PC & Console Publishing
Release management for PC and console: store setup, build pipelines, submission windows and the platform paperwork that sits between a finished game and a live store page.
Registered in Denmark · CVR 44892227
CMB Project is a Danish video game publisher. We take independent titles to PC and console: release management and platform certification, production co-financing where a project needs it, global marketing and PR, localisation and QA. You keep making the game — we clear the road in front of it.
Every submission is read by a person and answered in writing within 10 working days — including when the answer is no.
Pitch → Terms → Production → Launch
What we do
A publishing agreement with us covers some or all of the following. Co-financing is an option, never a condition — if your project is already funded and needs release management, that is a normal deal for us to sign.
Release management for PC and console: store setup, build pipelines, submission windows and the platform paperwork that sits between a finished game and a live store page.
Milestone-based co-financing for projects we sign, structured as a commercial publishing agreement and recouped from the released title's revenue.
Campaign planning, trailer and asset production, press and creator outreach, storefront event submissions and day-to-day community management.
Translation and culturalisation, functional and compliance QA, certification support and the accessibility work that platform requirements increasingly assume.
How it works
The same four stages every signed project moves through. No stage starts before the previous one is agreed in writing.
You pitch. We read it properly.
Every submission is read by a person. We answer within 10 working days — including when the answer is no, which it usually is, and which is worth more to you than silence.
Scope, milestones and money, in writing, before anyone signs.
If we want to publish it, we put the whole arrangement on paper first: what we fund, what we do, what we recoup, what you keep, and how either side ends it. No verbal understandings, no term sheet that quietly changes shape at signature.
You make the game. We clear the road in front of it.
Store onboarding, ratings, localisation, QA passes, certification scheduling and the marketing beat plan all run in parallel with development, so the last month before launch is not the month everything is discovered at once.
Ship it, then keep working it.
Launch day is a checklist, not a leap of faith. After it, the work continues: patch cadence, sale and festival planning, community moderation, and the reporting that tells you where the money actually came from.
The slate
CMB Project was registered on 12 June 2024 and has not announced a published title. Rather than fill this space with placeholders, we leave it empty until there is a signed game with a live store page you can open and check.
If you are evaluating us as a publishing partner, judge us on the agreement we put in front of you — not on a catalogue page.
Scope
Being specific about this saves everyone a submission. These are not edge cases we would consider for the right project — they are outside what this company does.
Next step
The submission form shows you how complete your pitch is before you send it, so you can decide whether to add the build link now or come back when there is one. Submitting is not exclusive and creates no obligation on either side.