A clear idea of who it is for
Not "everyone who likes fun games". A specific audience, and a reason to think that audience will find this one.
The slate
CMB Project was registered on 12 June 2024 and has not yet announced a published title. This page stays empty until there is one.
Slate · Nothing announced
Why this page is empty
It would take ten minutes to fill this page with invented cover art and titles that sound like games. Plenty of publisher sites do exactly that while they wait for their first release.
We are not going to. A catalogue entry is a claim about a commercial relationship with a studio, and a claim like that should be checkable in one click. So nothing appears here until an agreement is signed and the title has a store page you can open yourself.
If you represent a studio evaluating us: ask us for references and read the agreement we put in front of you. That tells you far more than a grid of covers would.
Selection
We sign few projects and we say no to most of what we read. These are the things that make a yes more likely — none of them is a genre, a platform or a budget size.
Not "everyone who likes fun games". A specific audience, and a reason to think that audience will find this one.
A vertical slice beats a deck, and a rough prototype that plays well beats a polished one that does not.
Engine licence, third-party assets, contractor agreements, music. If we cannot account for it, we cannot publish it.
A production plan you believe, with milestones you can defend. We will hold it to the same standard we hold ours.
The most common reason we pass is a plan that would take the team five years and is budgeted for eighteen months.
Priced up front, or honest cosmetics. Nothing on the exclusion list, and nothing designed to work on someone who cannot stop.
Route to release
You pitch. We read it properly.
Every submission is read by a person. We answer within 10 working days — including when the answer is no, which it usually is, and which is worth more to you than silence.
Scope, milestones and money, in writing, before anyone signs.
If we want to publish it, we put the whole arrangement on paper first: what we fund, what we do, what we recoup, what you keep, and how either side ends it. No verbal understandings, no term sheet that quietly changes shape at signature.
You make the game. We clear the road in front of it.
Store onboarding, ratings, localisation, QA passes, certification scheduling and the marketing beat plan all run in parallel with development, so the last month before launch is not the month everything is discovered at once.
Ship it, then keep working it.
Launch day is a checklist, not a leap of faith. After it, the work continues: patch cadence, sale and festival planning, community moderation, and the reporting that tells you where the money actually came from.