Wishlist Street · Independent game publishing
Out now

Pestilence

Kooky Studios · First-person psychological horror

A former soldier searches for his missing daughter. Two years on, her abductor sits in a cell you built, and the questioning begins.

Your game stays yoursIP, code and creative calls remain with the studio
Our money goes in firstWe invest in getting your game seen and earn it back from the game
Partners, not clientsSame side of the table from the first email onward
Beyond launch weekUpdates, sales and the long tail, together

Games

The games on the street so far, and the ones we're talking to. Each links to its Steam page.

Partners

The studios we're building with

We don't call them clients. Every game on this street is a shared bet: the studio puts in the years, we put in our own money and our launch, and we only do well if the game does. Here are the studios on the street so far.

Kooky Studios kookystudios.com ↗

Small team · Pestilence, first-person psychological horror · Released October 2026
Their words about working with us go here, in their own voice.— Kooky Studios

KeyHole Curios Games keyholecuriosgames.com ↗

Small team · Not In My House, 4v1 physics party game · In talks, Early Access in preparation
Their words about working with us go here, once we announce together.— KeyHole Curios Games

New to this? Good. So were they.

Most of the developers we talk to have never worked with a publisher, and some have never launched a game. That isn't a problem for us; it's most of the point. A first game with a real hook deserves a real launch, not a quiet one.

If that's you, read how we work below, then send us your Steam page. You'll get a reply either way, and if it's a yes, you'll be on this street with the teams above.

How we work
What our partners get that a first-timer rarely doesA launch plan before launch week, a creator list built for their game, a store page that converts, and someone whose money is on the line alongside their years.
A street, not a stableOur developers meet each other. What one team learned about demos, Next Fest or Discord gets passed down the street to the next.
For developers

How we work with every developer on the street

Most small games don't fail because they're bad. They fail because nobody saw them. We exist to fix that one problem, to stay out of the way on everything else, and to do it as partners rather than as a service.

Send us your Steam page
  • Your game stays yours.You own the IP, the code and the creative decisions, before, during and after we work together.
  • Our own money goes in first.We put our own money into getting your game seen, before it has earned anything, and we get it back only from what the game earns. If it doesn't work, that cost is ours, not yours.
  • You're paid from the first sale.No waiting until we've made our money back before you see yours.
  • If the game needs more time, it gets it.A launch date is a plan, not a threat. We'd rather delay than ship something you're not proud of.
  • Launch is the start, not the finish.We stay on after release and keep going together for as long as we both think it's working, and we decide that together too.
  • If we sign it, we play it.Every game on this street is one we understand well enough to explain to a streamer in one sentence.
  • Same side of the table, every week.Launch date, price and store page are decided together. Your Steamworks numbers, our spend and what we're doing next are shared in plain language, and we tell you what we think will work and what won't, before we sign and after.

What we're looking for

  • Premium PC games for Steam, any genre, from solo devs and small teams
  • Three to twelve months from launch, or already out and never properly launched
  • A hook you can say in one sentence, and a build we can play

What to send

  • Your Steam store page link
  • Planned launch date and price
  • One sentence a streamer would use to describe it
  • Current wishlists and followers, and who's on the team
Our commitment

We've got you. From the first email to long after launch.

We're in it with you.Our money and our name go on your game next to yours. When it's a hard week, we're on the call, not on the sidelines.
We show up for the whole road.Pre-launch, launch week, the patch that fixes the thing, the sale six months later. Nobody on this street gets handed a launch and left alone.
We say the true thing.Good news and bad, early, in plain words. You'll never learn something about your own game from a stranger first.
We succeed together, or we learn together.Not every game breaks out. When one doesn't, the cost is ours, the lessons are shared, and the door stays open for the next one.
About

A small label, built by people who've been on the other side of the deal.

We come from both sides of this business. Some of us have shipped our own indie games and watched good work launch into silence, including launches of our own. Some of us have spent years putting money behind things for a living, deciding what to back and how to back it. Wishlist Street is what happens when those two experiences sit at the same table.

We keep the catalogue small on purpose. A few games at a time, each with real attention and a real budget, and every one of them played before it is signed.

We work with studios and creators across Europe, North America, the Middle East and South Asia, and we are especially glad to hear from teams in places the industry tends to overlook.

Follow the street

Announcements, demos and release dates for our games. A few emails a year, nothing else.

We'll add you to the list for release news.

Careers

Work on the street

We're a small label and we grow slowly, with people who care about small games as much as we do. Roles are posted here when they open; speculative applications are always welcome.

No open roles right now

Remote · Part-time and freelance first

We post here the moment something opens. Until then, send us a note and tell us what you'd want to do on the street.

Freelance: capsule and key-art artists

Remote · Project-based · Ongoing

We keep a short list of artists who understand Steam. Send a portfolio link and your rates.

Freelance: trailer editors

Remote · Project-based · Ongoing

Gameplay-first trailers for small PC games. Send three cuts you're proud of.

How to apply

Email your CV or portfolio with a few lines about yourself and the role you're interested in. Put Careers at the start of the subject line so it reaches the right place. We read every application and reply to all of them.

Email us
Contact

One address, five doors

Everything comes to the same inbox. Start your subject line with the word in the box so it lands with the right person quickly.

Developers

Send your Steam page and a few lines about the game: launch date, price, one sentence a streamer would use, current wishlists, and who's building it.

Subject: Game — [your title]

Creators

YouTube, Twitch, TikTok. Send your channel link, the genres you cover, and the last few indie games you made content about. We'll add you to the list for matching titles and keys.

Subject: Creator — [channel]

Press

Review keys, interviews, assets and embargo details for any game on the street. Tell us your outlet and the title you're covering.

Subject: Press — [outlet]

Careers and everything else

Applications, partnerships, platforms, events, or something we haven't thought of. If it doesn't fit a box above, it fits here.

Subject: Careers / Partnership / Other
yawar@wishliststreet.com