Comparison · Fund it

Publisher vs self-publishing: a decision you can calculate

Self-publishing keeps all the upside. A good publishing deal keeps the studio alive in the downside. In our simulation, self-publishing a $500k game had a 43% chance of losing money; the share-structured deal had none, at about the same expected value. Here's how to run that comparison for your own game.

Ammighty PublishingPublished 9 October 20263 min read

Side by side#

Self-publishingPublishing deal
Who funds developmentYou (savings, investors, revenue-based finance)Publisher, against milestones
Revenue you keep100% of net receiptsA share: typically 50–70% after recoup, sometimes a share during
If the game underperformsYou absorb the lossPublisher absorbs most of it
Marketing, PR, festivalsYou run or hire itPublisher runs it, ideally with a written commitment
QA, localisation, ratings, portsYou buy each serviceUsually included
Platform relationshipsYou build themPublisher's existing ones
Creative controlFullStudio-led in good deals; approvals on milestones
IPYoursYours in most modern deals; check the contract
Admin loadHigh: store ops, payments, tax, supportMostly handled

The break-even formula#

Compare the studio's take under a deal with self-publishing the same budget . With a during-recoup share and a post-recoup share , the deal beats self-publishing for all net receipts up to

and self-publishing wins above it. So the question isn't "which is better" in general; it's "how likely is my game to earn more than ?" For a deal with nothing during recoup, : any game that breaks even would have done better alone. For Ammighty's standard 15% / 70-30, . The derivation and charts are in the recoup waterfall.

Under uncertainty#

Nobody knows in advance, so we drew 400,000 outcomes from our launch model at 150,000 launch wishlists and a $500k budget:

Expected take10th percentileMedianP(loss)
Self-publish$387k$-321k$82k43%
Deal: 15% during recoup, 70/30 after$397k$27k$133k0%
Deal: straight recoup, 60/40 after$288k$0$49k0%

The share deal matches self-publishing's expected value (it would even with a publisher that added less revenue) while removing the loss scenarios. A straight-recoup deal needs the publisher to raise revenue by about 21% to match. That's possible, but it's a claim the publisher should back with a written marketing commitment.

When self-publishing is the better call#

  • You can fund it without betting the studio. If a total loss would hurt but not end you, the downside protection is worth less.
  • You already have the audience. A creator-led studio with a large community gets less marketing uplift from a publisher.
  • The game is small and PC-only. Store ops for one platform are manageable; ports and ratings are where publishers add most.
  • Your genre has predictable sales. Low variance makes risk transfer worth less, and some niche genres sell very consistently to a known base.

When a publisher is the better call#

  • The budget is large relative to your reserves. The bigger is compared with what you could lose, the more the downside protection is worth.
  • You need services you can't buy cheaply: console certification, localisation, ratings in many territories, platform featuring.
  • Outcomes are highly uncertain, which describes most new genres, including AI-native games, where comparables are thin.
  • Your game has runtime costs. AI-native games pay inference per player. A publisher that covers it outside recoup (Ammighty does for 24 months) is taking on a cost self-publishers carry alone.

Hybrids#

It isn't binary. Common middle paths: self-publish on PC and license console and mobile to a publisher; take a marketing-only deal with a smaller share; or sign a platform-scoped deal where the publisher handles one region. Each changes , and , so plug them into the same formula. Our term sheet checklist lists the clauses to check whichever path you choose.

Frequently asked questions#

Is it better to self-publish or use a publisher?

It depends on how likely your game is to earn more than the break-even revenue R* = B(1 + a/(1−s)), and how much a loss would hurt. Publishers are worth more when budgets are large relative to reserves and outcomes are uncertain.

What percentage do game publishers take?

Commonly 30–50% of net receipts after recoup, and most or all receipts before recoup. Better deals give the studio a share from the first sale.

Can I self-publish on PC and use a publisher for consoles?

Yes. Platform-scoped deals are common, and they let you keep PC revenue while buying console expertise.

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