Game Funding and Publishing Agreements: What to Watch For
Contracts June 15, 2026 5 min read

Game Funding and Publishing Agreements: What to Watch For

By Zachary Strebeck - Video Game & Board Game Attorney

An indie game manifesto has been making the rounds with a blunt message: most games are never going to sell. Statistically, that is true. There are far more games released every year than there are buyers to go around, and the math gets harder each year.

The conclusion many developers draw from that is a healthy one. If commercial success is unlikely, build the game you actually want to build. Make it for the craft. Take the pressure off the creative side.

That is good advice for the art. It is only half the picture for the business.

The moment you have a studio, employees, and overhead, “I made it for me” stops paying the bills. Profit is not a dirty word at that stage. It is how your team stays employed and how the next project gets funded. This is where publishing and funding agreements come in, and where the legal terms start to matter a great deal.

Why Studios Take Funding in the First Place

A solo developer with a day job can afford to release a passion project and let the sales fall where they may. A studio cannot. Rent, salaries, software licenses, and contractor invoices arrive on a schedule whether or not your game is finished.

Funding solves that problem. A publisher or a funding partner gives you money now so you can keep building without running out of runway. That can take a few forms:

  • Development funding paid out as you hit milestones.
  • An advance against royalties, which you pay back from future sales before you see profit.
  • A full publishing deal that bundles money with marketing, distribution, and platform relationships.

The money is the lure, and it is a legitimate one. It lets you keep making the dream game while still keeping the lights on. The trade is that you are now in a relationship governed by a contract.

What the Agreement Actually Controls

People tend to focus on the dollar figure in a funding or publishing deal. The dollar figure is the least negotiated part once the relationship sours. The terms that decide your outcome are the ones buried further down.

Here are the ones worth slowing down for.

Who owns the intellectual property. This is the big one. Are you keeping ownership of your game, your characters, and your code and licensing them to the publisher, or are you assigning ownership outright? Copyright protects your creative expression automatically, but a contract can transfer it away with a single clause. Know which one you are signing.

Recoupment. Before you see royalties, the publisher typically recovers what it advanced you. The agreement sets how much, from which revenue, and in what order. Aggressive recoupment terms can mean a commercially successful game that pays the developer very little for a long time.

Creative control. You took the deal to make a specific game. Can the publisher force design changes, content cuts, or a different direction? Spell out who has final say and over what.

Reversion and termination. If the publisher shelves the project, misses funding milestones, or simply loses interest, can you walk away with your rights intact? Reversion clauses are how you avoid having your game trapped with a partner who has stopped caring about it.

Scope and milestones. The agreement defines what you owe and by when. Vague scope is a trap for the developer, because “not done” becomes whatever the publisher says it is. Tie payments to clearly defined milestones, and address what happens when a deadline slips, because at some point one will.

Build for Love, Sign for Survival

The manifesto is right that you should make games because you want to make them. That mindset protects you from building something soulless in pursuit of a sales chart that probably will not materialize anyway.

But the business that carries the art has to survive, and survival runs on cash. Taking funding is one of the most common ways studios bridge that gap. It is a good tool. It is only a good tool when the agreement behind it actually protects the things you took the deal to protect, which are your creative freedom and your runway.

A clean deal lets you keep building the game you love with someone else’s capital and your rights intact. A bad one quietly hands away your IP, your control, and your upside in exchange for a check that felt good in the moment. The difference is entirely in the terms. For more on the specific traps in publishing deals, I have written about what indie developers should watch for in a publishing agreement.

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What You Should Do

  • Make the game for the right reasons, then treat the funding as a separate business decision.
  • Before signing anything, confirm in writing who owns the IP after the deal.
  • Read the recoupment terms closely and model out when you would actually start earning royalties.
  • Insist on clear creative-control language and a reversion right if the publisher fails to deliver.
  • Treat the terms as negotiable. The first draft a publisher sends is written for the other side.
  • Have an attorney review the agreement before you sign.

Questions about a funding or publishing agreement on your desk? Get in touch and we will talk through your specific situation.

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