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How to submit your game to Nuntius Games

How to submit your game to Nuntius Games: what belongs in the pitch, the right channels, and what an indie publisher looks at first.

If you are a Brazilian indie studio (or one from anywhere else in the world) looking for a publisher to get your game off the ground, this guide explains how submitting a project to Nuntius Games works: what to prepare beforehand, what to put in the pitch, and what usually weighs most in the first assessment.

What a game publisher does

Before sending your project, it is worth understanding what a studio is actually asking for when it looks for a publisher. At Nuntius Games the work revolves around four fronts: porting (bringing the game to consoles such as Nintendo Switch, PlayStation and Xbox), publishing (the whole process of releasing and maintaining the game on digital stores), marketing and public relations (outreach, press, wishlist campaigns) and QA (quality assurance before launch). A studio may look for a publisher for any one of those reasons on its own, or for all four together — you do not need the game finished on PC, nor to have decided which consoles it will come out on.

Before you send your game

A pitch travels further when the game already shows its identity, even if it is still in production. What tends to make a difference:

  • A playable build, even a short one. A design document matters, but playing (or watching someone play) the core of the experience counts for more than any description.
  • A trailer or gameplay GIF, even a simple one. It is the fastest way to communicate what the game is.
  • Clarity about genre and market comparison — which games yours resembles, and what it does differently.
  • A sense of scope: how much of the game already exists, what is left, and an estimate (even a rough one) of when you plan to launch.

None of these needs to be perfect. The goal of first contact is to show direction, not to deliver a finished product.

What to put in your pitch

A lean pitch deck tends to be more effective than a long document. A structure that works well for most studios:

The idea in one sentence

A short summary of what the game is and why it is interesting — the kind of sentence you would use to describe it to someone in a corridor at an event.

The game loop

What the player does, minute to minute. Video or GIFs are worth more than text here.

References and what sets it apart

Which games yours resembles (this helps position the audience), and what makes yours stand out within that space.

Target platforms

Whether the plan is to launch on PC via Steam only, or whether there is already an intention to bring the game to consoles. This does not have to be decided, but it helps to understand what kind of support makes sense.

Team and track record

Who is on the project, and whether you have released anything before (having shipped a game is not required — many studios send their first production).

The ask

Say clearly what you are looking for: publishing only, porting only, marketing support, or a combination. A pitch without a clear ask is harder to assess.

How to send it

The most direct route is the pitch form at the bottom of this page, which already asks for the main fields (studio, contact, message and, if you have them, links to a build and trailer). You can also write directly to pitch@nuntiusgames.com.

On the build format: it does not matter. A direct download link, a Steam Playtest key, a page on itch.io — send it whichever way is easiest for you.

What really weighs is having video. A trailer, a recorded gameplay session, even thirty seconds of screen: that is what can be watched right away, and it decides whether the rest gets opened. A pitch with video and no build usually gets assessed faster than a pitch with a build and no video.

What to avoid

  • Sending only a design document, with no visual or playable material. It is the most common way for a good pitch to go unnoticed.
  • Generic messages, identical to those sent to dozens of other publishers at the same time, with no mention of the catalogue or the profile of the company receiving it.
  • Huge email attachments. Prefer links (Google Drive, Steam, itch.io) to heavy attached files.
  • Not making the ask clear. Porting help is different from full publishing, which is different from marketing alone — the clearer the ask, the faster the answer.

After you send it

Every pitch received goes through an internal assessment, weighing the game's stage, the fit with the current catalogue and the production capacity available. If it moves forward, the next step usually involves a direct conversation with the team, aligning expectations and, eventually, the partnership proposal — described in more detail in the guide on the publishing process.

This usually happens within a few days. The assessment does not turn into a months-long process: the team looks at what arrived and replies — including when the answer is no.

FAQ

Frequently asked questions

How do I submit my game to a publisher?

Fill in the pitch form at the bottom of this page or write to pitch@nuntiusgames.com with a description of the game, visual material (trailer or GIFs) and, if possible, a link to a playable build. The clearer the kind of support you are asking for (porting, publishing, marketing or all three), the faster it can be assessed.

Do I need a playable demo to submit my game?

It is not required, but it helps a great deal. A playable build, even a short one or with known bugs, communicates the core of the experience in a way no design document can replace.

Does Nuntius Games publish games of any genre?

The Nuntius Games catalogue brings together games across varied genres — the most direct way to see the current profile is the Games page on this site, with the titles already released and those still on the way.

Do I need a registered company to submit a game?

No. You can come as an individual, with no company set up, and carry the conversation on normally.

The financial side is, in fact, one of the things Nuntius sorts out with you: we guide you through whatever is needed and, because we have an international company, we also handle receiving the sales revenue on Steam and the other platforms — which is usually exactly where a Brazilian developer gets stuck the first time they publish abroad.

Does Nuntius Games only work with Brazilian studios?

Today the focus is Brazil: lifting up Brazilian games and taking those titles abroad is the reason Nuntius exists.

But focus is not a closed door. Nothing stops us from taking on a game from elsewhere or handling the port for an international studio, and that should happen before long. If your studio is from outside Brazil and you have read this far — who knows, yours could be the first.

How long does it take to hear back about a pitch?

A few days, most of the time. We would rather answer quickly even when the answer is no — a "no" that takes two months hurts your planning as much as silence does.

What information do I need to send with the game?

The essentials are: a sentence that sums up the game, visual material of the gameplay (trailer or GIFs), the intended platform or platforms and a clear ask for the kind of support you are after. Information about the team and the current stage of production also helps a lot in the assessment.

For developers

Is your game ready to reach the whole world?

Tell us about your project. We reply to every pitch, even when the answer isn't the one you were hoping for.

Prefer to write to us directly? Send it to pitch@nuntiusgames.com