
We've been publishing our own games for well over a decade. Now we're using what we've built to help other great games find their audience.
Jackbox has spent years making and shipping games for millions of players across every major platform. Along the way, we kept meeting developers building things we wished more people could play.
So we started publishing.
Because ten years of building something useful eventually raises an obvious question: why keep it just for ourselves?
You know how hard it is to finish a game. You also know that shipping it — really shipping it, out in the world, in players' hands — is a different challenge entirely.
We've navigated platforms, launches, marketing, and long-term support dozens of times. Not as consultants who've studied the process. As the team doing it.
Publishing lets us put that experience to work for developers beyond our own walls. We're not looking to publish everything — we're looking for the right partnerships. The ones where we recognize a great game and what we know actually makes a difference.
Developers lead creatively. Always.
Our role is to remove the obstacles between a strong idea and a successful release — planning together, solving problems together, and supporting the game long after launch day.
We're selective. But we treat every submission like it comes from real people — because it does.
Launching a game takes more than finishing it. We invest in projects and support the full path from development to launch — and beyond. Every partnership looks different, but typically includes:
You bring the vision. We help build the path to players.

When we first played My Arms Are Longer Now, the partnership was obvious within minutes.
The game — a 2D stealth-comedy puzzle game from Melbourne-based Toot Games — is built around a deceptively simple and deeply weird premise: your arm is unnaturally, impractically, magnificently long. You use it to pull off heists. Avoid security systems. Steal things. Maybe flirt with a lonely guard if the situation calls for it. It has the dry wit and confident strangeness of the best comedy — and a creative clarity that was obvious from the first session.
The team knew what they were making. They didn't need someone to tell them what their game was. They needed a partner who understood how to bring something this particular to the right players — and how to do it without sanding off the edges that make it special.
That's where we came in. We worked together on production planning, platform preparation, and launch strategy — and on the unglamorous stuff too: certification, QA, timing. The stuff that can quietly derail a well-made game if you haven't done it forty times before.
This is how we think publishing should work: aligned goals, honest communication, and real respect for the people making the work. The game stays theirs. Our job is to help more people play it.
We don't have a genre checklist. What we're looking for is harder to define and easier to recognize — a game with a point of view. Here's what tends to make us lean in:
We are not looking for a "Jackbox-style" game. We are looking for different games our audience would love to play. If you can see your product sitting next to ours on a shelf that is a good start.
There's no perfect format. We just want to understand what you're building. Here's what we need to evaluate:
We review every submission carefully. Not every game will be a fit — but every submission gets a real read, and we respond as thoughtfully as we can.
If we work together, here's what you can count on from us.
We'll be honest with you — including when the honest thing is hard to say. We respect creative ownership the way developers do — because we are developers. We'll communicate clearly and consistently, so you're never left wondering where things stand.
We'll bring real publishing experience to the work — not theory, not templates, but the kind of specific, practical knowledge that comes from having done this across dozens of games on every major platform.
And we'll think long-term. Not just about the launch, but about what comes after it.
We publish games because we believe in them — and in the people making them.
If you're making something that deserves to find its players — something with a real voice and a team that knows what it's trying to be — we'd genuinely love to see it.
We really play the builds.