![]() What kinds of projects are you looking to work with? I think the team-size of what we aim to work with will reflect the funding available, currently one-to-three people a team. We won't talk about this I'm afraid, but we're not going to run out of money soon. How much of a war chest do you have to fund indie projects? And - in your mind - what’s the ideal funding sum for an individual project? I'm not sure if you could be a publisher without taking some ownership of parts of the game release - be that submissions, production, launch marketing and so on. I think the things you listed are much more in the fund space than the publisher space. Why doesn’t Superhot Team go the full hog and start publishing these games, too? Much of what a modern-day publisher offers - funding, advice and guidance - is part of the Superhot Presents package. ![]() If you just need some money to finish, or start, your game, that's where we sit. If you need a publisher, go to a publisher, there are some fantastic ones. As mentioned, we guarantee funds to developers but don't guarantee publishing services. It totally depends on what the developer wants. Why should an indie developer go with Superhot Presents as opposed to a company that will both fund and publish their game? The messaging for Superhot Presents is that this isn’t a publisher but is ‘just’ a fund. We think we've become pretty good at the whole "business in games" thing, so if we can offer money up to other developers with a side of unsolicited business advice, that feels like a smart move to make. You have companies all the way from Kowloon Nights to Raw Fury, and I think that's utterly fantastic. I think it's only a good thing that more funds are appearing. I'm not sure how to answer this question honestly. What sets Superhot Presents apart from the myriad other companies funding indie games? Yes, we'll certainly use our business teams to support the developers where we can - platform introductions, contract help, analytics which lead to suggestions of sale percentage amounts and so on - but ideally, we work with developers who just need some support without giving away large chunks of revenue. We offer funds with nice terms, to reflect our hands-off approach. If you need a company to take care of your marketing, submissions, porting, QA, streamer relationships, asset creation and so on that isn't us. We're absolutely a fund, not a publisher. Finally, we think we've become pretty good at the whole "business in games" thing, so if we can offer money up to other developers with a side of unsolicited business advice, that feels like a smart move to make.Ĭontractually - almost nothing other than funds. Secondly, Superhot received early support from communities such as Kickstarter - the game wouldn't have happened without that, so it's nice to think we can do the same for other developers. Firstly, we've done quite well out of our own games, so are thankfully able to afford to support other developers as well as continue to grow our own team. What is the thinking behind Superhot Presents? The studio's Callum Underwood tells us more Now the company wants to help other smaller teams on any platform make their games with new fund Superhot Presents. The Polish development team behind the critically acclaimed and commercially successful project is clearly sat on a small mountain of cash, in part the studio reaping the rewards of deciding to go it alone and self-publish the smash hit. Since its 2016 launch, slo-mo indie hit Superhot has shifted more than two million copies.
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