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Game Publishing

Get your game onto every store, without the paperwork

Do you wanto to reach a wider audience? Apart from porting, we can also help you with publishing it. We are registered publishers for all console platforms, and can publish your game in all the current platforms. You won’t need to take care of length paperwork, processes, rejections, etc., we’ll do it. And more importantly, your game IP will be yours, you’ll decide what to do with it and where and how to publish it.

Release day, without the last-minute scramble

Getting a finished game onto a platform is its own discipline, separate from making the game itself and it’s just as easy to get wrong. We handle the process end to end: proposal, certification, store setup, and launch support, so nothing slows your release down or gets rejected on a technicality we could have caught.

Xbox Players
Right the first time

We work directly with platform holder contacts across every major territory, not a generic support queue.

Our QA Catches it first

We test against each platform’s full compliance checklist before a platform holder ever sees your build.

Launch support included

Press kits, outreach, trailers, and featuring submissions — built around your release, in every market.

Some of the studios and publishers we’ve worked with

What we Provide

Five stages, handled end to end, so nothing slows your release down or gets rejected on a technicality we could have caught.

Game proposal submission

Every platform holder requires formal approval before your game can even begin certification, and the requirements differ by region and by console. We handle the proposal from start to finish, working directly with platform holder contacts across every major territory not through a generic support queue.

Getting this step wrong costs weeks of delay before development even matters. We make sure it’s right the first time.

Game certification Tests

Before a platform holder ever sees your build, our own QA team tests it against that platform’s full compliance checklist, technical requirements, content guidelines, platform-specific edge cases that generic QA passes tend to miss.

This isn’t a formality. It’s where we catch the issues that would otherwise come back as a certification failure, weeks later, after they’ve already cost you a submission slot.

Game Certification

We manage the entire submission process on your behalf: preparing documentation, assembling submission packages exactly to each platform holder’s specification, and handling the submission itself.

If anything comes back flagged, we follow up directly with the platform holder, fix it, and resubmit so a reported issue doesn’t sit in your inbox waiting for someone to act on it. Certification stays moving until the game is approved.

Store setup

Every console store has its own configuration process, its own asset specifications, and its own approval rules for how a game is presented. We build and manage your store listing for each platform (screenshots, trailers, descriptions) so it meets every platform’s requirements without back-and-forth revisions.

We also handle localization of every text and asset for each required language, so your store page reads like it was written for that market, not translated for it.

Marketing & PR

Launching well takes more than a store listing. We build the marketing and PR plan around your release: press kits with the assets and information outlets actually need, direct outreach to relevant press and content creators, and a launch trailer and screenshot package tailored to how each platform showcases new releases.

We also handle the parts of marketing that are easy to miss under a deadline: submitting for platform holder featuring programs where your game qualifies, coordinating announcement and release-day timing across regions, and preparing localized marketing copy so the pitch lands the same way in every market you’re launching in.

Ready to take your game to market?

Tell us about your project and where you need support. Our engineers will take it from there.

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