Publishers and crowdfunding

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An email from a publisher

Remy opens an email: "We loved Hyper Shards, your space shooter. Want to talk about publishing the sequel?"

A publisher is a company that pays for, markets and helps release games that other studios make. The studio that builds the game is the developer. Many indie hits had a publisher behind them. But a publisher deal is business: both sides expect to earn from the game, and the contract decides who gets what.

How a publisher deal works

Quick check

What does it mean for a publisher to recoup its advance?

  1. It earns the advance back from the game's sales before the agreed split starts
  2. The studio pays the advance back from its savings next month
  3. The publisher doubles the advance when the game launches
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It earns the advance back from the game's sales before the agreed split starts

An advance is usually earned back only from sales. If the game sells poorly, the studio usually doesn't repay it from its own pocket. But some contracts require repayment if the game is never delivered, so always check the contract.

What you give up

The money and help come with strings. A publisher may:

Keeping our IP, like Nova and Sprig, matters for the studio's future. A lawyer checks the contract, and an adult signs it for the company.

Recoup maths

deal_memo.txt
Hyper Shards 2, publisher deal (example) Advance:          $60,000Recoup:           publisher keeps all sales                  until $60,000 is repaidAfter recoup:     50% studio, 50% publisherFirst-year sales: $100,000 (after store fees)

How much does the studio get from first-year sales, on top of the advance it already spent making the game?

  1. $20,000
  2. $40,000
  3. $50,000
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$20,000

The first $60,000 of sales repays the advance. The $40,000 left is split 50/50, so the studio gets $20,000 and the publisher gets $20,000 more.

Crowdfunding

Crowdfunding means many fans each chip in a little. On Kickstarter, backers pledge money in exchange for rewards, like the game or a name in the credits.

It is all-or-nothing: if the goal isn't reached by the deadline, nobody is charged. If it is, Kickstarter keeps about 5%, plus 3% to 5% in payment fees, at the time of writing. Then comes delivery risk: backers are owed what was promised, even if the game runs late. Creators must be 18, so a parent runs the campaign with you.

True story: Double Fine Adventure

In February 2012, game designer Tim Schafer and his studio Double Fine asked Kickstarter backers for US$400,000 to make an adventure game. By the deadline on 13 March, 87,142 backers had pledged US$3,336,371, more than eight times the goal.

Rewards were expected around October 2012. The game, Broken Age, came out in two parts, and the first arrived on 28 January 2014, well over a year later.

A campaign can raise far more than its goal, and the promise to backers grows with it.

Source: Kickstarter: Double Fine Adventure, kickstarter.com

Pick the money

#studio-plans, Kai
We need $40,000 to finish Hyper Shards 2. I want to keep all of the studio and full control of the game. And 3,000 fans on Discord keep asking for it!

Which option fits Kai's goals best?

  1. A Kickstarter campaign with a $40,000 goal and rewards the fans want
  2. Selling 20% of the studio to a venture capital firm
  3. A publisher deal with milestones, a revenue share and a say over the game
Show the answer

A Kickstarter campaign with a $40,000 goal and rewards the fans want

Crowdfunding turns an eager community into funding without selling equity or giving up control. The price is platform fees, an all-or-nothing goal and a promise the studio must deliver.

Four ways to fund a game

Bolt says: There is one more way to fund a game: money you never pay back. Next: grants.

Fact-checked 11 October 2026