• Cartel Pilots Wanted 519,016 wl
  • Totally Secure Airport 486,157 wl
  • Restaurats 209,388 sold
  • Final Sentence 79,274 sold
  • Needle In A Haystack Simulator 264,394 wl
  • Night Shift Hospital 221,278 wl
  • Meowgic 84,451 sold
  • Deadhikers 181,860 wl
  • Emergency Buddies 168,622 wl
  • Project: Doors 164,041 wl
  • Static Dread: The Lighthouse 72,737 sold
  • Lost Railway 155,400 wl
  • Lessaria: Fantasy Kingdom Sim 79,843 sold
  • Agents 404 138,182 wl
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Polden

publishingworkshop

est. nov 7, 2024day 721 in the sun

polden /пол-день/ — russian for “noon”: the sun at its highest, shadows at their shortest

We publish co-op games and share everything we learn

Co-op, simulators and friendslop for PC and consoles. Inside is our own pipeline: before signing, a game goes through a marketing test, and we open its numbers to the developer — along with the plans, campaigns and results of every game in the catalog.

transparent
publisher

why “polden”

Noon is the hour without shadows: the sun overhead, everything in plain sight. That’s the whole brand — and the whole business model.

Measured
in daylight

verified snapshot:

live figures cover that day

wishlists

across upcoming titles in the catalog

gross revenue, usd

released titles and their DLC, before Steam’s cut

tests run · signed · failed

every record public, failures included

The file: games

42 titles · released — copies sold · the rest — wishlists

Showing 9 of 29 upcoming titles.

Test results

17 tests run · 9 signed · nothing left in the shade

Showing 6 of 17 recorded tests.

What we take on

after signing — at our expense

  • Production & playtestsincluded
  • In-house QAincluded
  • Localizationincluded
  • Marketing & contentincluded
  • Community managementincluded
  • Post-launch supportincluded
  • Consolesincluded

Working on every beat of the roadmap — from the first closed playtest to the long post-launch. EN · DE · FR · ES · PT-BR · RU · ZH · JA · KO.

Case progress: our pipeline

$150k average investment per game · marketing on top, never recouped

  1. Pitch & review

    We read the game and reply with specifics: what we see in the co-op hook and what gets in its way. The date comes in that first reply.

    morning — everything ahead

  2. Marketing test

    The moment of shortest shadows: launch kit, Steam page and campaign on our budget, with the dashboard open to you from day one.

    high noon — the numbers decide

  3. Signing & release

    We fund development through release and bring in production, QA, localization and consoles.

    afternoon — we ship it together

Standing in plain sight

no PR filter — the founders post everything themselves

  • Kirill Oreshkin, co-founder of Polden Publishing

    Kirill Oreshkin

    co-founder

    Publishes the sales, wishlist and conversion reports. Writes about where the company is going, and about where indie games are going.

  • Yaroslav Shalashov, co-founder of Polden Publishing

    Yaroslav Shalashov

    co-founder

    Writes about player research and marketing analytics, and about the psychology and sociology of playing games.

  • Kirill Akimkin, co-founder of Polden Publishing

    Kirill Akimkin

    co-founder

    Campaign breakdowns and Steam analytics, plus some business development and the showcases we take games to.

deal breakdowns, campaign budgets, what worked and what flopped — posted as it happens, not in a yearly recap.

the back room · workshop · open to all

How we make trailers

One formula, three stages, seventeen steps — the guide our editors work by, opened the same way we open the numbers. Read it or watch the 55-minute episode.

Enter the workshop
GUIDE — the workshop