Appears in preset: Business lens
- Videoball
Action Button developed and Iron Galaxy published on major platforms; platform holders also took storefront roles/cuts. Public terms are not disclosed.
Sources: store.steampowered.com; playstationlifestyle.net.
- Rocket League
Business structure: initial self-publishing/studio publishing, later Epic ownership and global live-service infrastructure. The key analysis variable is who supplied trust, capital, storefront placement, platform relationships, or live-ops capacity.
Sources: store.steampowered.com; gamespot.com.
- Killer Queen Arcade
BumbleBear is the core game/company; cabinet sales are made to order, and wider arcade distribution involved Raw Thrills and Betson. Later Killer Queen Black involved Liquid Bit as developer/publisher alongside BumbleBear.
Sources: killerqueenarcade.com; arcadeheroes.com; steamspy.com.
- Nidhogg
Business structure: largely self-published by Messhof; no major publisher structure visible on the Steam page. The key analysis variable is who supplied trust, capital, storefront placement, platform relationships, or live-ops capacity.
Sources: store.steampowered.com; gamedeveloper.com.
- FTL: Faster Than Light
FTL was developer-published by Subset Games, with no conventional outside publisher visible on Steam. The business partner stack appears to be digital storefronts, Kickstarter/BackerKit-style crowdfunding infrastructure, Humble/GOG/iPad distribution, and contractors for audio and writing rather than manufacturing partners.
Sources: store.steampowered.com; subsetgames.com; backerkit.com.
- ROUNDS
Business structure: self-published by Landfall, minimizing external publisher complexity. The key analysis variable is who supplied trust, capital, storefront placement, platform relationships, or live-ops capacity.
Sources: store.steampowered.com; landfall.se.
- Into the Breach
Subset self-published the core game on Steam, while business partners included Nintendo storefronts, Netflix for mobile, Fangamer for physical Switch, and standard PC storefronts. This is a hybrid of self-publishing plus platform/distribution partnerships, not a classic recouping publisher deal visible to the public.
Sources: store.steampowered.com; subsetgames.com; toucharcade.com.
- TowerFall Ascension
Business structure: self-published core with platform deals and porting/support partners as the game expanded. The key analysis variable is who supplied trust, capital, storefront placement, platform relationships, or live-ops capacity.
Sources: store.steampowered.com; en.wikipedia.org.
- Duck Game
Business structure: original Adult Swim publishing, later rights/publishing moving to Podbielski’s Corptron after Adult Swim’s game-publishing changes. The key analysis variable is who supplied trust, capital, storefront placement, platform relationships, or live-ops capacity.
Sources: store.steampowered.com; duckgame.fandom.com.
- LIMBO
The visible structure began with console-platform partnership through Microsoft's XBLA ecosystem and investor-funded studio development, then evolved into Playdead self-publishing and multi-platform digital sales. There was little physical manufacturing at inception; the economics were downloadable-first.
Sources: gamedeveloper.com; gamedeveloper.com; store.steampowered.com.
- INSIDE
Playdead is listed as developer and publisher on Steam, indicating self-publishing for the core digital product. Later physical or special editions and platform launches may involve additional partners, but the main business structure is a self-published prestige indie sold through major storefronts.
Sources: store.steampowered.com; playdead.com.
- Ultimate Chicken Horse
Business structure: self-published studio with Kickstarter backers and early family/friends investment rather than a conventional publisher. The key analysis variable is who supplied trust, capital, storefront placement, platform relationships, or live-ops capacity.
Sources: store.steampowered.com; gamedeveloper.com.
- Lethal League Blaze
Business structure: self-published by Team Reptile, with platform-holder storefronts and possible porting/certification partners. The key analysis variable is who supplied trust, capital, storefront placement, platform relationships, or live-ops capacity.
Sources: store.steampowered.com; team-reptile.com.
- Planet of Lana
The visible structure is developer Wishfully plus publisher Thunderful Publishing, with platform partners including Steam, Xbox/Microsoft/Game Pass, PlayStation, and Nintendo; the official site also links physical buying through Super Rare Games. This is a more traditional indie publisher structure than Subset or Playdead self-publishing.
Sources: store.steampowered.com; planetoflana.com; vgchartz.com.
- Killer Queen Black
Business structure: Liquid Bit development/publishing with BumbleBear/IP collaboration and third-party backend reliance such as GameSparks. The key analysis variable is who supplied trust, capital, storefront placement, platform relationships, or live-ops capacity.
Sources: store.steampowered.com; stridepr.com.
- Brawlhalla
Business structure: Blue Mammoth original development, Ubisoft acquisition/publishing, platform holders, licensors for crossover cosmetics. The key analysis variable is who supplied trust, capital, storefront placement, platform relationships, or live-ops capacity.
Sources: store.steampowered.com; gamedeveloper.com.
- Among Us
Business structure: self-published by Innersloth with platform holders and later licensing/merchandising partners. The key analysis variable is who supplied trust, capital, storefront placement, platform relationships, or live-ops capacity.
Sources: store.steampowered.com; innersloth.com.
- R.E.P.O.
Business structure: self-published by semiwork with Steam as platform; no external publisher is visible on the store page. The key analysis variable is who supplied trust, capital, storefront placement, platform relationships, or live-ops capacity.
Sources: store.steampowered.com; newzoo.com.
- PEAK
Business structure: co-development/co-publishing by Aggro Crab and Landfall; exact split is private. The key analysis variable is who supplied trust, capital, storefront placement, platform relationships, or live-ops capacity.
Sources: store.steampowered.com; newsletter.gamediscover.co.
- MECCHA CHAMELEON
Business structure: self-published by lemorion_1224 according to the Steam page. The key analysis variable is who supplied trust, capital, storefront placement, platform relationships, or live-ops capacity.
Sources: store.steampowered.com; gamesradar.com.
- Balatro
Business structure: LocalThunk development with Playstack publishing/marketing/platform coordination. The key analysis variable is who supplied trust, capital, storefront placement, platform relationships, or live-ops capacity.
Sources: store.steampowered.com; gamedeveloper.com.
- Vampire Survivors
Business structure: poncle self-publishing/studio publishing with platform holders and later porting/support partners. The key analysis variable is who supplied trust, capital, storefront placement, platform relationships, or live-ops capacity.
Sources: store.steampowered.com; games.creative.barclays.
- Slay the Spire
Business structure: self-published by Mega Crit with porting/platform partners as the game expanded. The key analysis variable is who supplied trust, capital, storefront placement, platform relationships, or live-ops capacity.
Sources: store.steampowered.com; geekwire.com.
- Hades
Business structure: self-published by Supergiant with platform holders; no conventional external publisher required. The key analysis variable is who supplied trust, capital, storefront placement, platform relationships, or live-ops capacity.
Sources: store.steampowered.com; supergiantgames.com.
- Noita
Business structure: self-published by Nolla Games. The key analysis variable is who supplied trust, capital, storefront placement, platform relationships, or live-ops capacity.
Sources: store.steampowered.com; nollagames.com.
- Laser League / Laser League: World Arena
Business structure: original Roll7/505 Games structure, later CE-Asia World Arena publishing/development context. The key analysis variable is who supplied trust, capital, storefront placement, platform relationships, or live-ops capacity.
Sources: store.steampowered.com; pcgamer.com.