Strategy

What to Do When Every Publisher Passes

A run of publisher passes is information, not a verdict. Here is how to read what a rejection is telling you and decide between fixing, resubmitting, and going alone.

Vectra Play 6 min read
Papers spread across a work desk

A run of passes usually means one of three things: the numbers did not clear the bar, the concept is too close to something already published, or the submission was incomplete. Each has a different fix. Work out which before changing the game, because two of the three are not design problems.

Why this matters

Rejection with no explanation is the normal experience, and it is easy to read as a verdict on the game.

It is rarely that specific. Publishers pass for portfolio reasons, timing reasons, and packaging reasons at least as often as for quality.

Reading the situation correctly determines whether you spend the next month rebuilding something that was fine.

Reading a rejection for signal

Most rejections carry more information than they appear to.

What you receivedLikely meaning
SilenceDid not clear the first look; often packaging or fit
A fast, polite noConcept fit, decided at the review stage
A no after a testNumbers, and the most informative outcome
A no with specific feedbackGenuine interest; treat this as the most valuable response
"Not right for us now"Portfolio or timing rather than quality
A request to see the next oneA positive signal, and a real one

The last row is easy to dismiss and should not be. A publisher inviting your next submission is telling you the studio cleared their bar even though this title did not.

A pass after a paid test is worth more than three passes before one. Somebody spent money to learn something about your game.

The three usual causes

The numbers did not clear the bar. Install cost was too high, retention too weak, or both. This is the most common cause after a test, and it is measurable rather than a matter of taste.

The concept is too close to something published. Publishers avoid competing with themselves. This has nothing to do with quality and everything to do with their catalogue, which is why the research in How Publisher Submission Bars Differ matters before submitting.

The submission was incomplete. No metrics, a build that crashed, or a video that did not show the loop. Entirely fixable and entirely self-inflicted, and the checklist is in The Publisher Submission Checklist.

If you submitted to several publishers and heard nothing at all, the third cause is more likely than the first two. Silence across the board points at packaging.

Fixing the metric versus fixing the concept

The important distinction, because they cost very differently.

Metric problems are usually first-session problems. A weak day one after a strong install rate means players arrived and left, which points at the opening rather than the concept, per Why Most Prototypes Fail in the First Ten Seconds.

Fixes here are days, not months: a clearer opening, an easier first level, a faster first win, a better match between advert and game.

Concept problems show as flat results everywhere. Weak clicks, weak installs, weak retention, no segment responding. Nothing is wrong specifically, and nothing is working.

That pattern means the concept is the problem, and it is worth stopping, per When to Kill a Game and What to Salvage.

The diagnostic question: is one number weak, or are all of them mediocre? One weak number is fixable. Uniform mediocrity usually is not.

Resubmitting without burning the relationship

Resubmission is normal and welcomed when handled properly.

Four rules.

  1. Change something substantial. Resubmitting the same build with a new video is noticed and it costs credibility.
  2. Say what you changed and why. A short note referencing the previous submission demonstrates you can act on feedback.
  3. Wait a reasonable period. Weeks, not days. A resubmission the following week reads as not having done the work.
  4. Do not argue with the rejection. Even when you disagree, the response that works is a better submission rather than a defence of the last one.

If you received specific feedback, address it explicitly and first. Publishers remember teams that act on what they were told, and that memory is worth more than any single title.

Self-publishing as a real option

Worth considering seriously rather than as a consolation.

It makes sense when three things are true: the game has a clear audience you can reach, you can fund at least a modest launch, and the economics work without a publisher's scale.

What you give up: acquisition budget, market knowledge, store relationships, and the credibility a publisher provides.

What you keep: ownership, control, all of the revenue, and the ability to run the game your own way.

Practical routes for a small team include a focused organic launch, a niche community launch, or a modest paid campaign in one market to establish whether the economics work at small scale. The starting point is in First 1000 Players With No Budget and Do You Need a Game Publisher.

Be honest about the acquisition question. A game that could not clear a publisher's install cost bar will face the same economics when you are paying for the installs yourself.

What we would do

Separate the three causes before touching the game. Look at what you received, whether anyone tested it, and whether every submission was complete.

If the numbers were tested and one is weak, fix that specifically and resubmit to the publisher who tested it, with a note about what changed.

If nobody tested it and you heard silence, fix the packaging and resubmit. That is the cheapest possible improvement and it is where most passes actually come from.

If results were flat everywhere, stop. Write the post-mortem, keep the tooling and the assets, and start the next concept faster because of it.

The short version

Work out which of the three causes applies before changing anything. If you want an outside read on a run of passes, tell us what you submitted.

Related reading: What Voodoo Actually Looks For, How Publisher Submission Bars Differ, and Do You Need a Game Publisher.

#Publishing#Strategy#Rejection#Business
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