How to find a publisher for your indie game
7 min read
By Eduardo Orellana ·
The best way to find a publisher is backwards, from the games: list ten to twenty games like yours released on Steam in the last three years, read the Publisher line on each store page, and you have a shortlist of companies that already sell your kind of game to your kind of player. Then read each one's catalogue for fit and capacity, find its submission form or business development contact, and meet the ones you can at events with meeting systems, such as MeetToMatch at gamescom. Keep eight to fifteen that fit, ranked by fit rather than fame. A real publisher never charges you to publish your game.
Start from the games, not from a list of publishers
When we read Steam's store data on 18 October 2026, 48 companies were credited as publisher on at least three of the 2,000 top-selling Indie-tagged games released in the previous three years, not counting games they also developed. That is the active market for indie publishing on Steam, and it is small enough to read in an afternoon. But the list alone tells you little, because what matters is not who publishes indie games but who publishes games like yours.
A publisher that released three cosy farming games last year knows that audience, its press, its creators and what its players pay. One that sells tactical strategy does not, however famous it is. Hooded Horse, for instance, publishes strategy games almost exclusively, and every release our list shows for it carries the Strategy tag. Fit is the first thing a publisher judges your pitch on, so it should be the first thing you search for. The search starts on Steam, with the games.
Build the shortlist in five steps
- List 10 to 20 comparable games released in the last two or three years: same genre and sub-genre, similar scope, art ambition and price. Steam's tag pages and search, filtered to your main tags and sorted by release date or top sellers, are the fastest way in.
- Read the Publisher line on each store page, under the developer. Ignore games where the developer published itself. Note every publisher that appears more than once.
- Open each publisher's catalogue, on Steam or SteamDB, and read its last three years: genres, price points, team sizes, and how often it releases.
- Check how those games did. Review counts and followers are public and give a rough sense of scale; a game with a few hundred reviews and one with tens of thousands are different businesses.
- Keep eight to fifteen that fit, and rank them by fit, not fame. A mid-size publisher whose catalogue is full of games like yours beats a famous one that has never sold your genre.
Our list of indie game publishers on Steam gives you a head start on step 2: each publisher with its recent games, release years and genres.
What to record for each publisher
A spreadsheet beats memory once you are past five names. One row per publisher:
| Column | What to write | Why it matters |
|---|---|---|
| Comparable games | Their 1–3 releases closest to yours | The line your pitch email will name |
| Genre habit | Is your genre a habit or a one-off for them? | A habit means they know the audience |
| Releases per year | Count over the last three years | Capacity: a full slate means a slow no |
| Scale | Review counts and followers of their games | Whether your budget fits their deals |
| Services | Funding, marketing only, ports, localisation | Whether they offer what you need |
| Way in | Submission form, BD email, events they attend | Where the pitch goes |
| Stated no-gos | Genres or platforms they say they avoid | Saves a pitch that cannot land |
| Status | Date pitched, reply, reason given | The pattern across replies is the lesson |
Read a catalogue for what it does not say
A publisher's store pages show its marketing as well as its taste. Look at its games' trailers, capsules and store copy: that is roughly what yours will get. Look for festival and showcase appearances in their announcement posts, ports to consoles, and localisation into many languages. Then look at the dates: a publisher whose games all launched with updates for a year after shows it supports what it ships; one whose games went quiet after launch week shows something too.
Two more signals. A publisher that also develops its own games splits its attention between its own and yours. And a publisher with twenty releases a year cannot give each one what a boutique publisher with four can, which is not worse, but different: more reach and platform weight, less time per game.
Know which kind of partner you need
"Publisher" covers different businesses, and the shortlist should hold the kind you need:
- Boutique indie publishers fund and run a handful of games a year with a full team each.
- Larger publishers and their indie labels run bigger slates with more reach.
- Marketing-only and publishing-light partners put in little or no money, take a smaller share, and do the launch, festivals, ports or localisation. In Voyer Law's analysis of more than 100 deals from 2017 to 2025, developers kept 67.9% of revenue on average in deals without an advance, against 58.2% in deals with one.
- Investment funds finance games for a revenue share without doing any publishing.
Our guide to what a game publisher does covers each in detail.
Find the way in
- Submission forms. Most indie publishers have one on their website, with what they want. Raw Fury's, for example, asks for a deck answering six questions, a playable PC build and a development budget. Follow each form exactly; a pitch that ignores the form is easy to ignore back.
- Business development email. Where a publisher names a contact, a short email with links works. Raw Fury's business development head said in 2018 that email was best, and to follow up if nothing came back.
- Events with meeting systems. Industry events run platforms where developers book meetings with publishers. MeetToMatch's Cologne edition runs alongside gamescom (24 to 28 August in 2026) and says its previous edition held more than 11,000 meetings; it has other editions, including Bangkok alongside gamescom asia. A prepared ten-minute meeting with the build running beats any cold email.
- Showcases and festivals. Publishers scout demo festivals and digital showcases. A demo that rises in Steam Next Fest or a showcase tends to get emails before it sends any.
- Warm introductions. A developer the publisher already works with is the strongest way in. Write to the developers of the comparable games you found: ask how the relationship went, and whether they would introduce you.
Check a publisher before you pitch, and again before you sign
- Ask its developers. The most reliable reference is a developer who has shipped with them. Most will answer a short, polite question.
- Never pay to be published. A legitimate publisher earns from a share of your revenue, not from fees. A "publisher" that charges for submission, marketing packages or store setup is selling a service, not publishing your game.
- Look for reporting and audit rights. In Voyer Law's sample, 83.3% of deals with an advance gave the developer audit rights; a publisher that refuses them is a flag.
- Read the term and IP clauses. Developers kept their IP in 96.4% of the advance deals Voyer Law analysed, and the average term was close to seven years. Know what you are agreeing to before the headline split.
Have a games lawyer read any contract. This is general information, not legal advice.
How many to pitch, and in what order
Eight to fifteen pitches is common for a first round. Many developers pitch a few lower-priority fits first, to test the deck and build on real readers, and send the pitches they care most about once the materials have survived contact. Pitch each publisher with an email written for it, naming the games of theirs yours sits beside. Our guide to pitching has the email, the build and what to do after a no.
Where Flockbay fits
Flockbay is a free AI game builder on the official Godot engine, and it prepares most of a pitch's evidence from the game itself: Video studio cuts trailers and devlogs from your real gameplay, the Steam page drafts store copy and art so the page can start collecting wishlists, and playtest links bring back players and crashes. If you decide to self-publish instead, the same tools do those jobs at launch, with no share of your sales and no rights to your game. The publishing tools are free in beta until 1 December 2026.
Questions
- How many publishers should I pitch?
- A shortlist of eight to fifteen that fit your genre and scope is common for a first round. Most pitches are declined, so fit matters more than count.
- Where do I find indie game publishers that accept pitches?
- On the store pages of games like yours: note each publisher, then check its website for a submission form or business development contact. Events with meeting systems, such as MeetToMatch at gamescom, and warm introductions from its developers are the other ways in.
- Should I pay a publisher to publish my game?
- No. A publisher earns from a share of revenue. A company that charges developers for submission or a publishing package is selling a service, not publishing.
- Is a big publisher better than a small one?
- Not by default. A publisher whose catalogue is full of games like yours knows your players, press and creators; a bigger one brings reach and platform weight but less time per game.
Keep reading
- The indie game publishing guide
- How to pitch a game to a publisher
- Game publisher pitch deck
- What does a game publisher do?
- AI devlog maker
- Do you need a publisher for your indie game?
- What revenue share does a game publisher take?
- What an AI can do of a game publisher's job
- What is Steam Next Fest, and who can enter?
- How to market an indie game
Flockbay builds your game for free and does the publisher's jobs from the same chat, with no share of your sales.
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