Tidelamp Studio Publisher Pitch

Gaming studio pitch deck for a publisher meeting

A publisher is not buying a game idea, they are buying a team that finishes on time and an advance they can get back. Tidelamp Studio is invented, and its ten slides lead on wishlists, prove delivery with two shipped titles and end on a recoup schedule rather than a valuation.

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TIDELAMP STUDIO

Publisher pitch, 2027

Underbrine, 48,000 wishlists

A hand drawn underwater metroidvania, vertical slice playable, 20 months to launch.

Rosa Lindqvist

Studio director and creative lead

Slide 1 · cover · Name the game, the studio and the wishlist count, since that is the first thing a publisher looks up.

Underbrine

A diver explores a flooded city where the water level rises and falls on a fixed tide, opening and closing routes. Hand drawn, no combat, 14 hours. For people who finish exploration games and wish there were less fighting in them.

The shape of it

The tide is the mechanic

A four minute tide cycle changes which rooms are reachable. The map is the same map twice, which is how a small team builds a large world.

Hand drawn, every room

Every room is painted by one artist. It is the slowest thing we do and the only reason anybody wishlists the game from a screenshot.

Fourteen hours, ends

One pass, no roguelike loop, no live service. It ends, and the length is set by what we can hand draw rather than by a retention target.

02

Slide 2 · intro · The pitch in one paragraph, written the way a publisher reads a submission form.

Four areas, 118 rooms

The vertical slice is the first area complete. The other three are designed and greyboxed.

01
The Shallows

Twenty six rooms, the tutorial area and the whole vertical slice. Teaches the tide in eleven minutes without a single line of instruction text. This is the area the 48,000 wishlists came from.

02
The Terraces

Thirty one rooms of drowned housing on a slope, where the tide opens a different route on the way back than the way in. Greyboxed, art starts in month four.

03
The Works

Twenty nine rooms of flooded machinery, the only area where the tide can be changed by the player. The hardest area to build and the one the demo never shows.

04
The Deep

Thirty two rooms with no tide at all, because everything is already under water. The last area built and the one that ends the game in about 90 minutes.

03

Slide 3 · pillars · The four areas of the game, described so a publisher can see the scope without playing it.

THE STUDIO

What we bring

48,000

Wishlists

From a demo, one festival and no paid marketing. Adding about 3,100 a month since March.

2

Shipped titles

Both finished, both on time. Together they have sold 214,000 units at a 6.0 percent refund rate.

11

People

Nine full time and two contract, all of whom shipped the last title together.

04

Slide 4 · metrics · Wishlists, shipped record and team size, the three things a publisher checks before reading further.

TRACK RECORD

What we shipped before

Title
Shipped
Units
Refund rate
Review score
Tidewright
Oct 2023
146,000
5.8%
87
Salt and Ember
Mar 2026
68,000
6.5%
84
Both, combined
Two titles
214,000
6.0%
86
Both self published, both shipped on the announced date, and the second came in four percent over budget. Underbrine is the first title we have taken to a publisher.

05

Slide 5 · metrics · The last two titles in a table, because a publisher is buying the studio record before the game.

Slice to launch, 20 months

Art is the critical path. Everything else is scheduled around what one artist can paint in a month.

Task
Mo 1 to 4
Mo 5 to 8
Mo 9 to 12
Mo 13 to 16
Mo 17 to 20
Terraces art
Art
31 rooms, the first area after the slice
Works art
Art
29 rooms, the hardest to paint
Deep art
Art
32 rooms, no tide, faster to build
Tide systems
Code
Player controlled tide in the Works
Boss encounters
Code
Four set pieces, none of them combat
Audio and score
Audio
Composer contracted, 42 minutes
Localisation
Ship
Eight languages, text only, 31,000 words
Certification
Ship
Two consoles plus desktop
Launch
Ship
Month 20, October window

06

Slide 6 · timeline · Vertical slice to launch over twenty months, as bars, so the advance schedule has a calendar behind it.

Premium, plus one expansion

No season pass, no cosmetics and no currency. One price, and one expansion eleven months after launch.

Underbrine

$24.99

at launch, all platforms

Fourteen hours, no in game purchases at all

Four areas, 118 rooms

Eight languages at launch

Desktop and two consoles

Wishlist it

The Undertow

$9.99

month 31, one expansion

Fifth area, four hours, priced on its own

Twenty two new rooms

Built by the same team

No effect on the base game

Later

07

Slide 7 · pricing · The price and the one piece of paid content, so the revenue model is settled in one slide.

Who does what

The split we are asking for, stated before the money, because this is what usually goes wrong.

Tidelamp

The publisher

The game

Design, art, code, audio and the build. Creative control stays with the studio and that is not negotiable.

The schedule

Twenty months with four milestones. We have never missed one and the last title came in four percent over budget.

The community

The devlog, the demo and the festival presence, which is where all 48,000 wishlists came from.

Support after launch

Patches for twelve months, budgeted inside the advance rather than asked for afterwards.

The advance

1.6 million dollars in four milestone payments, recouped from net revenue before any split changes.

Marketing

Paid reach, storefront features and the launch beat plan. We will make the assets, we cannot buy the placement.

Platform relationships

Certification, console kits and store placement conversations we have never had access to as a self publisher.

Localisation and QA

Eight languages and certification QA, managed by the publisher against our string file.

08

Slide 8 · comparison · What the studio brings against what the publisher brings, so the deal is a division of labour.

THE ASK

A 1.6 million advance

$1.6M

Production advance, recouped first

Milestone
Payment
When
What is delivered
Signing
$400,000
Month 0
Team held, Terraces art begins
Two areas playable
$480,000
Month 8
Shallows and Terraces, start to finish
Content complete
$480,000
Month 16
All 118 rooms playable, art done
Gold
$240,000
Month 19
Certified on all three platforms
Split before recoup
50 / 50
From launch
Net revenue after platform fee
Split after recoup
70 / 30
After $1.6M
Studio share rises, publisher keeps 30
Recoup comes from the publisher half of net revenue: 24.99 dollars less the 30 percent store fee leaves 8.75 a unit, so about 183,000 units.

09

Slide 9 · investment · The advance and the recoup schedule in one table, because that is the actual negotiation.

Play the slice

Forty minutes, the whole first area, on a build we will send today. Everything else in this deck follows from it.

Email

rosa@tidelamp.example

Build

Desktop, 40 minutes

Studio

Gothenburg, Sweden

10

Slide 10 · closing · Close by asking for the thing a publisher can actually do this week.

The structure

What each slide is doing, so you can reuse the order even with different content.

Slide 1cover
Name the game, the studio and the wishlist count, since that is the first thing a publisher looks up.
Slide 2intro
The pitch in one paragraph, written the way a publisher reads a submission form.
Slide 3pillars
The four areas of the game, described so a publisher can see the scope without playing it.
Slide 4metrics
Wishlists, shipped record and team size, the three things a publisher checks before reading further.
Slide 5metrics
The last two titles in a table, because a publisher is buying the studio record before the game.
Slide 6timeline
Vertical slice to launch over twenty months, as bars, so the advance schedule has a calendar behind it.
Slide 7pricing
The price and the one piece of paid content, so the revenue model is settled in one slide.
Slide 8comparison
What the studio brings against what the publisher brings, so the deal is a division of labour.
Slide 9investment
The advance and the recoup schedule in one table, because that is the actual negotiation.
Slide 10closing
Close by asking for the thing a publisher can actually do this week.

Slide by slide

Slide one names the game, the studio and the wishlist count. Slide two is the game in one paragraph with three defining properties. Slide three is four areas and 118 rooms, with the slice and the unbuilt parts identified. Slide four is wishlists, shipped titles and team size. Slide five is the track record of both previous titles including lateness and overrun. Slide six is the twenty month Gantt with art on the critical path. Slide seven is the launch price and the single expansion. Slide eight splits the work between studio and publisher. Slide nine is the advance as four milestones with the recoup split. Slide ten asks for the slice to be played.

How to adapt this deck

A studio pitching a venture investor rather than a publisher replaces the recoup schedule with equity terms and adds a second title to the roadmap, because a fund is buying a studio rather than one game. A team with no shipped titles swaps the track record table for a development log with dated builds, since delivery has to be evidenced somehow. A studio pitching a platform for a feature deal moves the wishlist slide to first and cuts the advance entirely, because the currency in that conversation is audience rather than money.

What this audience asks for

Screen Australia publishes what its games funding programmes require in an application, which is a useful proxy for what any funder of a production wants to see, and the Interactive Games and Entertainment Association publishes sector data on studio size and release cadence in this region. Both point the same way: a funder is evaluating the team ability to finish before it evaluates the design. That is why this deck spends slide five on two previous launches and puts the lateness row in the table rather than leaving it to a reference call.

What makes this deck work

The recoup schedule is in the deck, not in the term sheet

Slide nine lists four milestone payments and both splits, 50 against 50 before recoup and 70 to the studio after, with the unit count that clears 1.6 million written underneath. Putting the commercial terms you want on a slide moves the meeting from whether to how.

Track record is a table with a late column

Slide five reports two shipped titles, units, refund rates and review scores, plus rows for days late at launch and budget overrun. A studio that volunteers its overrun at four percent has said something no reference call could say as efficiently.

The Gantt is organised by the constraint

Slide six puts art on the critical path and says everything else is scheduled around what one artist can paint in a month. Nine tasks across five blocks, with localisation and certification at the end. A production plan that names its bottleneck is one a producer can argue with.

Questions people ask

What does a publisher want in a game pitch deck?

Wishlists, a playable build, the team track record, the production plan with milestones, the price and the deal terms. Story and art direction matter but they are shown by the build rather than argued in slides. This example uses ten slides and offers a 40 minute slice.

How many wishlists is enough to pitch?

Enough that the trend is readable. This deck reports 48,000 and adds that about 3,100 arrive each month from a demo and one festival with no paid marketing. The monthly rate matters more than the total, because a publisher is projecting forward from it.

Should a game deck include a recoup schedule?

If you know the deal you want, yes. This example asks for 1.6 million in four milestone payments, splits net revenue evenly until it is recouped and then moves to 70 percent studio. Naming it first sets the frame rather than leaving it to a term sheet three weeks later.

How do I show scope without a design document?

Areas and room counts with what each one contains. This deck uses four areas and 118 rooms, and says which one the vertical slice covers and which one the demo never shows. A publisher reads scope as risk, so making it countable makes it fundable.

How long should a publisher pitch deck be?

Ten to twelve slides, because the build does the persuading. This one is ten. The deck exists to get the build played and the terms discussed, and a longer deck usually means the slice is not ready to show. Send the build with the deck rather than after it.

What should the studio keep in the deal?

Say it on a slide rather than in the negotiation. This deck gives creative control, the schedule, the community and twelve months of post launch patches to the studio, and marketing, platform relationships, localisation and the advance to the publisher.

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