POLICYb361rel/studios-leadership3 min read
PUBLSH debuts with Pera Coda, targets four to five games per year under $20M
PUBLSH, founded in 2025 by ex-Petrol leaders Ben Granados and Samuel Clarke, will release four to five games a year under $20 million, opening with Turkish-developed murder mystery Pera Coda on PC in 2027.

Patch notes
PUBLSH was founded in 2025 in California by CEO Ben Granados and CSO Samuel Clarke.
The publisher targets four to five games per year with development budgets below $20 million.
First title Pera Coda, an episodic Disco Elysium-inspired murder mystery from Turkish studio Elyzio and Falan Studio, is scheduled for PC release in 2027.
Granados previously co-founded marketing agency Petrol, whose gaming clients included Activision Blizzard, Tencent, Sony Interactive Entertainment, CD Projekt, Epic Games, Krafton, Bandai Namco, and Game Science.
PUBLSH is currently funded by its founders and is evaluating a small outside investment round.
PUBLSH, a California-based publisher founded in 2025 by former Petrol agency leaders Ben Granados and Samuel Clarke, will publish four to five games annually with development budgets below $20 million, the company told GamesIndustry.biz.
Granados, now CEO, and Clarke, chief strategy officer, launched PUBLSH to bring publisher-side operational support to mid-budget projects, blending ad-agency capability with direct project investments and tailored financing for developers. The model targets a segment squeezed between platform-holder-funded blockbusters and self-publishing independents.
The publisher's first signing is Pera Coda, an episodic murder mystery developed by Turkish studio Elyzio and its internal division Falan Studio, scheduled for PC release in 2027. The title's point-and-click investigative systems and "psychological storytelling" draw overt inspiration from Disco Elysium.
What is PUBLSH selling to developers?
Clarke framed the company's pitch as "publisher-level leadership without publisher-level control." The phrasing captures the founders' central argument: that a publisher can deliver strategic and commercial infrastructure without dictating creative direction.
"We're deliberately selective, highly collaborative and deeply embedded with the teams we partner with," Clarke said.
"We want enough operational space to invest deeply in every studio we partner with," Clarke added. "We'd rather add high value to five development partners and games than be one of twenty partners on twenty games."
For developers, that translates into a curated deal pipeline: investment tied to specific projects, marketing and distribution support, and a smaller portfolio that the publisher claims allows deeper per-title engagement than larger competitors.
How does the agency background shape operations?
Granados previously co-founded Petrol, a marketing agency whose gaming client list includes Activision Blizzard, Bandai Namco, CD Projekt, Epic Games, Game Science, Krafton, Sony Interactive Entertainment, and Tencent. PUBLSH enters publishing, therefore, with established relationships across platform holders, storefronts, and global marketing channels that studios typically must build themselves.
Clarke said PUBLSH will lean on that infrastructure. The team covers "product and portfolio strategy, business development, financing, platform, and distribution relationships" alongside "audience development, marketing, communications, and go-to-market execution." The agency lineage positions the publisher as a hands-on go-to-market partner rather than a pure financier, a distinction likely to resonate with developers wary of publisher contracts that prioritized recoupment over development runway.
What does the first deal signal?
Granados said Pera Coda stood out among early submissions. "We looked at a lot of great games to lean into with our new approach to publishing, and Pera Coda stood out to us immediately for having a voice of its own," he said.
"Elyzio has created a game that is atmospheric and intriguing, with storytelling that just felt fresh and compelling to us," Granados added. "We knew we wanted to work with this team and help bring their unique vision to players around the world."
Signing a Turkish studio for a first title places PUBLSH firmly inside the indie-to-mid-tier segment that has produced most of the critically decorated PC releases of the past several years. Elyzio and Falan Studio gain a California-based partner with direct access to North American retail and marketing pipelines, infrastructure that has historically required Turkish studios to fund their own localization and promotion or partner with European publishers.
What's next?
PUBLSH operates on founder capital. Clarke said the company is "considering bringing in a small group of outside investors who share our long-term vision for the business" but did not specify timing or a target raise.
The first externally visible test of PUBLSH's model arrives in 2027, when Pera Coda launches on PC. Subsequent slate announcements and any closure of an outside investment round will determine whether PUBLSH can sustain its four-to-five-release annual cadence without lifting the sub-$20M ceiling that currently defines the operation.
via GamesIndustry.biz (Source)
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