Fade is an action RPG billed as a mix of Dark Souls' combat and Fable's narrative direction, and after shopping it around to publishers while self-publishing in extended Steam Early Access (which included a bit of a hiatus), solo creator Knight by Night has doubled down on independent work because they can't find a publisher deal that works for them.
"After a few months of actually going through publisher emails and negotiations, I’ve decided I’m gonna stay solo," reads an impassioned post from the game's official Twitter (X) account. "Most want 60 - 75% of the revenue/ownership, additional monetization, license rights to sequels. Heart's with this project, I’d rather die first."
Publisher cuts can vary dramatically between games, studios, platforms, and even regions, but it's standard for them to get a sizable chunk of a game's revenue. Beyond the parties involved, it can also depend on when in development a deal is struck and what support a game needs. Terms for services like Xbox Game Pass and PlayStation Plus can alter things, storefronts like the Epic Games Store may offer lump sums for timed or permanent exclusivity or giveaways, you also have discount and sale clauses, and so on. Completely solo devs also face unique obstacles regarding risk and resources, which is partly why many self-publish.
This estimation of 60 - 75% certainly appears to be on the higher end, but it's not unheard of. I've heard averages of 20 - 40% floated in so-called indie golden eras, but even that can be gross revenue. Starting at something like a 60/40 revenue split in the publisher's favor and then improving the developer's rate once the publisher's investment is recouped isn't uncommon. Publishers may also take all revenue until
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