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To find a publisher, shortlist companies whose stated 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 always need a finished game to start a conversation, but publishers set their own requirements. Compare the help a publisher would provide with the work and control you would retain by self-publishing, and review the actual contract before agreeing.

Find publishers that fit your game

Start with the project: its genre, audience, central mechanic or narrative hook, planned platforms, current development stage, and likely release window. Then compare those details with publishers’ portfolios and developer-facing criteria. An open submission form means a publisher accepts pitches; it does not mean every project is a fit.

Use stated preferences, not assumptions

  • Akupara Games: Its pitch page describes an interest in premium games and most genres, while excluding educational, kid- or family-focused, 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. Unity is preferred, though other engines may be considered. These are Akupara’s criteria, not industry-wide rules.
  • Fellow Traveller: Its developer page centers on narrative games and innovative or original thinking with narrative components at the core.
  • Devolver Digital: Its pitch form asks for estimated release timing and says it considers games aiming to release next year and beyond. Because this is a form requirement that can change, check it again before submitting.
  • Raw Fury: It has a pitch submission route and a guide to pitching.

A submission page can tell you what a publisher says it wants; it does not establish its acceptance rate, reputation, deal quality, or likely terms. Do not infer an advance, revenue share, or chance of signing from a pitch checklist.

Build a pitch that answers the publisher’s questions

Prepare a compact package that makes the game easy to understand and evaluate. Explain what makes its play, world, art, or story distinctive; who is making it; what the team has completed; the planned platforms and launch window; the project’s current state; and what specific support you want. Include an estimated budget and explain what requested funding would pay for. Show the game in motion through a playable build, demo, or gameplay video when you can.

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Each publisher’s checklist takes precedence over a generic pitch template. Current official requirements include:

Publisher What its submission guidance requests
Akupara Games A pitch deck, playable build, gameplay video, game overview, company biography, desired partnership, and budget. Its form also asks for target platforms, tentative release date, estimated budget, engine, website or store presence, social links, and additional materials. (Akupara pitch page)
Devolver Digital A quick pitch, estimated release date, gameplay video, a pitch deck URL that should include a demo, financial roadmap, what you want from a publisher, and requested funds. Its form says it considers games aiming to release next year and beyond. (Devolver pitch form)
Raw Fury A playable build; a deck covering the core loop, scope, and vision; an approximate launch window; total development budget; and a trailer, gameplay video, screenshots, or GIFs. Its guide encourages supporting material that clarifies what the project could become. (Raw Fury contact page; pitch guide)
Fellow Traveller Developer background; a one- to two-paragraph game overview; target platforms; current state and expected launch; links to the game website, videos, and a playable build if available; and the support sought. It notes that it cannot respond to every email and that some game types may not fit its focus. (Fellow Traveller developer page)

You can pitch before the game is finished

A completed game is not a universal prerequisite for opening a conversation. Fellow Traveller says it is willing to talk at different stages and has signed projects ranging from prototypes to more advanced work. It usually wants to play some kind of build before signing, though. Other publishers’ expectations vary, so follow the specific checklist rather than treating one company’s policy as universal. (Fellow Traveller developer page)

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Submit through the official route

  1. Open the publisher’s current developer or pitch page and read its requirements, exclusions, and timing notes.
  2. Adapt the pitch to the publisher’s stated focus. Include only the materials the form requests or that directly help explain the project.
  3. Submit through the official form or contact method: Akupara’s pitch page, Devolver’s form, Raw Fury’s pitch route, or Fellow Traveller’s email instructions.
  4. Keep a record of what you sent, when you sent it, and any follow-up instructions. Do not send confidential information without understanding the recipient’s stated process and terms.

Compare publishing with self-publishing

A publisher is worth considering when it can provide specific services, expertise, funding, or reach that your team needs and cannot readily provide itself. Self-publishing is another route for teams able to fund and manage the release. The examples below describe platform requirements and tools; they do not predict which route will perform better for a particular game.

Route What the official platform documentation says Practical consideration
Steam Direct Valve currently charges US$100 per app, or regional equivalent. The fee is non-refundable but recoupable in a later payment after the product reaches US$1,000 in adjusted gross revenue from Steam store or in-app purchases. Initial-release onboarding includes identity, tax, and bank information, a 30-day wait after paying the app fee, and a public Coming Soon page for at least two weeks. (Steam Direct fee documentation; onboarding documentation) Check current Steamworks requirements before setting a release schedule; platform rules can change.
itch.io Its creator FAQ says uploading projects does not require a service fee, creators can set their own support percentage through open revenue sharing, and creators retain ownership and may remove content. Payment methods, payouts, processing, and tax handling vary with settings and location. (itch.io creator FAQ) Review current creator documentation for the payment approach and location-specific handling that apply to your account.

Compare the options against your actual needs: funding and services offered, marketing and distribution responsibilities, schedule and control, platform coverage, revenue and rights terms, and the team’s capacity to handle work directly. A publisher should be evaluated on the support it will actually provide, not on the title alone.

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Check the relationship and contract before signing

Valve’s Steamworks guidance on working with a publisher raises publisher fit, tradeoffs, relationship health, contract issues, and access permissions when more than one entity works on a Steam application. Before agreeing, establish in writing:

  • Who controls store accounts, builds, and platform permissions.
  • Which services the publisher will provide and each party’s responsibilities and delivery expectations.
  • What rights and territories are covered.
  • How recoupment and accounting are defined.
  • What happens on termination and whether rights revert.
  • How platform access will be configured if both parties need to work on the same application.

There is no universal deal structure established by these publisher and platform pages. Evaluate the agreement you are offered and seek relevant professional advice where needed.

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