding for a specific project, it is a separate written agreement — never a hidden condition of the 10%.

Who owns the IP?+

You do. There is no IP transfer, no assignment of characters, code, art or brand, and no option on your next title. We hold a publishing licence for the agreed platforms and term, and that is all.

Do you take equity in my studio?+

No. We do not take equity, board seats, or control of your studio. Your team, your creative direction and your roadmap stay yours.

What happens to my game if the partnership ends?+

The publishing licence ends and the rights sit entirely with you. We help transfer the Steam app, store assets and community channels to your account so the game keeps running without interruption.

How long does it take to hear back?+

We aim to reply to every pitch within five business days. We play each build ourselves, so a detailed response on fit and positioning usually follows within two weeks.

How long from signing to launch?+

It depends on the state of the build. A polished, near-complete game can reach a Steam launch or Early Access release in roughly two to three months. A vertical slice that still needs production work typically runs six months or more — we map a realistic date with you before anything is signed.

What should I submit with my pitch?+

A playable build (Windows) or a private Steam key, a short pitch deck or one-pager covering the concept, audience and current status, a gameplay video of two to five minutes, your development timeline and remaining scope, and a note on your team size and roles. Screenshots and any existing wishlist or community numbers help.

Do you accept prototypes and unfinished games?+

Yes. A strong vertical slice or even a compelling prototype is enough to start a conversation. We would rather see a rough build with a clear idea than a polished demo with no direction.

Do you only publish Unreal Engine 5 games?+

UE5 is where our in-house engineering, 3D art, animation and level design support is strongest, so those projects get the most hands-on help. We still review games built in other engines — the game matters more than the toolchain.

Can you help finish the game, not just publish it?+

Often, yes. When your team is stretched we can contribute UE5 engineering, 3D art, animation, level design, UI and audio, plus game sites and press kits from our in-house web work.

Submission checklist

What to send with your pitch

Playable build

Windows build or a private Steam key — we play everything ourselves.

Pitch one-pager

Concept, audience, current status and what makes it different.

Gameplay video

Two to five minutes of unedited play, not a cut trailer.

Timeline & scope

What's left to build, and the date you're aiming at.

Team

Who's on it, their roles, and where you need support.

Traction

Wishlists, playtests, Discord or creator interest, if you have it.

Ready to pitch?

Send the build and we'll play it. Flat 10%, your IP, your studio.