Do you need a publisher for your indie game?

6 min read

By Eduardo Orellana ·

You need a publisher if you need one of three things you cannot get another way: money to finish the game, console ports and certification, or a marketing and launch team. If the game is funded and you can do or buy the store page, trailers, press, ads and launch yourself, self-publishing on Steam keeps all the revenue after Steam's cut and every decision. The break-even test is simple: a publisher that leaves you 70% of revenue has to grow the game's revenue by at least 43% to leave you better off; one that leaves you 50% has to double it. In Voyer Law's analysis of more than 100 deals from 2017 to 2025, developers kept 67.9% on average without an advance and 58.2% with one (median 50%).

Two hits, two answers

Vampire Survivors went into Steam Early Access in December 2021, released by its own developer, poncle, with no publisher. Balatro arrived in February 2024 from a solo developer, LocalThunk, with a publisher, Playstack. Both became among the most talked-about indie games of their years. So the evidence from hits settles nothing, and the internet's usual answer, "you don't need a publisher anymore", is as unhelpful as the older "you can't launch without one".

The useful question is narrower. A publisher is a bundle: money, plus a set of jobs (production, QA, store page, trailers, PR, ads, festivals, platforms, ports, localisation, launch), sold for a share of revenue. You need a publisher if you need parts of the bundle you cannot get another way at a better price. That is a question you can answer with a spreadsheet.

You probably need a publisher if

  • You cannot finish the game without funding, and grants, savings, crowdfunding or an investment fund will not cover it. Money is the one part of the bundle you cannot do yourself.
  • You want console releases soon. Platform relationships, development kits, certification and console store operations are a publisher's daily work and a first-timer's month of confusion.
  • The game is big for its market, so the launch has to land hard, with PR, ads, festivals and platform featuring coordinated by people who have done it many times.
  • You do not want to market at all, and you are happy to trade a share of revenue for never thinking about a press list.

You probably do not if

  • The game is funded, or small enough that you can fund it.
  • It is PC first, on Steam, where self-publishing is routine: Valve's Steam Direct fee is $100 per game, recouped once the game earns $1,000 in adjusted gross revenue.
  • You can do the launch jobs, or buy the ones you cannot (a trailer editor, a capsule artist, a PR firm, a porting studio) for less than a revenue share would cost.
  • You want to keep every decision: price, release date, discounts, updates, the next game.

The break-even test

Here is the arithmetic most developers skip. If a publisher leaves you a share s of revenue, it has to multiply the game's revenue by at least 1 ÷ s for you to earn the same as self-publishing. Its work has to be worth that much more in sales.

Before counting what you would spend to do the same jobs yourself, and before recoup. An advance changes the picture: it is money you have now, repaid from revenue later.
Your share in the dealRevenue the publisher must reach, vs self-publishedContext from Voyer Law (2017–2025 deals)
80%1.25× (+25%)Among the better marketing-only terms
70%1.43× (+43%)Median developer share in deals without an advance
60%1.67× (+67%)Near the average in deals with an advance (58.2%)
50%2× (+100%)Median developer share in deals with an advance

A worked example

Say a game would net $150,000 in its first year after Steam's cut if you self-published it, and you would spend $25,000 of that on a trailer editor, capsule art, a PR push and ads. You keep $125,000.

  • A marketing-only deal at 70%. The publisher does those jobs, so you spend nothing on them. To beat $125,000 you need 70% of the new revenue to exceed it: the game has to net about $179,000, roughly 19% more than you would have made alone. A good publisher clears that easily; a poor fit may not.
  • A funded deal at 50%, with a $300,000 advance (Voyer Law's median), recouped before you share in revenue. The advance paid for development you could not otherwise afford, so the comparison is not with $125,000; it is with not finishing the game. You see further money only after the game has repaid $300,000 out of revenue, so the question becomes how likely the game is to recoup at all. Voyer Law found 48.4% of advance deals were recouped before the developer's first revenue share payment.

The first case is a marketing decision. The second is a financing decision. Most arguments about publishers mix the two up.

Buy the jobs, keep the game: the middle routes

Between self-publishing and a full publishing deal sit options that sell one part of the bundle:

  • A marketing or PR agency does the launch work for a fee, takes no revenue share and no rights, and puts in no money.
  • Publishing-light partners take a smaller share for a narrower job: a festival push, a console port, localisation into specific markets.
  • Porting studios bring a finished PC game to consoles, for a fee or a share of console revenue.
  • Investment funds and grants finance development without doing any publishing. Our guides to funding an indie game and game development grants cover them.
  • Freelancers for the craft jobs: a trailer editor, a capsule artist, a localisation vendor.

Questions to settle before you decide

  1. Can the game be finished with the money you have? If not, list every non-publisher source before treating a publisher as the only one.
  2. Which launch jobs can you do well? Be honest: a trailer you cut in an evening and a trailer a specialist cuts are different products.
  3. What would the rest cost to buy? Price each job. Our indie game marketing budget guide has the lines.
  4. Do you need consoles in year one? If not, a PC launch can come first and consoles can follow with a porting partner.
  5. What does the break-even test say at the share you would realistically be offered?
  6. What would you give up besides revenue? In Voyer Law's sample, 63.5% of advance deals included sequel rights, and the average term was close to seven years.

Where the principle breaks

The break-even test assumes you would have launched the same game either way. Sometimes a publisher changes the game: a producer cuts the feature that would have sunk the schedule, a QA pass catches the save bug, a festival slot puts it in front of the press that matters. Those are real and hard to price. The reverse is real too: a publisher with a full slate may give your game less attention than you would have. Talk to developers who shipped with the publisher before you put a number on either.

Where Flockbay fits

Flockbay is a free AI game builder on the official Godot engine, and it does several of a publisher's jobs from the same chat that builds your game: it drafts the Steam page and exports it as a .zip you upload yourself, cuts trailers, devlogs and shorts from your real gameplay, drafts posts and posts to TikTok, drafts ad campaigns on your own ad accounts for you to launch, builds a website for the game, and runs playtests by link. It takes no share of sales and no rights to your game. The publishing tools are free in beta until 1 December 2026. It does not fund games, port to consoles or negotiate with platforms.

Questions

Can I publish on Steam without a publisher?
Yes. Steam Direct lets any developer publish for a $100 fee per game, recouped once the game earns $1,000 in adjusted gross revenue.
Is self-publishing better than a publisher?
Neither is better in general. Self-publishing keeps revenue and control; a publisher brings money and launch work for a share. A publisher leaving you 70% has to grow revenue by 43% to break even with self-publishing; at 50% it has to double it.
How much does a publisher take?
In Voyer Law's analysis of 100+ deals from 2017 to 2025, developers kept 58.2% of revenue on average in deals with an advance (median 50%) and 67.9% without one (median 70%).
Do I need a publisher to release on consoles?
Not strictly, since developers can apply to the platform holders directly, but console development kits, certification and store operations are where publishers and porting studios save first-timers the most time.

Flockbay

The free AI game maker for Windows, macOS and Linux.