Vampire Survivors studio Poncle was initially just one designer, Luca Galante, throwing all the things he had at his dream roguelike. On the again of the recreation’s meteoric success, which has spawned a entire wave of Survivors-likes, it is turn out to be a group that now consists of publishing arm Poncle Presents. Like the Amongst Us-backed Outersloth and Palworld-funded Pocketpair Publishing, Galante says he needed to leverage his mega-hit as a means to “give again” to the trade and assist extra indie video games get made.
In an interview with GamesRadar+, Galante, who continues to be getting used to all the enterprise fuss that comes with a bigger group and publishing duties, displays on the function and duty of a recreation publisher right now.
“I see a lot of publishers I don’t like,” he begins, “and I think that’s my way to define what a good publisher should be, probably. I see a lot of publishers that try to exploit the platforms just to make money, basically, because the video game industry is very obviously an industry that makes a lot of money. There is a lot of money to make. I see that these publishers will try and just exploit platforms for money. Put out games that are incomplete or in early access that actually never get completed, games that are put out there and left to die, basically. Does not make money, left in a broken state, and so on.
“So my point of view for what a publisher should do is, first of all, make genuine games, genuine products, something that has some real value, and then understand that not everything can be a breakout hit. For me, it’s very important that we keep supporting games post-launch, regardless of how the game would go, just because once you put the game out there, you have an audience, and as big or small as it is that audience deserves to be treated fairly. So post-launch support is definitely a big thing from my point of view that publishers should be able to offer.”
So far, Poncle Presents has published developer Doonutsaur’s Kill the Brickman and developer Nao Video games’ Berserk or Die – respectively, a $5 roguelike brick breaker, and a $4 2D motion recreation with (optionally available) keyboard-smashing controls. Each have been acquired fairly effectively on Steam, however neither are in the “breakout hit” territory of Vampire Survivors, and that is just fantastic.
Galante says he loves low-cost and compact video games, and Poncle desires to concentrate on very small groups, so his intestine typically leads him towards that sort of loosely outlined “worth to gameplay ratio,” even when the firm is open to various scopes because it scouts video games. His precedence is to discover builders “which can be very clear in what they do, they need to speak with their neighborhood, and they’ve a actual, real ardour for making video games.”
Regardless of the scope or success of a recreation, actual or projected, Galante says it is key for a publisher “to strive and let the developer understand their imaginative and prescient by enriching their imaginative and prescient in a means, and not by making an attempt to power a developer’s imaginative and prescient in a path in order that the recreation can make extra money.”
“Speaking about stuff like microtransactions and whatnot, they need their seasonal stuff,” he says of publisher railroading. “So, once more, I could also be a bit idealistic, however I undoubtedly see the publishing enterprise extra from the level of view of making video games, making the builders and the gamers joyful, relatively than just a enterprise.
Galante began to think about publishing a few months after Vampire Survivors grew to become profitable, and as he added folks to Poncle to assist help the recreation, he started to ponder it extra severely.
Because it occurs, the people at Poncle have truly spoken to Outersloth and Pocketpair “particularly as a result of we had a comparable concept about making an attempt to fund different indies” even when they “work on very completely different scales.” (I spoke to Pocketpair comms director and publishing supervisor John Buckley earlier this yr, and he stated the firm was getting pitches “minutes after Palworld launched” even from “some actually massive names.”)
“Mainly, we bought very fortunate with Vampire Survivors,” Galante says. “The sport has been so profitable that – we undoubtedly made some errors when it comes to placing the recreation on the market, however we discovered a lot, and needed to strive to type of share what we discovered with different indies. It was a means to strive and give one thing again to the indie neighborhood, share the luck.”
Earlier than promoting tens of millions of copies, Vampire Survivors creator says he’d “given up on the concept of success,” and he is not fascinated by making one thing just to achieve success.







