“We are buying into your vision”: Blue Prince publisher Raw Fury reflects on 10 years of indie game magic

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When Raw Fury was founded in Stockholm a decade ago, it was as an “un-publisher”. It would “treat people like people”, would be “for happiness over profit”, and would respect videogames as “art”, granting them the same status as other, more established media.

This particular approach, it said, would tip the balance more in favour of developers, allowing them to “find success, be happy, and stay independent”. It has broken some old rules along the way – not least when it revealed the specifics of its publishing deals publicly, for anyone to scrutinise – while releasing a succession of hits including the Kingdom series, Sable, Norco, Cassette Beasts and, most recently, the sublime Blue Prince. As the company arrives at its tenth anniversary, we meet with its leaders to ask if Raw Fury has delivered on its big promises.

Diamond in the rough

Taking a closer look at a photo in Blue Prince in a dark room, and using a magnifying glass to read some handwriting on it

(Image credit: Raw Fury)

On April 21, 2015, Jónas Antonsson and two fellow Paradox alums – Gordon Van Dyke and David Martinez – revealed Raw Fury. In the announcement, they called it “a new breed of publisher for boutique and indie games”. More than that, they said they were in the business of “un-publishing – in the sense of trying to dismantle how publishing traditionally works, in favour of actually being there for the developers”.

In the decade since, they’ve published an eclectic portfolio of games, jumping between genres and styles. Their first game, Kingdom, was a sidescrolling minimalist RTS in which you play as a monarch expanding their settlement and fighting off nightly raids by squat ghouls in masks. Their second title was ’90s-style point-and-click mystery Kathy Rain, filled with clever puzzles and a twist-laden plot.

Also finding a home in the catalogue is open-world sci-fi explorer Sable, citybuilding toybox Townscaper, the Pokémon-like Cassette Beasts, and an adventure game set in the surreal world of Tove Jansson’s Moomin stories. But a varied portfolio does not a dismantling of traditional videogame publishing make.

Sable

(Image credit: Raw Fury)

The founders of Raw Fury believe two things set the company apart from other publishers: its relationship with developers, and the contracts it makes them sign.

“There had been a lot of innovation in games, and this is an industry where the pace is frantic,” Antonsson says of the years leading up to Raw Fury’s founding. The early 2010s were marked by the transition from physical to digital and the proliferation of game engines that suited smaller development teams. Unity and GameMaker were on the rise, and Epic changed to a subscription model that favoured small developers, giving them access to the full version of Unreal Engine for less than $20 per month.

Meanwhile, Steam Greenlight and Steam Direct created a viable path for developers to self-publish on PC gaming’s most prominent storefront, and Kickstarter found its momentum in 2012, with Double Fine becoming the first videogame developer to raise over $1m, opening the doors to a crowd of veteran studios that did the same. In their wake came smaller, younger teams raising funds for their first commercial projects.

I knew the magic that was there,

Jónas Antonsson

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