Strategy

Homa, Voodoo, Supersonic, CrazyLabs: How Their Submission Bars Differ

The major casual publishers want different things, and sending the same build to all of them wastes the strongest submission. Here is how they differ and who to approach first.

Vectra Play 6 min read
A business work setting

The major casual publishers all want a simple loop with strong economics, and they differ in how they take submissions, what they weight most, and how much support they provide afterwards. Choosing the right first submission matters more than the build, because feedback from the first shapes every one after it.

Why this matters

Teams commonly submit the same package everywhere on the same day. That maximises reach and wastes the most valuable thing a first submission produces, which is feedback.

Publishers also differ in ways that affect you well beyond the deal: how much they invest in a title, how quickly they respond, and how much creative control you keep.

Details change, so treat the structure below as the durable part and verify current specifics on each publisher's own creator portal before submitting.

How each publisher takes submissions

All four run a self-serve route, and the experience differs.

Practically, register with all of them early, because account setup and verification take time you do not want to spend when a prototype is ready.

The submission process itself tells you what a publisher values. A portal that demands metrics before it accepts a build is telling you what it will judge.

What each one weights most

The differences are matters of emphasis rather than kind.

EmphasisWhat it means for your submission
Install economics firstCreative quality matters as much as the game; lead with your test result
Retention firstA modest cost with strong day one behaviour beats the reverse
Concept distinctiveness firstOriginality against their portfolio matters more than polish
Production speed firstEvidence you can iterate weekly is part of what they are buying

Read the portfolio before deciding which of these applies. A publisher's recent releases are a more reliable statement of what they want than their marketing copy.

The underlying market shift affecting all four is in The Hybrid-Casual Shift Explained.

Genre preferences

Every publisher has genres they have won in and genres they keep trying.

Three practical rules.

  1. Look at what they released in the last year, not their all-time hits. Portfolios move.
  2. Avoid direct duplicates of anything currently in their catalogue. Adjacent is good; identical is an instant no.
  3. Match the depth to the publisher. Some have moved decisively toward games with progression and purchases, and a very thin prototype reads as dated to them.

If your concept sits clearly in one publisher's territory, that is where the first submission goes.

Speed of feedback

Response times vary enough to affect your planning.

Portal submissions with no relationship are the slowest, and silence is a common outcome rather than a rejection. Community routes where you have spoken to someone are considerably faster.

Two practical consequences.

Building a relationship before you need one is the highest-leverage thing you can do here, and it costs nothing but time in the right communities.

Deal shape differences

The terms differ more than the submission process does.

Look at four things in any offer.

Multi-title commitments are common and are the clause most worth reading carefully, because they bind your studio's capacity for a long period. The full read is in How to Read a Publisher Term Sheet.

Picking who to submit to first

A sequence that works.

  1. Shortlist two whose recent portfolio is closest to your concept without duplicating it.
  2. Submit to the one with the faster feedback loop first, which is usually the one where you have a contact.
  3. Fix what they tell you, then submit the improved version to the second.
  4. Keep a third in reserve for the version after that.

Resist submitting everywhere simultaneously. The first response almost always improves the package, and spending that improvement on one publisher rather than all of them is the point.

If everyone passes, that is its own signal and there is a process for it in What to Do When Every Publisher Passes.

What we would do

Register accounts with all the major publishers before you have anything to submit, and join the communities that have them. Relationships are the single largest difference between a submission that gets read and one that sits.

Read four recent releases from each publisher and write one sentence on what they seem to be buying. That exercise takes an hour and it makes the shortlist obvious.

Then sequence the submissions deliberately, and treat the first response as the most valuable output of the whole exercise.

The short version

Read four recent releases from each publisher and write down what they are buying. If you want help placing a prototype with the right one, tell us about it.

Related reading: What Voodoo Actually Looks For, The Publisher Submission Checklist, and Do You Need a Game Publisher.

#Publishing#Hyper-Casual#Strategy#Deals
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