Publishing
Funding for AI-native games, on terms you can read.
Development funding from $250k to $12M, a 70/30 split in your favour after recoup, and inference covered for the first two years. Your IP stays yours.
Standard terms
The whole deal, on one page.
These are the defaults we start every negotiation from. Most deals end up better for the studio, not worse.
| Term | Standard | Notes |
|---|---|---|
| Development funding | $250k – $12M | Paid against milestones you co-write. First milestone on signature. |
| Split after recoup | 70 / 30 | Studio / Ammighty, on net receipts. |
| Split during recoup | 15 / 85 | You earn from the first sale. |
| Inference | Covered | 24 months post-launch, hosted on Ammighty Runtime, never recouped. |
| Marketing commitment | ≥ 35% | Of the development budget, contractually committed, recoupable. |
| IP | Studio | Including sequels, adaptations, engine and model fine-tunes. |
| Term | 7 years | Rights reversion if receipts stall after year three. |
| Audit rights | Yes | Live sales dashboard plus an annual audit at our cost. |
Deal calculator
What would you actually earn?
Move the sliders. The model uses a 30% platform fee and 12% for refunds and sales tax, then applies our standard split. Inference is excluded from recoup, as in every Ammighty deal.
Illustrative only. Excludes inference (covered by Ammighty), console first-party programmes and bundle revenue.
What we fund
Games where the model is the mechanic.
Living casts
NPCs with memory, goals and relationships that players talk to in their own words. Interrogation, diplomacy, companionship, social deduction.
Generative worlds
Levels, quests or whole regions authored at runtime inside hand-designed constraints, so every run is new and every run is fair.
Agentic simulation
Factions, economies and ecosystems that keep moving when the player isn't looking. Strategy and management games especially.
Adaptive directors
Systems that read how a player or party plays and reshape difficulty, pacing or story beats, diegetically and transparently.
Natural-language play
Voice or text as the primary verb: giving orders, casting spells, negotiating, building.
Player creation tools
Games where players describe and build content, with moderation and economy systems that hold up at scale.
Before you pitch
What a strong pitch includes.
You don't need all of it. A playable build beats a beautiful deck every time. Our full pitching guide goes deeper.
- A playable build or a 2–3 minute unedited capture of the core loop
- One sentence on why this game can only exist with a model in the loop
- Your current inference setup: model, hosting, rough tokens per player-minute
- Team, roles and what you've shipped before (or haven't; that's fine)
- Budget range and the milestone you'd fund first
- Target platforms and price point
- How you keep characters on-tone: guardrails, evals, fallbacks
Publishing FAQ
The fine print.
What revenue split does Ammighty offer?
70/30 in the studio's favour after recoup. During recoup, the studio still receives 15% of net receipts from the first sale, so you are paid from day one. Net receipts are what the platform pays out after its fee, refunds and sales tax: nothing else is deducted.
What counts toward recoup?
Development funding and marketing spend we agreed in writing. Inference costs for the first 24 months are excluded. So are our own salaries, overheads, and anything we spend without your sign-off.
Do you take equity in the studio?
No, not as part of a publishing deal. Some studios ask us to invest separately; that is a different conversation with a different team, and it is never a condition of publishing.
Can we self-publish on some platforms?
Yes. Deals can be platform-scoped. A common structure is Ammighty on PC and console, studio self-publishing on mobile, or the reverse.
What happens if we miss a milestone?
We talk. Milestones are written with you, and roughly one in three gets re-scoped during a production. Missing a date is not a breach; abandoning the project is.
How do rights reversion clauses work?
If net receipts fall below an agreed floor for four consecutive quarters after year three, you can take the game back. We'd rather you find it a second life than let it sit in our catalogue.
Do you publish games that use generative art?
Only where it's integral to the design and disclosed, and never as a replacement for human art direction. Players can tell, and they're right to care.
Send the build. We'll play it.
Send us a build, a deck or a two-minute video. A producer, not an inbox, reads every pitch and replies within 10 business days.