What does a game publisher do?
8 min read
By Eduardo Orellana ·
A game publisher takes on the jobs between a finished build and a selling game in exchange for a share of revenue: funding (an advance), production help, QA and playtesting, the store page and its art, trailers, marketing and PR, ads, platform relations, localisation, ports and the launch itself. In one study of indie publishing contracts, developers averaged 71% of revenue in deals with no advance and 53 to 55% in deals with one. What matters as much as the split is recoup, who owns the IP, and for how long.
A publisher sells two things: money, and the jobs you would rather not do
The obvious reading of a publisher is a bank: they pay for development, you give up a share of sales. That is half of it. The other half is labour. Somebody has to cut the trailer, write the store page, email the press, buy the ads, talk to Valve, Sony and Nintendo, book the festival slot and plan the launch week. A publisher brings people who have done those jobs many times, and that is what a developer who already has funding goes to one for.
The publisher's jobs
- Funding. An advance against future revenue, paid in milestones.
- Production. A producer who keeps scope and schedule honest.
- QA and playtesting. Test passes, compatibility, playtests with real players.
- The store page. Copy, capsules, screenshots, tags, the Coming Soon date.
- Video. Announcement, gameplay and launch trailers; clips for social.
- Marketing and PR. Press lists, embargoes, creator keys, festivals and showcases.
- Ads. Paid campaigns, usually around the announcement and the launch.
- Platforms. Relationships with Steam, console platform holders and storefronts, and the certification work for consoles.
- Localisation and ports. Translations, console versions, Steam Deck.
- The launch. Timing, the launch discount, the first weeks of updates.
Not every publisher is the same kind of partner
"Publisher" covers very different businesses, and a pitch that suits one wastes the other's time.
- Boutique indie publishers sign a handful of games a year and give each one a full team: producer, marketing, PR, community. On Steam today that includes names like Devolver Digital, Raw Fury, Hooded Horse and Annapurna Interactive. Each has a recognisable taste, and fit with it matters more than anything else in the pitch.
- Larger publishers and their labels run bigger slates, sometimes with an indie label inside them. More reach and more platform weight, less attention per game.
- Publishing-light partners take a smaller share for a narrower job: a store launch, a festival push, a console port, or localisation into specific markets.
- Platform and storefront deals come from the companies that run stores and consoles: money or promotion in exchange for a timed exclusive or a launch on their service.
- Investment funds finance a game for a share of revenue or equity without doing any of the publishing jobs. The money comes without the labour, so the marketing stays yours.
See our list of indie game publishers on Steam for who has published what in the last three years.
What a publishing deal looks like over time
The shape of most deals is the same, whatever the size:
- The pitch. A deck, a playable build and a short video, usually to a business development contact. See how to pitch a game to a publisher.
- The term sheet. The headline numbers before lawyers: advance, split, recoup, term, territories, platforms, IP.
- The contract, often weeks of back-and-forth, with a milestone schedule attached.
- Milestones. Each payment of the advance is released when a build hits an agreed milestone. Miss one and the money waits.
- The announcement and campaign, usually planned by the publisher: reveal trailer, store page, festivals, demo, press previews.
- The launch, with the publisher running the store, the discount and the launch-week press.
- Reporting. Quarterly or monthly statements of sales, costs and the recoup balance, and payments to the developer once the advance is repaid.
What publishers look for before they sign
Publishers see far more pitches than they can sign, so they look for evidence that lowers their risk:
- A playable slice that shows the core loop at final quality, not a prototype and a promise.
- A hook a player could repeat. The one sentence that makes the game different, visible in the first seconds of the video. See how to find your game's hook.
- An audience signal. Wishlists, followers, demo players, a clip that travelled. A Steam page that is already collecting wishlists is the strongest version of this.
- A team that finishes. A shipped game, even a small one, says more than a résumé.
- A budget that matches the market. What the game costs to finish, set against what games like it sell. A publisher will check the comparables; check them first.
How the money works
The revenue split is the headline. Kellen Voyer's research on indie publishing contracts, reported by Simon Carless of GameDiscoverCo in December 2020, found developers averaged 71% of revenue in deals without an advance, 55% with advances of $100,000 to $500,000, and 53% above $500,000. The pool was small, so treat those as a shape, not a rule: the more money a publisher puts in, the larger its share.
Recoup decides when you see any money
An advance is not a gift. It is paid back, recouped, out of revenue before the normal split begins. The question that decides your income is whose share it comes out of. If the advance is recouped from the publisher's share, you earn from the first sale. If it comes out of yours, or out of all revenue, you may earn nothing until the game has repaid every dollar of development and, often, of marketing too. Read the recoup clause before the split.
Who owns the IP
In most indie deals the developer keeps the intellectual property and licenses the publisher to sell the game for a term, in named territories and on named platforms. Some deals ask for the IP, or for first refusal on sequels and ports. Owning the IP is what lets you make the next game in your own world; give it up only for a price that reflects that.
Red flags in a publishing contract
- Recoup from your share of all costs, including the publisher's overhead.
- No marketing commitment in writing: no budget, no deliverables.
- A term with no end, or one that renews itself.
- IP assignment, or rights to sequels and ports, for an advance that does not pay for them.
- No reporting: you cannot see sales, costs or the recoup balance.
- No way out if the publisher stops marketing or misses payments.
Have a games lawyer read the contract. This is general information, not legal advice.
Questions to ask a publisher before you sign
- Which of your recent games are like mine, and how did they do?
- Who will work on my game day to day, and how many other games do they have?
- What will you spend on marketing, and is that written into the contract?
- Is the advance recouped from your share, mine, or all revenue? Is marketing recouped too?
- How long is the term, and what happens to my game when it ends?
- How often will I see sales and recoup reports, and can I audit them?
- What happens if you stop supporting the game, or if I miss a milestone?
Ask to speak to developers they have published. A publisher that is good to work with will make the introduction.
Why publishers turn games down
Most pitches are declined, and rarely because the game is bad. The common reasons are fit (not a genre they sell), timing (their slate is full), scope (the budget is bigger than the likely market), and evidence (no vertical slice, no audience signal yet). A no from one publisher says little about the next; a no from twenty says to change the pitch, or the game.
Self-publishing, or a publisher
Self-publishing keeps all of the revenue after the store's cut and all of the decisions, and makes every one of the jobs above yours. A publisher takes a share for doing them. The honest test: which of those jobs can you do yourself, and what would the rest cost to buy?
A marketing agency is the middle road: it does marketing and PR for a fee, takes no revenue share and no rights, and puts in no money. It suits a developer with funding who wants help with the launch, not a partner.
Where Flockbay fits: the publisher's jobs, without the share
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 the 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 ads 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 your 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; for those, a publisher is still the answer.
Questions
- What percentage does a game publisher take?
- It varies with the money they put in. In one study of indie deals, developers averaged 71% with no advance and 53 to 55% with an advance; recoup terms matter as much as the split.
- Does a publisher own my game?
- Usually not: in most indie deals the developer keeps the IP and licenses the publisher to sell it for a term. Some deals ask for the IP or sequel rights; read that clause carefully.
- What does recoup mean in a publishing deal?
- The publisher's advance, and often its marketing costs, are paid back out of revenue before the normal split applies. Whose share it comes from decides when you start earning.
- When should I pitch a publisher?
- Once you have a playable slice that shows the core loop at final quality and a hook you can show in seconds. Many publishers also want to see an audience signal, such as wishlists on a live Steam page.
- Can I self-publish on Steam without a publisher?
- Yes. Any developer can publish on Steam through Steamworks after paying the Steam Direct fee; a publisher is optional and takes a share in exchange for funding and doing the publishing work.
Keep reading
- The indie game publishing guide
- Do you need a game publisher?
- How to find a game publisher
- Game publisher revenue share
- Steam store page kit
- What an AI can do of a game publisher's job
- What to put in a game publisher pitch deck
- How to pitch a game to a publisher
- How to fund an indie game
- 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.
Download Flockbay free