To find a publisher, shortlist companies whose published focus matches your game, prepare a concise pitch with playable evidence and a realistic production plan, then submit it through each publisher’s official route. You do not necessarily need a finished game to start a conversation—but publishers set their own requirements, and some will want to play a build before signing.
Start with fit, not a long list of publishers
Describe your game in terms a publisher can compare with its portfolio: genre, audience, core mechanic or narrative hook, art direction, platforms, current development state and likely release window. Then review publishers’ current games and developer-facing criteria. An open submission form means a publisher accepts pitches; it does not mean every project is a fit.
- Akupara Games says it seeks premium games and considers most genres, while excluding categories such as educational, kid- or family-focused games, VR/AR/mixed-media games, and games primarily themed around politics or religion. It calls out deckbuilders, strong narratives, inclusive stories and unique mechanics as interests, and says Unity is preferred while other engines may be considered. These are Akupara’s preferences, not general industry rules. See Akupara’s pitch criteria.
- Fellow Traveller centers its focus on narrative games and original, innovative thinking with narrative components at the core. Read its developer guidance.
- Devolver Digital asks for an estimated release date and currently says it considers games aiming to release next year and beyond. Recheck the form before applying, since its timing criteria can change. Open Devolver’s submission form.
- Raw Fury provides a pitch form and a guide to materials that help its team evaluate a game. Find Raw Fury’s pitch route and read its pitch guide.
Use these examples to understand how specific publisher criteria can be. A submission page does not establish a publisher’s acceptance rate, deal quality, advance, or revenue share.
Prepare a pitch that shows both the game and the plan
A strong submission makes it easy to understand what the game is, why this team can make it, what remains to be done, and what help is being requested. Keep the materials focused and follow the recipient’s checklist rather than sending the same package to everyone.
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- The game: a short overview, distinctive hook, core loop or narrative, and what makes the experience compelling.
- The team: who is developing it and relevant experience or completed work.
- Production status: what is playable now, what remains, planned platforms and a plausible launch window.
- Evidence: a playable build or demo where available, plus a gameplay video, trailer, screenshots or GIFs that show the game clearly.
- Budget and request: estimated total development budget, what requested funds would cover, and the specific support sought—such as funding, marketing, production, porting or distribution.
Publisher checklists differ. For example, Akupara asks for a pitch deck, playable build, gameplay video, game overview, company biography, desired partnership and budget; its form also asks about platforms, tentative release date, engine, website or store presence, social links and other materials. Devolver asks for a quick pitch, estimated release date, gameplay video, a pitch deck URL that should include a demo, a financial roadmap, requested funds and what the developer wants from a publisher. Raw Fury lists a playable build, a deck covering the core loop, scope and vision, approximate launch window, total development budget, and visual or video material. Fellow Traveller asks for developer background, a one- to two-paragraph overview, target platforms, current state and expected launch, links to the game website, videos and a build if available, and the support sought. Follow the current checklist at the publisher’s official page.
You can pitch before the game is finished
A finished game is not a universal prerequisite for contacting publishers. Fellow Traveller says it is willing to talk at different stages and has signed projects ranging from prototypes to more advanced games. It also says it usually needs to play some kind of build before signing. That distinction matters: an early conversation may be possible with a prototype or clear materials, while an eventual agreement may require playable evidence. Other publishers set their own expectations.
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Submit through the official route
- Choose the publisher’s listed submission channel. Use the form or contact route linked from its developer-facing page. Akupara and Devolver provide pitch forms; Raw Fury routes pitches through its submission form; Fellow Traveller invites developers to email a pitch to the address on its developer page.
- Tailor the pitch. Explain why the game fits that publisher’s stated focus and answer its actual questions. Do not assume one deck or email will satisfy every checklist.
- Make the materials easy to review. Provide clear links to the video, deck and playable build as requested. State what each link contains and ensure the recipient can access it.
- Keep a submission record. Note the publisher, date, materials sent and any follow-up instructions so you can track conversations accurately.
- Be measured about follow-up and sensitive material. Fellow Traveller says it cannot respond to every email. Do not send confidential information without understanding the recipient’s process and terms.
Compare publishing with self-publishing
A publisher is worth considering when it can provide specific help your team needs—such as financing, production support, marketing, porting or distribution. If your team can fund and deliver the release itself, direct distribution is another route to evaluate. Neither option guarantees commercial success; compare the work, control and obligations involved for your particular game.
| Route | What the cited platform information establishes | What to weigh |
|---|---|---|
| Steam Direct | Valve’s current Steamworks documentation lists a US$100 fee per app, or regional equivalent. It is not refundable, but is recoupable through a subsequent payment after the product reaches US$1,000 in adjusted gross revenue from Steam store or in-app purchases. Valve also describes identity, tax and bank-information onboarding. For an initial release, it specifies a 30-day waiting period after paying the fee and a public Coming Soon page for at least two weeks. Steam Direct fee details; onboarding requirements. | Account for the fee and release timing, and check Valve’s live requirements before building a schedule; platform rules can change. |
| itch.io | itch.io’s creator FAQ says creators can upload projects without a service fee, set their own support percentage through open revenue sharing, and choose among payment approaches. It says creators retain ownership and may remove their content. Read the creator FAQ. | Payment processing, payout and tax handling can depend on payment settings and location, so check current creator documentation. |
| Publisher | Services and deal terms depend on the specific proposed agreement; the cited publisher submission pages do not establish universal terms. | Compare the concrete services offered, responsibilities, timing, control, platform coverage, and proposed revenue and rights terms with your team’s capacity to do the work directly. |
Check the relationship and contract before signing
Valve’s Steamworks guidance on working with a publisher raises publisher fit, trade-offs, relationship health, contract issues and access permissions. Treat the proposed deal as a set of specific obligations and rights to understand, rather than assuming standard terms.
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- Who controls the store accounts, application, builds and release decisions?
- Which services will the publisher actually provide, and what are each party’s responsibilities and delivery expectations?
- What rights and territories are covered, and for how long?
- How are recoupment and accounting defined, and what reporting is provided?
- What happens on termination, and when do rights revert?
- How will Steamworks access be configured if both the developer and publisher need access to the same application?
Review the actual agreement and seek appropriate professional advice for its legal and financial implications. Valve’s overview is a useful set of topics, not a substitute for contract review. Valve’s guidance on working with a publisher.
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