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The studio behind Atomic Heart is kicking up a publishing arm, looking to help get more "big and bold" games made
Game Updates

The studio behind Atomic Heart is kicking up a publishing arm, looking to help get more “big and bold” games made

by admin May 30, 2025


Mundfish, the studio behind Atomic Heart, has announced it’s opening up a publishing arm it’s calling Mundfish Powerhouse. This comes alongside the studio’s celebratory declaration that Atomic Heart has sold over 10 million copies.

Speaking to Analogue Stick Gaming CEO and founder of Mundfish Robert Bagratuni stated, “For quite some time, studios and investors have been approaching us seeking support […] We’ve decided to make this direction official. Powerhouse will only partner with projects where we see great potential to make noise. Not just a handful of indie hits, but big and bold games that can set a new standard for quality and creative risk.”


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According to the article, Mundfish Powerhouse will be offering developers it works with “deep production expertise and high-end tools, a proven, scalable development pipeline, hands-on support from concept to launch and a focus on fewer, bigger, bolder games, built to shake up the industry”.

As for Atomic Heart’s 10 million sales milestone, Bagratuni gave the following statement, “What started as a dream has become a reality beyond anything we imagined. Thanks to our team’s relentless dedication, bold vision, and unwavering focus on quality, we’ve achieved something truly special. We’re incredibly grateful to our players for their passion and support – it’s their enthusiasm that brought Atomic Heart to life”.

Atomic Heart stands out to me as one of those lesser-talked-about games that launched to its own healthy audience, and has continued trucking away as the months flew by. We’ve seen a decent chunk of these sorts of games from smaller studios as of late, a sign of changing tides in the industry as massive companies struggle to hit the astronomical targets set for the developers working there, while these smaller studios with clear vision manage to sneak through the gaps.

What do you think of this news? Let us know below!



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May 30, 2025 0 comments
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Mundfish Studio establishes publishing initiative to support aspiring developers
Esports

Mundfish Studio establishes publishing initiative to support aspiring developers

by admin May 30, 2025


Atomic Heart developer Mundfish Studio has launched a publishing initiative called Mundfish Powerhouse.

Powerhouse aims to support aspiring developers by providing investment, resources, and expertise. It also intends to be involved in the early-stages of development to “maximise the chances” of a studio “achieving a breakthrough”.

Those involved with the initiative will utilise their experience and knowledge of “game optimisation, technology, and gameplay mechanics” to help smaller teams.

“For quite some time, studios and investors have been approaching us seeking support,” said Mundfish CEO Robert Bagratuni (via Analog Stick Gaming).

“We’ve decided to make this direction official. Powerhouse will only partner with projects where we see great potential to make noise. Not just a handful of indie hits, but big and bold games that can set a new standard for quality and creative risk.”

Aspiring developers are encouraged to submit their project to Powerhouse with a pitch presentation, a summary of what they’re looking for, and a game demo.

Aside from establishing Powerhouse, Mundfish also announced that Atomic Heart has surpassed ten million players since its launch in February 2023.



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May 30, 2025 0 comments
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Nacon obtains development and publishing rights of WRC franchise
Esports

Nacon obtains development and publishing rights of WRC franchise

by admin May 28, 2025


French publisher Nacon has announced it has entered a six-year partnership with the World Rally Championship game franchise.

From 2027 through to 2032, Nacon will develop new WRC games on PC and console in what it has described as a “complete reboot of the franchise.”

“This new venture marks a major milestone: a fully reimagined project driven by a passionate and specialised team, with a clear ambition to elevate rally games to new heights,” said Nacon CEO Alain Falc.

“We are thrilled to renew our collaboration with WRC. This iconic license provides an exceptional playground to build a highly refined driving experience that lives up to the expectations of rally fans.”

FIA WRC chief marketing officer Arne Dirks added: “After a comprehensive evaluation, we are delighted to have reached an agreement with Nacon. Their vision of the franchise stands out, and their expertise in delivering great rally games is unquestioned.”

“We look forward to breaking new ground together with this collaboration, to truly turn the WRC games into epic adventures and offer gaming experiences beyond rally as we know it today.”

Nacon previously held the rights for the WRC series between 2013 and 2022, releasing nine games during that time.

British developer Codemasters took over the license in 2020, before the studio was acquired by Electronic Arts in 2021 for $1.2 billion.

EA Sports then oversaw the franchise, launching EA Sports WRC in November 2023.

Last month, EA announced it was “pausing development” of the WRC series. This followed 300+ job cuts at the firm the day prior.

It’s not clear how the Codemasters WRC team was affected by these layoffs.



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May 28, 2025 0 comments
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Six One Indie launches publishing label
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Six One Indie launches publishing label

by admin May 23, 2025


The team behind the Six One Indie Showcase and The Indie Game Awards has launched its own publishing label.

Six One Indie Publishing describes itself as an “integrated, indie-first platform” for developers.

It will offer support in launch strategy, media relations, and showcase integration as well as development support in areas including QA testing and localisation.

“The number of games hitting the market grows by the day, but unfortunately, the people to cover and amplify them seem to dwindle just as fast,” said Six One Indie creative director Mike Towndrow.

“Six One Indie has evolved into an ecosystem that can now offer a unique opportunity to get indies in front of players through fresh, unconventional means.”

Towndrow added: “We’re not building a publishing label for the old industry. We’re building one for the new wave of indie – where passion, connection, and creative control comes first.

“Indies deserve more than a checklist, they deserve a major push backed by authenticity, genuine enthusiasm, and a new approach for an unpredictable industry.”

Six One Indie was founded in 2018, with its first showcase debuting in 2022.



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May 23, 2025 0 comments
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Six One Publishing Is A New Game Publisher From The Team Behind This Year’s Best Indie Showcase
Game Updates

Six One Publishing Is A New Game Publisher From The Team Behind This Year’s Best Indie Showcase

by admin May 23, 2025


The Six One Indie Showcase just wrapped, highlighting more than 40 rad indie games with world premieres, exclusive reveals, and more. It was this year’s best indie game showcase and one of my favorites ever, which is why it’s exciting to see the team behind it announce its new publishing arm: Six One Publishing.

Coming from the Six One Indie team, Six One Publishing was “created for developers who need an impactful partner to help them cross the finish line.” The team describes itself as an “integrated, indie-first platform” that aims to reimagine what publishing can look like in 2025 and beyond.

“We’re here to blur the lines,” Six One Publishing creative director Mike Towndrow writes in a press release. “The number of games hitting the market grows by the day, but unfortunately, the people to cover and amplify them seem to dwindle just as fast. Six One Indie has evolved into an ecosystem that can now offer a unique opportunity to get indies in front of players through fresh, unconventional means.”

 

Six One Publishing says working with it means “gaining direct access to every part of the Six One ecosystem – from original video content and editorials to our growing slate of indie showcases and creator collabs. By fusing the best parts of publishing, media, and community into one agile framework, we’re rewriting the rulebook to serve developers – not shareholders.”

Towndrow concludes the press release by stating he believes indies “deserve a major push backed by authenticity, genuine enthusiasm, and a new approach for an unpredictable industry.”

If you want an idea of the types of indies Six One Indie wants to get eyes on, look no further than Game Informer’s round-up of every game shown during today’s Six One Indie Showcase. 



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May 23, 2025 0 comments
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GameFi Guides

YGG Launches New Publishing Arm, Debuts First Game ‘LOL Land’

by admin May 23, 2025



In brief

  • Yield Guild Games has launched a new publishing division, YGG Play, focused on casual, crypto-native titles it dubs “Casual Degen” games.
  • Its first release, LOL Land, is a browser-based board game that features Pudgy Penguins community characters and offers token-based rewards.
  • The game has launched exclusively on Pudgy Penguins’ Abstract Chain and has received over 100,000 pre-registrations ahead of release, according to YGG.

After four years of watching Web3 games struggle to find their audience, Yield Guild Games decided the industry had to rethink how it matches players with the kind of games they’re actually in for: lighthearted chaos, in a “casual degen” vibe.

Instead of chasing broad mainstream adoption, the guild protocol launched YGG Play, a new game publishing unit dedicated to games that embrace the degen culture, with LOL Land, a web browser-based game explicitly designed for crypto-native players who live in the proverbial trenches.

“People play casual games on their phones while commuting, waiting in line, or taking a break,” Gabby Dizon, co-founder of YGG, told Decrypt. “They do it for fun as well as rewards like streaks, badges, or collectibles. And they happily spend a lot of real money on those games.”

Through its years of establishing a foothold with Web3 gamers by pioneering the so-called “play-to-earn” movement from 2020, YGG has learned “what’s fun, what works and what doesn’t,” leading it to develop “some very strong opinions on how to best serve the crypto market,” Dizon explained in a separate statement shared with Decrypt.

The move represents a strategic shift for YGG from investing in Web3 games to creating them directly. Rather than targeting mainstream gamers, the guild is focusing on crypto-native users who trade memecoins, mint NFTs, and engage in speculative activities.

The new game, LOL Land, features four thematic boards, including YGG City, Beach Day, Carnival, and Ice World Wonderland, which showcases Pudgy Penguins IP with playable characters based on community members like Aaron Teng and Rusk0f. 

The game offers two distinct gameplay modes. Free play provides unlimited rolls without token rewards, while premium mode requires purchasing rolls to earn points redeemable for YGG tokens from a $10 million prize pool.

The browser-based board game surpassed 100,000 pre-registrations before launching exclusively on Abstract Chain, according to YGG.

For LOL Land, players can “earn YGG tokens and [you] can use them to claim NFTs,” Dizon explained.

The game draws directly from Dizon’s experience in casual games and his experience in Web3 gaming thereafter.

“Before getting into crypto and founding YGG, I was a game developer for a little bit over 20 years,” Dizon shared with Decrypt. “I was making casual games for much of my career.”

Degens over mass market

The publishing strategy deliberately targets crypto enthusiasts rather than attempting to onboard traditional gamers. Dizon argues this approach addresses an underserved market segment larger than hardcore Web3 gaming.

“If you look at people who are trading memecoins, minting NFTs, or trading on exchanges, these are people that you can consider to be possible players under the ‘Casual Degen’ label,” Dizon said.

Asked about how he thinks Web3 games could last, Dizon, who claims to prefer playing single-player RPGs like Clair Obscur: Expedition 33, told Decrypt it’s a matter of perseverance.

“I do think that Web3 games can have a lasting impact on people,” he said. “It’s hard to make games in general. It’s even harder to make games that have new technology and figure out what the right format is for that technology, for people to use it.

Edited by Sebastian Sinclair

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May 23, 2025 0 comments
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Lost in Cult launches physical games publishing label
Esports

Lost in Cult launches physical games publishing label

by admin May 20, 2025


Lost in Cult has launched a physical games publishing label.

The independent book publisher and design studio will focus on producing mass releases and collector’s editions (known as ‘Editions’) of physical titles to maintain game preservation and curations.

Lost in Cult’s publishing label is launching with three titles for PlayStation 5 and Nintendo Switch. These include Thank Goodness You’re Here (PS5/Switch), Immortality (PS5), and The Excavation of Hob’s Barrow (Switch).

The entire game is on the disc and/or cartridge, and requires no download code or an internet connection to play.

Retail editions of these games will be available online and in-store, and distributed by developer and publisher PM Studio.

Lost in Cult’s ‘Editions’ will be sold exclusively on Lost in Cult’s website in limited quantities – between 1,000 to 1,500 units per title.

Editions releases include exclusively commissioned outer slipcase artwork, variant retail covers, a poster and collector’s checklist, and a booklet edited by Lost in Cult editorial director Chris Schilling featuring developer interviews and analytical essays.

Image credit: Lost in Cult

“We [have] set out to create a new standard for physical games,” said head of publishing Lost In Cult Ryan Brown. “Our editions are designed to preserve not just the game, but the story and artistry behind its creation.

“At the same time, our retail releases ensure no one is locked out of owning great games physically, giving everyone a chance to play their favourites for the decades to come, internet connection willing or not.”

“We’re proud to apply our knowledge and experience in quality-testing, having tested over 2600 titles, with a company that matches our vision on game preservation and also sees video games as art,” said DoesItPlay? owner Clemens Istel.

Lost in Cult has also partnered with preservation group DoesItPlay? – a community that tests physical releases and hardware for offline functionality.

“We work tirelessly to ensure these fantastic experiences remain accessible now and always,” added DoesItPlay? owner Clemens Istel.

“Aligning with Lost in Cult’s mission to provide the best physical games publishing to date is now the next step in our efforts to ensure quality physical releases that stand the test of time and make developers and players equally proud.”



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May 20, 2025 0 comments
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