The slate

Titles

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

An empty slate is information. A fake one is a lie.

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.

  • A title is listed once a publishing agreement is signed and its store page is live.
  • Every entry links to that store page, so every other field on the card can be checked.
  • Release dates appear on released titles only — never as a projection.
  • Age ratings appear only where a ratings board has issued one; otherwise the card says "not yet rated".
  • Developer and publisher are printed as separate credits, because making a game and publishing it are different roles.

Selection

What gets a project onto the slate

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.

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.

Something playable

A vertical slice beats a deck, and a rough prototype that plays well beats a polished one that does not.

A rights chain we can trace

Engine licence, third-party assets, contractor agreements, music. If we cannot account for it, we cannot publish it.

A plan with dates in it

A production plan you believe, with milestones you can defend. We will hold it to the same standard we hold ours.

A scope that fits the team

The most common reason we pass is a plan that would take the team five years and is budgeted for eighteen months.

Monetisation we can stand behind

Priced up front, or honest cosmetics. Nothing on the exclusion list, and nothing designed to work on someone who cannot stop.

Route to release

How a title gets from pitch to this page

01

Signal

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.

02

Terms

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.

03

Production

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.

04

Launch & after

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.