Publishing services

What a deal with us covers

Four areas of work, offered together or separately. Some studios want the whole package from announcement to post-launch; others want certification support on a game they have already funded and marketed themselves. Both are agreements we sign.

Deal shapes

Two ways this usually goes

Publishing agreement

You have funded the project or do not need production budget. We handle release management, platform certification, marketing and the launch, and we recoup our costs and share from the title's revenue on the terms in the agreement.

  • No production budget from us
  • Shorter, simpler agreement
  • Scope is negotiable per area of work

Publishing + co-financing

The project needs production budget to reach the bar it deserves. We co-finance against agreed milestones and publish the finished title, recouping from revenue on disclosed terms. The intellectual property stays with the studio.

  • Milestone payments agreed in writing first
  • Recoupment terms disclosed before signature
  • Studio keeps the IP unless separately agreed

We do not publish a funding figure. No ceiling, no per-title band, no "up to" number. Any figure quoted before reading a production plan is meaningless, and a number on a website is a promise a studio will reasonably hold us to. Budget is scoped against your plan and agreed in writing.

01 · Game publishing

PC & Console Publishing

A publishing agreement puts the release logistics on us so the studio can keep building. We take the title through store onboarding, age-rating applications, build and patch pipelines, submission scheduling and the launch-day checklist — and we do it against each platform's own requirements rather than a generic template.

  • Store page setup and maintenance: capsules, copy, tags, regional pricing and wishlist campaigns.
  • Build and patch pipelines, depot and branch management, day-one patch planning.
  • Age-rating applications through the appropriate boards for each region, run early enough that a rating never becomes the reason a launch slips.
  • Submission scheduling against each platform's certification calendar, including the resubmission buffer nobody plans for and everybody needs.
  • Launch-day monitoring, hotfix routing and post-launch patch cadence.

Platform availability for any individual title depends on that platform holder's own approval. We prepare and submit; the platform decides.

02 · Production co-financing

Developer Funding & Production Co-Financing

Where a project needs production budget to reach the quality bar it deserves, we co-finance it. The money is paid against agreed milestones, the milestones are written with the studio rather than handed to it, and the studio keeps making the game it pitched. The arrangement is a publishing agreement — not an investment product.

See how co-financing works for the full legal characterisation.

  • Milestone-based payments agreed in writing before the first transfer, with acceptance criteria that are specific enough to argue about.
  • Budget scoped to a defined production plan — not an open-ended commitment, and not a figure we quote before reading the plan.
  • Recoupment from the released title's revenue on terms written into the agreement, disclosed in full before signature.
  • The studio retains its IP unless a separate arrangement is negotiated and written down.
  • Where a project is fully funded already, we sign publishing-only agreements — co-financing is an option, never a condition.

Production co-financing from CMB Project is a commercial publishing agreement funded from the company's own resources and recouped from the revenue of the released title. It is not a loan, a deposit, a security, an investment product, a public offering or financial advice, and it gives the developer no financial return other than the revenue share written into the agreement.

03 · Marketing and PR

Global Marketing, PR & Community

Marketing starts long before the launch trailer. We plan the beat sheet from announcement to launch and beyond, produce the assets each beat needs, and run the outreach — press, creators, storefront festivals and events — against a calendar the studio can actually build to.

  • Campaign beat plan from announcement through demo, festival, launch and post-launch content.
  • Trailer editing and capture direction, key art, screenshots, GIF sets and storefront capsules.
  • Press and creator outreach with key distribution, embargo handling and review-copy logistics.
  • Storefront festival and event submissions, including seasonal sale planning and demo windows.
  • Community management across the channels the game's audience actually uses, plus moderation policy and escalation.

Coverage, wishlists and sales depend on the game, the market and the press. We commit to the work and the plan, not to a number.

04 · Localisation and QA

Localisation, QA & Platform Compliance

The last mile before certification is where most indie launches lose weeks. We run it as a process: string extraction and translation, linguistic QA in context, functional and compliance passes against each platform's technical requirement checklist, then submission support until the title passes.

  • Localisation into the languages that fit the title's audience, with in-context linguistic QA rather than spreadsheet-only translation.
  • Functional QA across the target hardware, plus regression passes on each certification build.
  • Compliance QA against each platform's technical requirements — save handling, suspend and resume, controller conventions, storefront and legal text.
  • Certification submission support, failure triage and resubmission until the title passes.
  • Accessibility review covering the settings that platform requirements and player expectations increasingly assume.

Certification is decided by the platform holder. Our job is to make a failure unlikely and a resubmission fast.

Platform support

Where we prepare and submit

These are the storefronts and console ecosystems we prepare titles for and submit to. Being able to submit is not the same as being able to promise approval: every platform holder decides for itself whether a given title is accepted.

Steam

Store onboarding, depots and branches, wishlist and demo campaigns, festival submissions.

Epic Games Store

Product setup, build submission and store page management.

PlayStation

Concept and product setup, TRC compliance passes, certification submission and resubmission.

Xbox

Partner Center setup, XR compliance passes, certification submission and resubmission.

Nintendo Switch

Product setup, lotcheck preparation, submission and resubmission support.

Trademarks and endorsement. Steam, Epic Games Store, PlayStation, Xbox and Nintendo Switch are trademarks of their respective owners. Listing them describes the release and certification workflows CMB Project supports. It does not state or imply that any platform holder endorses, sponsors, certifies or is affiliated with CMB Project, and it is not a claim of partner or developer status with any of them.

How co-financing works

A publishing agreement, not a financial product

Production co-financing from CMB Project is a commercial publishing agreement funded from the company's own resources and recouped from the revenue of the released title. It is not a loan, a deposit, a security, an investment product, a public offering or financial advice, and it gives the developer no financial return other than the revenue share written into the agreement.

We say this plainly because the word "funding" means something specific in financial regulation, and what we do is not it. Nothing on this site is an offer of securities, a deposit-taking activity, a credit product, a collective investment or financial advice, and nothing here is addressed to investors.

  • Money moves against accepted milestones, never as a lump sum on a handshake.
  • Recoupment order and revenue share are written into the agreement and disclosed before signature.
  • The studio keeps its IP unless a separate arrangement is negotiated and written down.
  • No developer is ever asked to pay us to be considered, published or promoted.

We never ask a developer for money. There is no submission fee, no review fee, no "listing" fee and no paid fast-track. If anyone contacts you asking for payment in the name of CMB Project, it is not us — write to help@cmbproject.com.

Scope

What we do not publish

This list is part of our Terms of Service, not a marketing position. A project built on any of these is outside what this company does, regardless of how good it is.

If you are unsure whether a monetisation design falls inside or outside the line, describe it in the submission form and ask. We would rather answer the question than receive the pitch.

  • No real-money gambling, casino, betting or wagering content, and no simulated gambling that pays out anything of real-world value.
  • No loot boxes, gacha pulls or randomised paid rewards, and no pay-to-win progression sold for money.
  • No cryptocurrency, token, NFT or "play-to-earn" mechanics, and no game marketed as an earnings or investment opportunity.
  • No unlicensed software, cracks, key resellers, emulator ROM distribution or any other route around a rights holder.
  • No pitch we cannot trace to a clear chain of rights — every asset, engine licence and third-party contribution has to be accounted for before an agreement is signed.

Sequence

What happens, in what order

01

Signal

You pitch. We read it properly.

  • Read the deck, run the build, check the rights chain
  • Answer in writing within 10 working days
  • Keep building — nothing is exclusive at this stage
02

Terms

Scope, milestones and money, in writing, before anyone signs.

  • Draft the agreement and the milestone plan
  • Disclose recoupment and revenue split in full before signature
  • Take it to your own lawyer — we expect you to
  • Push back on the milestones until they match your plan
03

Production

You make the game. We clear the road in front of it.

  • Platform onboarding, ratings, certification calendar
  • Localisation, QA and compliance passes
  • Campaign beats, assets and outreach
  • Build the game you pitched
  • Hit the milestones we agreed together
04

Launch & after

Ship it, then keep working it.

  • Launch-day monitoring and hotfix routing
  • Sales, festivals and post-launch content beats
  • Revenue reporting on the schedule in the agreement
  • Patch what launch finds
  • Decide what the game does next

Questions

Asked before signing

Do you only sign projects you also fund?

No. Co-financing is one option, not a condition. If a project is already funded and needs release management, marketing or certification support, that is a publishing-only agreement and it is a normal thing for us to sign.

How much funding is available?

We do not publish a figure, a ceiling or a per-title band, because any number quoted before reading a production plan is meaningless. Budget is scoped against the plan and agreed in writing before anything is transferred.

Which platforms can you release on?

We prepare and submit for PC storefronts and the major consoles. Availability for any individual title is decided by that platform holder, not by us — being able to submit is not the same as being able to promise approval.

What will you not publish?

Real-money gambling and simulated gambling with real-world value, loot boxes and paid randomised rewards, pay-to-win progression, crypto, token, NFT and play-to-earn mechanics, and anything whose rights chain we cannot trace. The full list is on this page and in our Terms of Service.