Midwest Games’ cover photo
Midwest Games

Midwest Games

Computer Games

Green Bay, Wisconsin 18,651 followers

Your Co-Pilot for Modern Publishing

About us

Your Co-Pilot for Modern Publishing. Midwest Games provides for-hire publishing support to video games across PC, consoles, and more. We’ve got a fierce independent spirit and a mission to change the games industry for the better. While we're proudly based in the Midwest, we champion teams all around the world. We strive to support teams better than anyone else out there - whether you’re an indie developer or a global publisher, you will receive our full efforts and an honest partnership. We believe: - Great games come from well supported teams - Building meaningful change takes a community working together - Relationships and integrity matter - Long-term value come above short-term gains

Website
http://www.midwestgames.com
Industry
Computer Games
Company size
11-50 employees
Headquarters
Green Bay, Wisconsin
Type
Privately Held
Founded
2023
Specialties
Game Publishing, Developer Support, Production, Marketing, Financing, Platforms & Distribution, and Partnerships

Locations

Employees at Midwest Games

Updates

  • Midwest Games reposted this

    See you next week at Games for Change in NYC. I'll be speaking on the Main Stage panel "How are games getting funded in 2026?" with the incredible group of Alexandra Takei, Matthew C., Mitu Khandaker (Moderating) along with sonia park introducing us. I'd love to connect with folks in NY while I'm there. I'll be around Hell's Kitchen from July 20th-23rd. Don't miss out! Learn more on the link in the comments.

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  • Midwest Games reposted this

    A common mistake I see developers making: Not planning for Steam Deck as launch hardware. I often see pitches that don't even mention it! It's absolutely insane to leave the Steam Deck out of the equation. Analysts estimate that Valve has sold +/- 6 million Steam Decks since launching in 2022. For a steadily-growing number of Steam users, the Steam Deck is not a secondary device. It is where they play, discover, recommend and purchase games (this is me!) You MUST plan for Steam Deck alongside your PC launch from the beginning of development, not as a post-launch optimization. Launching into Early Access or 1.0 without Steam Deck or without a strong Steam Deck experience can cost you: - Sales during the most important commercial window your game may ever have - Wishlist conversions that may never return after launch excitement fades - Review scores damaged by performance, controls, stability, UI, or unreadable text - Creator/media coverage focused on technical failures instead of the quality of the game - Critical launch momentum that can be extremely difficult, expensive, or impossible to rebuild On the other side, launching with strong Steam Deck support can deliver: - Immediate access to a highly engaged and purchase-ready audience - Higher wishlist conversion when awareness and intent are at their peak - Stronger reviews, recommendations, and organic word of mouth - More opportunities for creators to showcase the game - A meaningful competitive advantage over games that treat handheld support as an afterthought - A longer commercial tail by making the game easier to play more often and in more places Don't confuse Steam Deck 1:1 launch with simply getting the game to boot on the device. It has to be great. Develop for the strengths and unique features of the hardware, just as you should/would for the PlayStation 5's hardware + controllers. This is another huge opportunity to make your game great, stand out from other games that failed here and maybe even do something strange and unique like our good friend and legend Hideo Kojima. Everything is on the table! You have to be carefully planning for controller support, UI readability, text size, performance targets, default graphics settings, shader compilation, suspend and resume, battery consumption, cloud saves etc. etc. etc. throughout the entirety of development. Don't phone this stuff in at the end! Your Early Access or 1.0 release is the highest-visibility moment in the life of your game. You cannot afford to leave out a meaningful portion of the Steam audience or have them discover that your game is either not available or not ready for the way they want to play. Steam Deck! Don't be crazy! Do it!

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  • ⌛Limited time offer! Don't miss your chance to talk with Charlotte in Brighton at Develop Conference.

    🚨 Breaking my own rule alert… 🚨 Against my better judgement (and previous declarations), I will be at Develop Conference in Brighton this year. For those who know me, you’ll know I swore I wasn’t going anywhere near Brighton this year, given that I’m getting married the weekend after! 🙃 But apparently I’m powerless against the combination of Brighton sea air, aggressively confident seagulls, and the irresistible charm of Molly Malone’s famously sticky floor. The good news is that this means you’re all invited to be part of my unofficial pre-wedding shin dig 🤍 The bad news is that, in a rare display of self-restraint, I’ll only be there for 36 hours to minimise the chances of any stories making it into the wedding speeches. If you’re heading to Develop, let’s catch up! Whether it’s over a coffee, a drink, or somewhere between a conference session and a beach visit, it’d be great to see some familiar faces and meet some new ones. I’ll also be taking the opportunity to debut my brand-new funky Smints 👀 Jonny Hopper See you there!🍦😎

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  • Midwest Games reposted this

    As games, media, technology, and audience behavior continue to evolve, the old publishing playbook is no longer enough. At GamesBeat Summit 2026, Midwest Games chief operating officer Adam Orth joined John Davison to discuss how the publisher is rethinking the business through flexible publishing models, deeper developer partnerships, and specialized services designed for today's market. Orth argued that while "publishing is broken," there are new ways forward. From bridge publishing that helps developers close funding gaps to shadow publishing that embeds Midwest Games' team inside other publishers to support marketing, social media, and launches, the company is betting that adaptability is becoming a competitive advantage. "Why is a publisher hiring you to publish their games? ... Everyone's been laid off, no one's working at these publishers anymore, and now these publishers have a much lower financial margin of operation, but they still have to publish their games," Orth said. Read more from Sam Smith: https://lnkd.in/g8e4yiKj

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  • Midwest Games reposted this

    Tombwater beat games with more wishlists on its launch day. Ben Kvalo's team called it before it happened. Ben's helped publish over 100 titles at 2K and Blizzard before founding Midwest Games. Tombwater launched in March against 70 other games. A few had bigger wishlist counts, and his team figured those would convert worse. They were right. Tombwater was one of six games from that day to make New & Trending. His read on the algorithm after all those launches: Steam doesn't care how long your wishlist is. A wishlist that isn't turning into sales reads as low potential. What gets a game served is conversion, then turning those buyers into positive reviews. Do both and the algorithm works for you, short and long term. Miss either and you're relying on something outside of Steam to save you. If your wishlist count looks small, this cuts both ways. In the full video, we break down: - Why Ben still calls skipping Next Fest "absurd" - The 30-day wishlist window that converts at 40% - The early access mistake that burns your launch spike - How your rev share pays for a release manager you don't need - What the 1.7% of Steam games with a real publisher actually earn Watch it here: https://lnkd.in/d3XRiMVB

  • Midwest Games reposted this

    A very key discussion Christopher Dring and I had earlier this week. Check it out below 👇🏻 Also, follow what Chris is doing. He’s got one of the very best newsletters and podcasts covering the business of games. Always interesting topics, guests, and insights.

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