wiki_ghostguild/content/wiki/strategy--publisher-contract-review.md
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---
title: Publisher Contract Review
collection: Strategy
path: Strategy/Publisher Contract Review
parentDocument: null
outlineId: a30f5d72-cedb-4d5f-a76f-ae477482efda
updatedAt: '2026-03-01T18:21:44.885Z'
createdBy: Jennie R.F.
---
# Whitethorn Games Contract Review
WhiteThorn made their [agreement](https://docs.google.com/document/d/e/2PACX-1vQYB4MfO44m7KRK73lMCis52XvmATIb9sy3NwoIRI4d50SyXPO4v0kg3PDxXMU2Cjjw-L5D-gWKK9dR/pub) public in response to Raw Fury doing the same. They are an American indie publisher of cozy games.
## Making the game
### Typical Indie Contract:
* Publisher finances development.
* You submit milestones and get paid as milestones are approved by Publisher.
### Whitethorn:
* Fixed monthly payments for 21 months.
* No clear date for gold master or publishing the game.
* No milestones or approvals, but provide access to builds every two weeks.
* Developer has creative control, but Whitethorn has disability/accessibility input rights.
### Pros:
* Very flexible for Developer.
* Money not tied to publisher approval of milestones.
### Cons:
* Missing a deadline by 10 days allows contract termination.
* No post-launch milestone revenue = cashflow issues.
### Making it more Indie-friendly:
* Rework penalties for late delivery (see termination section).
* Address post-launch cashflow:
* Extend monthly payments past launch, or
* Negotiate 80/20 or 90/10 pre-recoup rev share, or
* Ensure that studio has sufficient cash on hand.
## Marketing the game
Typical deals are vague about marketing obligations and whether the publisher must publish the game. WhiteThorn provides marketing budget, by consensus. No guaranteed publishing date; no mention of pricing, discounting etc. Vague mention of merchandising. Very vague about merchandising and porting.
### Suggestions:
* Ask for a marketing plan and attach to the contract.
* Add clauses that guarantees publishing.
## Revenue calculation and sharing
### Typically:
* Publisher recoups development costs, marketing.
* Rev share during recoup is between 100/0 to 80/20.
* Post-recoupment split is around 50/50, depending on publisher investment level.
* Rev share may shift towards developer over time.
* Payments are made monthly or quarterly.
### WhiteThorn:
* Publisher recoups 100% of development expenses, 30% of PC/console marketing, 100% of mobile marketing.
* Pre-recoupment rev share is 100/0.
* Post-recoupment rev share is undefined.
* Merchandising revenue is either 100/0 for Developer, or 50/50 if sold via Publisher. No one does less than 50/50 after recoup.
* Porting costs are non-recoupable.
* Monthly payments.
* Good developer audit rights.
## Intellectual property ownership
Developer retains ownership of IP. Publisher has exclusive licence (transfer of almost all IP rights to the publisher) over platforms/markets covered by contract. What you get in return is royalties. Rights of first refusal/first offer on sequels and expansions.
### Suggestions:
* Negotiate how long until you get IP back - it should be tied to publishing timeline.
* Net revenue may be calculated differently by an accountant and a lawyer. Be clear.
## How easy is it to get out of this deal?
One successful game gives you a lot of bargaining power. (As does having multiple publishing deal options)
## Termination Rights and Obligations
### Typical Indie Deal:
* Roughly 5 year duration.
* Termination if one side breaches the contract.
* Termination on mutual agreement.
* Publisher can terminate before launch without needing a reason, but pays a financial penalty (typically 1-2 milestone payments) and has no ongoing rights in the game if it does so.
### Whitethorn:
* Duration is essentially 2 years from first publication on any platform, but duration is somewhat unclear.
* Both Publisher and Developer can terminate at any time on 60 day notice.
* No penalty for Publisher doing so.
* If Developer does so, continued payment of rev share for 24 months.
* Developer or Publisher can terminate if the other side breaches and that breach continues for more than 10 days.
### Making the contract more indie-friendly:
* Clarify the duration of the contract.
* Extend the 10-day notice period to 30 days for termination for breach.
* Clarify the penalty for termination without cause by both Publisher and Developer.
* Add developer termination rights for failure to publish.
* Specify what happens on termination in greater detail, especially ports.
## Risk allocation
### Typical Indie Deal:
* You're on the hook for allegations of IP infringement, or other problems with the game.
* This is a low-risk, high-impact clause
* Patent trolling is no longer common
* Get insurance! Especially if you have more than the current IP
### Whitethorn:
* No promises regarding bugs and viruses, IP infringement warranties are really generous. Negotiate a qualifier.
### Pros:
* Very reasonable risk allocation for the Developer.
### Cons:
* None, really.
### Making the contract more Indie-friendly:
* These are all low-risk, high-impact clauses.
* But overall, take these as-is.
## Final thoughts
Raw Fury's contract in a word: Sneaky
Whitethorn's contract in a word: Sloppy
Bottom line: Whitethorn is still the most indie-friendly contract he has seen to date. Whether compared to Raw Fury or anyone else. Exhausted supply of public contracts - Raw Fury took a lot of flak online for theirs and no one else is really coming forward. Montreal indie contract idea.