What to put in a game publisher pitch deck

7 min read

By Eduardo Orellana ·

A game publisher pitch deck is ten to fifteen slides that answer three questions: what is the game, why will it sell, and can you finish it. In order: the title and one-line hook; the core loop in real gameplay; what makes it different; three to five comparable games and how they did; your audience evidence (wishlists, followers, demo players, playtests); platforms and scope; the team; the schedule; the budget to finish; and the ask, how much and for what. Raw Fury's own pitch page boils it down to six questions: what you are doing, why, who you are, where you want to go, what you need to get there, and when it will be done. The deck travels with a playable PC build, which matters more than the slides.

The deck is the cover letter; the build is the interview

Raw Fury, the publisher of Kingdom and Sable, publishes its pitch requirements on its own site, and the most telling line is about the build: it cannot promise to play your game more than once, so the first play is the evaluation. That reframes the deck. A publisher reads it to decide whether to open the build, and to know what to look for when they do.

So a pitch deck is not a game design document, a trailer in slide form, or a business plan. Every slide answers one of three questions a publisher has to answer before it spends money: what the game is, why it will sell, and whether this team will finish it. A slide that answers none of them goes.

The slides, in order

Ten slides cover it; fifteen is the ceiling. In the order a publisher's questions arrive:

Optional: a monetisation slide for a game that is not premium, and a risks slide with how you will handle each.
#SlideWhat it provesWhat goes on it
1Title and hookWhat the game isName, key image, the one sentence a player would repeat
2Core loopWhat the player doesThree or four frames or a GIF of real play, captioned
3What is differentWhy it stands outThe one or two things no comparable game does
4Comparable gamesThat a market existsThree to five recent games like it, with public signals
5Audience evidenceThat players want itWishlists, followers, demo players, playtest results
6Platforms and scopeWhat is being madePC first or consoles too, length, what is in and out
7TeamThat you will finishWho you are, what you shipped, who does what
8ScheduleWhen it will be doneMilestones to launch, with the vertical slice marked done
9BudgetWhat it costs to finishMonths left × monthly burn, by line
10The askWhat you wantMoney, for what, and any services: marketing, QA, ports, localisation

What publishers say they want, in their own words

Publishers differ in taste but agree on materials. Raw Fury's page, last updated in December 2024, asks the deck to answer six questions: what you are doing, why, who you are, where you want to go, what you need to get there, and when it will be done. Length and format are up to you.

For the build, Raw Fury asks for a playable PC build that conveys the essence of the game to outsiders, and lists what helps: skippable cutscenes and intros, checkpoints in different parts of the build, English subtitles if the spoken language is not English, and the controls, in a separate document if need be. A video playthrough is optional and welcome, ideally with timestamps.

In GamesBeat's 2018 round-up of publisher interviews, Devolver Digital asked for a playable prototype or a video of someone playing and explaining it; Team17 listed what a first email should hold (the premise, team size and experience, project status, target platforms, release window, footage from a vertical slice, and the support you need); and Raw Fury's then-head of business development said the budget is the item developers most often leave out.

The budget slide is the one most decks get wrong

Raw Fury's guidance is unusually specific: a development budget in US dollars for one PC build, covering only what it costs to reach a releasable game. Leave out marketing, PR, ports, events and localisation, which the publisher budgets separately. The simple version is months left multiplied by monthly burn.

Three things make the number credible:

  • Lines, not a total. People by role and month, outsourced art and audio, QA, software, and a contingency line of 10% to 20%.
  • A schedule that matches it. If the budget says nine months and the schedule says fourteen, the publisher will believe the schedule.
  • A size that fits the market. The publisher will set the budget against what comparable games sold. If the ask needs a top-5% result to pay back, either cut scope or say why this game is a top-5% game.

Square Enix Collective's Phil Elliott added a practical point in 2018: plan cash flow around platforms paying roughly a month in arrears.

Comparables: pick the median, not the breakout

Every genre has one breakout, and naming it as your comparable tells a publisher you have not looked at the rest. Choose three to five games that are recent (the last three years), close in genre, price and scope, and honest about the range: one that did well, one that did fine, one that struggled.

For each, show public signals: release date, price, Steam review count, followers, and an estimated range of sales. The common shortcut is that a Steam game sells roughly 20 to 60 copies per review, a rough rule that varies by genre and price; our guide to estimating sales from reviews works an example, and the Steam revenue calculator takes copies to what reaches the developer. Then say in one line what your game shares with each and where it differs.

Audience evidence is the strongest slide you can have

A publisher's real question is risk. Nothing lowers it like evidence that players already want the game:

  • A live Steam page collecting wishlists, with the number and its trend. Even a few thousand wishlists with a steady daily rate says the hook works.
  • Followers, which publishers can check themselves on any Steam page.
  • Demo or playtest results: players, median play time, what they said.
  • A clip that travelled: views on a short, a Reddit post, a festival showing.

If you have none yet, say what you will do to get them before launch. A deck that admits the gap and has a plan reads better than one that inflates a Discord count.

The ask: what the money buys, and what it costs you

State the amount, what it pays for, and the services you want beyond money. Then know what you are likely to give in return. Voyer Law's analysis of more than 100 publishing agreements signed between 2017 and 2025 found that in deals with an advance, developers kept an average of 58.2% of revenue (median 50%), the average advance was about $675,000 and the median $300,000, and developers kept their IP in 96.4% of them. In deals without an advance the developer's average share was 67.9%.

Those are averages across a small sample, not a price list. They do tell you the shape: the more money you ask for, the larger the publisher's share, and the recoup terms matter as much as the split. Our revenue share guide works through the arithmetic.

An outline you can copy

Paste this into your slide tool and replace each line:

1  TITLE + HOOK      <Game name>: <one sentence a player would repeat>
2  CORE LOOP         <3-4 captioned frames or a GIF of real play>
3  WHAT IS DIFFERENT <the 1-2 things no comparable game does>
4  COMPARABLES       <3-5 recent games: date, price, reviews, est. sales>
5  AUDIENCE          <wishlists + trend, followers, demo/playtest numbers>
6  PLATFORMS + SCOPE <PC/consoles, length, in this version / not in it>
7  TEAM              <names, roles, shipped games>
8  SCHEDULE          <milestones to launch, vertical slice: done>
9  BUDGET (USD)      <months left x monthly burn, by line, + contingency>
10 THE ASK           <amount, what it pays for, services wanted>

What sinks a deck

  • Concept art where gameplay should be. A publisher funds the game, not the paintings. Every image should be from the build.
  • Outlier comparables. One breakout as the only comp reads as wishful.
  • A budget with no lines, or an ask with no reason.
  • A deck that needs you in the room. It will be forwarded to people you never meet; each slide has to stand alone.
  • Twenty-five slides. If it does not fit in fifteen, the game is not clear yet.
  • A build that crashes in the first ten minutes. If it might be played once, make that once count.

Where Flockbay fits

Flockbay is a free AI game builder on the official Godot engine, and it prepares much of the evidence a deck needs from the game itself. Video studio cuts the core-loop frames, a trailer and devlogs from your real gameplay; the Steam numbers read your followers and an estimated wishlist range for free, and your exact wishlists from your own Steamworks key, which never leaves your machine; and playtest links bring back players, play time and crashes for the evidence slide. Video studio and hosted playtests are free in beta until 1 December 2026. Flockbay takes no share of your sales and no rights to your game, and the pitch, like the deal, is yours.

Questions

How many slides should a game pitch deck have?
Ten to fifteen. Every slide should answer what the game is, why it will sell, or whether you can finish it.
Should a pitch deck include a budget?
Yes. Raw Fury asks for a development budget in US dollars for one PC build, covering only what it takes to reach a releasable game, without marketing, ports or localisation. Months left multiplied by monthly burn is the simple version.
Do publishers want a build or just a deck?
Both, and the build matters more. Raw Fury asks for a playable PC build and says it cannot promise more than one playthrough, so the first ten minutes decide most pitches.
What should the comparable games slide show?
Three to five recent games close in genre, price and scope, with release date, price, review count, followers and an estimated sales range, including ones that did only fine. A single breakout as your comp undermines the deck.

Flockbay

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