GB
  
You are currently viewing the United Kingdom version of the site.
Would you like to switch to your local site?
23 MIN READ TIME

FURY’S ROAD

When Raw Fury was founded in Stockholm a decade ago, it was as an “un-publisher”. It would “treat people like people”, would be “for happiness over profit”, and would respect videogames as “art”, granting them the same status as other, more established media. This particular approach, it said, would tip the balance more in favour of developers, allowing them to “find success, be happy, and stay independent”. It has broken some old rules along the way – not least when it revealed the specifics of its publishing deals publicly, for anyone to scrutinise – while releasing a succession of hits including the Kingdom series, Sable, Norco, Cassette Beasts and, most recently, the sublime Blue Prince. As the company arrives at its tenth anniversary, we meet with its leaders to ask if Raw Fury has delivered on its big promises.

On April 21, 2015, Jónas Antonsson and two fellow Paradox alums – Gordon Van Dyke and David Martinez – revealed Raw Fury. In the announcement, they called it “a new breed of publisher for boutique and indie games”. More than that, they said they were in the business of “un-publishing – in the sense of trying to dismantle how publishing traditionally works, in favour of actually being there for the developers”.

In the decade since, they’ve published an eclectic portfolio of games, jumping between genres and styles. Their first game, Kingdom, was a sidescrolling minimalist RTS in which you play as a monarch expanding their settlement and fighting off nightly raids by squat ghouls in masks. Their second title was ’90s-style point-and-click mystery Kathy Rain, filled with clever puzzles and a twist-laden plot. Also finding a home in the catalogue is open-world sci-fi explorer Sable, citybuilding toybox Townscaper, the Pokémon-like Cassette Beasts, and an adventure game set in the surreal world of Tove Jansson’s Moomin stories. But a varied portfolio does not a dismantling of traditional videogame publishing make.

The founders of Raw Fury believe two things set the company apart from other publishers: its relationship with developers, and the contracts it makes them sign.

“There had been a lot of innovation in games, and this is an industry where the pace is frantic,” Antonsson says of the years leading up to Raw Fury’s founding. The early 2010s were marked by the transition from physical to digital and the proliferation of game engines that suited smaller development teams. Unity and GameMaker were on the rise, and Epic changed to a subscription model that favoured small developers, giving them access to the full version of Unreal Engine for less than $20 per month.

Raw Fury co-founder Jónas Antonsson

Meanwhile, Steam Greenlight and Steam Direct created a viable path for developers to self-publish on PC gaming’s most prominent storefront, and Kickstarter found its momentum in 2012, with Double Fine becoming the first videogame developer to raise over $1m, opening the doors to a crowd of veteran studios that did the same. In their wake came smaller, younger teams raising funds for their first commercial projects.

RAW FURY WOULD WRITE A NEW DEAL FOR GAME DEVELOPERS. BUT FIRST IT NEEDED A GAME TO PUBLISH

To some, all this opportunity for indies looked like the death of the traditional game-publishing model. Antonsson certainly saw problems on the horizon. As the founder of casual-game studio Gogogic and later in the role as Paradox’s vice president of mobile, he had seen the promise and challenges of mobile gaming firsthand. “There had been a blue ocean, and in just a few years things were red and scary with sharks,” he says now.

Discoverability would become the number one issue for all these small developers vying for attention and sales. “This would start happening on every platform,” he says. While new routes to market were opened for small teams, Antonsson identified a growing need for “someone with a detailed understanding of how to cut through the noise”.

He could also see that traditional publishers wouldn’t be the ones to do it. “The publishing models that existed at that time were archaic,” Antonsson recalls. “They didn’t fit small, nimble teams, both in how relationships were managed and in the terms [of the contracts] themselves. Their terms and publishing agreements came from an environment where you are shifting boxes. They are tied to those sorts of logistics. You try to apply that to developers who are just a single person making a game, and it just doesn’t make sense.” Raw Fury would write a new deal for game developers. But first it needed a game to publish.

Unlock this article and much more with
You can enjoy:
Enjoy this edition in full
Instant access to 600+ titles
Thousands of back issues
No contract or commitment
Try for 99p
SUBSCRIBE NOW
30 day trial, then just £9.99 / month. Cancel anytime. New subscribers only.


Learn more
Pocketmags Plus
Pocketmags Plus

This article is from...


View Issues
Edge
July 2025
VIEW IN STORE

Other Articles in this Issue


Edge
You’ll love this new feature. We like to call it… a mouse
In creating the original DS, Nintendo’s designers stared
EDGE
EDITORIAL Tony Mott editorial director Alex Spencer deputy
Knowledge
Artificial hope
As the first demos of AI-generated games become playable, what’s their purpose – and their cost?
Pride of India
Indie Gaming Utsav shows the growth of development in an up-and-coming region
Escape artistry
How developer NikkiJay created a game by channelling her difficult upbringing within a cult
NEVER FELT BETTER
The stop-motion game following a whole new pattern
Soundbytes
Game commentary in snack-sized mouthfuls
ARCADE WATCH
Keeping an eye on the coin-op gaming scene
THIS MONTH ON EDGE
Some of the other things on our minds when we weren’t doing everything else
Dispatches
DISPATCHES JULY
Dialogue
Trigger Happy
Shoot first, ask questions later
The Outer Limits
Journeys to the farthest reaches of interactive entertainment
Walking the walk
Building on a path laid by Death Stranding
Hype
ARC RAIDERS
Extracting the best bits of a difficult genre
ERIKSHOLM: THE STOLEN DREAM
Making the most of police incompetence
BABY STEPS
Peak practice
JUMP SHIP
Playing every role in a dynamic co-op space opera
WILL: FOLLOW THE LIGHT
Alone against the elements in this unconventional walking sim
SPOOKY EXPRESS
Draknek’s superior sequel is on the fright track
MARATHON
We’re firmly in extraction-shooter territory for Bungie’s redraft
INTO THE FIRE
Following The Invincible , Starward Industries offers
PAINKILLER
Developer Anshar Studios Publisher 3D Realms Format PC,
IKUMA – THE FROZEN COMPASS
Developer/publisher Mooneye Studios Format PC, PS5, Xbox Series
STAR WARS: ZERO COMPANY
Developer Bit Reactor, Respawn Entertainment Publisher EA Format
#411
VIDEOGAME CULTURE, DEVELOPMENT, PEOPLE AND TECHNOLOGY
Features
PRECIOUS CARGO
Exploring Hideo Kojima's new Perspective as he prepares delivery of the sequel to Death stranding
Q+A: HIDEO KOJIMA DIRECTOR
The irrepressible Troy Baker reprises his role as
LINKED TO THE PAST
Can Switch 2 recapture the original’s magic?
MARIO KART WORLD
Beside the track you’ll find Yoshi-operated kiosks offering
DONKEY KONG BANANZA
Developer / publisher Nintendo Release
METROID PRIME 4: BEYOND
Developer Nintendo, Retro Studios Publisher
DRAG X DRIVE
Developer/publisher Nintendo Release Summer A Rocket League -infused
NINTENDO SWITCH 2 WELCOME TOUR
Developer/publisher Nintendo Release June 5 Much has been
THE MAKING OF . . . SPLINTER CELL: CHAOS THEORY
How missed opportunities and difficult conditions forged a stealth classic
HOLLOW PONDS
A meeting in a pub led to a decades-long conversation, and games unlike any other
Imperfect 10?
This month we find ourselves returning to an
No More Heroes
The anarchic Japanese vision of America that gave us videogaming’s Don Quixote
Tekken 8
A progress report on the games we just can’t quit
Play
Clair Obscur: Expedition 33
Developer Sandfall Interactive Publisher Kepler Interactive Format PC,
Post Script
Expedition 33’s fantasy dismantles the world, and its genre
Forever Skies
Developer/publisher Far From Home Format PC (tested), PS5,
Post Script
All your base
Fatal Fury: City Of The Wolves
This long-awaited sequel is like the age-worn fighting
Lost Records: Bloom & Rage
They say the camera never lies; the implied
Skin Deep
Developer Blendo Games Publisher Annapurna Interactive Format PC Release
Post Trauma
Developer Red Soul Games Publisher Raw Fury Format PC
Tempest Rising
Developer Slipgate Ironworks Publisher 3D Realms, Knights Peak Format
Bionic Bay
Developer Mureena, Psychoflow Publisher Kepler Interactive Format PC,
I, Robot
Developer Llamasoft Publisher Atari Format PC (version tested),
Ghost Town
Developer/publisher Fireproof Games Format Quest (2, 3, Pro)
Rusty Rabbit
Developer Nitroplus Publisher SoFun Format PC (tested), PS5,
Old Skies
Developer/publisher Wadjet Eye Games Format PC (tested), Switch
Chat
X
Pocketmags Support