Untold Tales - Ghost Publishing

We've shipped games
at every scale.
Now we do it for others too.

Untold Tales Ghost Publishing is a structured collaboration model for studios and IP holders that need real publishing execution - not advice, not packages, not a marketing agency pretending to be a publisher.

What This Actually Is

The difference is simple.

Most companies offering “publishing support” come from marketing or PR. We come from publishing.

There’s a difference between running campaigns and knowing what it takes to ship a game on four platforms, manage certification, negotiate featuring slots, and keep long-tail revenue alive two years after launch.

We’ve done it at every scale – from globally recognized franchises to small indie titles that punched well above their weight. The same team, the same processes – available to a small number of external partners each year.

This isn’t a service we built to fill a gap in the market. It’s how we operate – opened up to the right projects.

Who This Is For

Not for everyone. Intentionally.

We work with teams that have something real and need proper execution to back it up. That usually means:

Studios without publishing infrastructure

You have a finished or near-finished game but lack the internal ops, platform relationships, or go-to-market muscle to bring it to market.

Publishers & IP holders scaling out

You're expanding your portfolio without scaling internal ops and need a trusted publishing partner to handle execution.

International teams entering PC & console

You're entering PC and console markets for the first time and need professional multi-platform launch execution.

Projects with long-term potential

You're not looking for a launch window campaign. You want a partner invested in your game's long-term commercial life.

If you're looking for a boost to your existing setup, there are plenty of agencies that can help.

If you need a publisher's team running the actual operation - that's us.

What We Handle

Publishing infrastructure, end to end.

We don't hand over a plan and wish you luck. We handle the execution. The scope depends on what your project needs. Here's what's on the table:

Marketing & PR

Press outreach and key distribution, influencer campaigns (organic and paid), online advertising across all major platforms, social media, event coverage (Steam Next Fest, Gamescom and others), trailer production from announce to launch, key art, store page analysis and optimization.

Platform & Store

Direct relationships with Steam, PlayStation, Xbox and Nintendo. Submission pipelines, certification and compliance management, featuring strategy, 1st party pitching, porting coordination across platforms.

Business Development

Global and local distribution deals, tech partnerships, age ratings, localization and LQA. We typically secure 10-15 contracts per project - the kind of deals that take years of relationships to unlock.

Production Oversight

Milestone tracking, budget management, roadmap discipline, co-development matchmaking. We've worked with AAA studios and small indie teams - we adapt without losing grip.

Analytics & Revenue

Sales and marketing data analysis, pricing strategy, discount planning, seasonal campaigns, back-catalog positioning. A launch is a beginning. We build what comes after.

You keep your IP. Always.

We join the operation - we don't take it over.

How Many Projects We Take On

We keep it small on purpose.

We run a handful of external partnerships each year.

3–4

projects per year

or
1 AA+

alongside 1-2 smaller titles

The number isn't the point. The focus is. When we commit to a project, it gets the same attention as our own titles. That's only possible if we don't take on too many.

Most publishing support companies will take your project.

We choose ours. That's not a limitation - it's the only way this works properly.

Track Record

From The Witcher to Bang-on Balls.

The people who would run your publishing operation have worked on titles like The Witcher series, Dying Light and Torment: Tides of Numenera — but also on Bang-on Balls: Chronicles, Everdream Valley, Frozenheim and Golf Club: Nostalgia.

That range is the point.

We know what a global AAA launch looks like from the inside. We also know what it takes to get a small indie title in front of the right audience without a massive budget behind it. Most publishing teams know one of those worlds. We’ve operated in both.

The Witcher series
Dying Light
Torment: Tides of Numenera
Bang-on Balls: Chronicles
Everdream Valley
Frozenheim
Golf Club: Nostalgia
Confidential
Confidential
Confidential

A significant part of our work has been white-label - supporting major publishers and IP holders under NDA. We can't name them. But the experience is the same team that would work on your project.

How Deals Work

Scoped to the project. Not to a price list.

Every engagement is structured individually. The scope, the duration and the financial model depend on the size of the game, which platforms you’re targeting and how much of the publishing operation you want us to own.

Some projects need focused support around the launch window – typically six months of intensive execution. Others require a full publishing operation across the entire commercial lifecycle, running up to a year or more.

Depending on the project and the level of involvement, we work on a monthly flat fee, a hybrid model combining a fee with revenue share, or – for projects with serious commercial upside – a structure where both sides have skin in the game.

"We'll tell you which model makes sense for your project before anything gets signed. No surprises."

Why Untold Tales And Not An Agency

Publishers think differently.

An agency thinks about campaigns.

A publisher thinks about the whole commercial life of a game.

We care about how a title performs six months after launch – because we know that’s where the real money often is. We care about platform relationships because we depend on them for our own games. We care about getting the release right because we’ve seen what happens when it goes wrong.

Ghost Publishing exists because we built infrastructure that works. Not to fill a gap – but because it genuinely scales beyond our own slate.

Process

How it starts.

01

Submit your project

Tell us about the game, the team, and where you are in development.

02

We review it

Internal evaluation against our criteria. We're direct about fit.

03

We talk

If there's genuine interest on both sides, we have a proper conversation about scope and goals.

04

We structure the deal

Terms that reflect the actual project, not a template.

05

We get to work

Execution, with full involvement from our publishing team.

01

Submit your project

Tell us about the game, the team, and where you are in development.

02

We review it

Internal evaluation against our criteria. We're direct about fit.

03

We talk

If there's genuine interest on both sides, we have a proper conversation about scope and goals.

04

We structure the deal

Terms that reflect the actual project, not a template.

05

We get to work

Execution, with full involvement from our publishing team.

We review a limited number of submissions each quarter.

Built something worth launching properly?

We're not looking for rough pitches or early concepts. We're looking for projects with clear commercial potential and teams that are serious about execution.

If that sounds like you - let's find out if it's a fit.

We aim to respond to all submissions within two weeks.