We take games from build to launch.

Publishing is for games that have not shipped yet. We come in months before launch with development support, mentorship, a launch plan and the advertising budget behind it, and we bring the whole pipeline: Codex to balance the economy before release, Asset Blox for the art, Radar and Creator Discovery to pick the moment and the creators, Pintail inside the game from the first session. Revenue share, no upfront fee.

Publishing · Rival Ducks

What we do here.

Publishing

Development support, launch and growth for games that have not shipped yet, on a revenue share.

  • Pre-launch development support from people who ship: our designers and engineers review the systems, the content and the first hour of play, and work alongside your team on what the build still needs before it can hold players.
  • The economy balanced in Codex before release: every drop table, price, sink, source and progression curve run through Monte Carlo simulation of the whole player journey, so the game launches on numbers rather than hopes.
  • A launch plan built on data, not on a calendar: the date picked against the genre's momentum, the store presence and creative ready, and the creators lined up before launch day, so the game opens to an audience already looking for it.
  • The advertising budget behind the launch, funded by us and run across our own network, on a revenue share with no upfront fee: we earn when the game earns. After launch the work continues — LiveOps, updates and growth, week by week.

Creator Services

Mentorship, monetization design, art, localization and QA for studios still building.

  • Mentorship from the people who operate our own experiences: a standing line to designers, engineers and LiveOps leads, from the first loop to the first update, with honest reads on what will hold players and what will not.
  • Monetization design as a discipline: pass and product pricing, the first-session economy, the timing of offers and the pacing of progression, tested in Codex before a player sees a price.
  • Production art from Asset Blox in the Roblox look: icons, thumbnails, character concepts, VFX, animation and 3D models against your own style anchor; plus localization into the languages your players already play in and QA on phones and low-end devices.
  • Available on their own, without a publishing deal: a studio can take the mentorship, the monetization design or the art pipeline as a service and keep everything else in-house.

We see the breakouts first.

Radar reads every experience on Roblox every minute, so a launch that is working shows up here before anyone else notices. Today, right now:

Live from Radar · as of 13:45 UTC

How it works.

  1. 01

    Pitch

    Send the place link, a build or a deck, and a paragraph on what you want help with. There is no form and no fee; a paragraph is enough, and we read every one.

  2. 02

    Review

    We play the build with the whole team, run its economy through Codex, read its genre's momentum and its competition on Radar, and come back within days with what it needs, what we would do first and how we would structure the deal.

  3. 03

    Launch

    We agree the split and the plan, then build, announce and launch it with you: creative, creators and the advertising budget in place on day one, telemetry inside the game from the first session. After launch the calendar keeps going, and so do we.

Questions we get asked.

What does Rival Ducks publishing include?

Everything between a playable build and a launch that lands: development support from our own designers and engineers, mentorship on the loop and the economy, the economy itself simulated in Codex before release, icons, thumbnails and character art from Asset Blox, launch planning, the creators Creator Discovery finds first, the advertising budget behind the launch, and Pintail inside the game from the first session. After launch we keep going: LiveOps, updates and growth, measured on Radar.

How finished does my Roblox game need to be?

Playable. We work with games months before launch, and what we look at first is a loop that holds players, not polish. Missing art, unbalanced economies and rough onboarding are the normal state of a game at this stage; they are what we help with.

Does Rival Ducks publishing cost anything upfront?

No. Publishing deals are revenue share: we earn when the game earns, and the advertising behind the launch is ours to fund. There is no fee to pitch and no fee to launch.

Do you take equity in the games you publish?

Sometimes, depending on the stage — and we say which structure we are proposing before we propose it. A game that is already live and earning is usually an investment conversation rather than a publishing one.

What is the difference between publishing and investment at Rival Ducks?

The stage of the game. Publishing is for games that have not shipped yet; investment is a stake in games that are already live and earning. Both come with the same company behind the game afterwards: development support, our advertising network, monetization design and every tool we run.

How do you decide which Roblox games to publish?

On the build and on the data. We play the game, we simulate its economy, and we read its genre's momentum and its competition on Radar. A loop that keeps players and a team that keeps shipping matter more to us than the size of the audience today.

Work with us.

Your game has not shipped yet and you want it to land. Send the build; we come in before launch and take it to market with you.