Journey maker thatgamecompany announces thatgamepublisher

Thatgamecompany’s Bold Move into Publishing: What it Means for VR Fans

In a groundbreaking announcement, thatgamecompany, the studio behind the critically acclaimed VR experiences Journey and Sky: Children of Light, is expanding its reach by launching a publishing arm called thatgamepublisher. This bold move will see the company invest profit from their successful titles to support emotionally ambitious games across various platforms.

Thatgamecompany’s co-founder Jenova Chen revealed in an interview with GamesIndustry.biz that the new publishing department has already signed “a couple” of games, although none have been released yet. The team is led by SJ Xue, who emphasized that thatgamepublisher is open to teams of all sizes and projects at any stage, as long as they push the boundaries of emotional storytelling through interactivity.

What sets thatgamepublisher apart from other indie-led publishing funds is its full-service approach, which includes funding, marketing, community, and strategy services. This comprehensive support will undoubtedly attract developers looking for a partner to help bring their innovative ideas to life. “We are not just a fund,” Xue explained. “We’re a full-service publisher that can help teams navigate the complexities of game development.”

This move is part of a growing trend among successful indie studios, who are using their profits to invest in other developers and projects they believe in. As Chen noted, it’s a natural choice for small teams, as they often struggle to manage sudden influxes of cash from hit games. By investing in other indie games, thatgamecompany is not only spreading the wealth but also supporting the growth of the VR/XR industry.

Thatgamepublisher’s willingness to take risks on emotionally ambitious projects will undoubtedly excite VR fans who crave innovative experiences. As Xue stated, “What matters is not the label, genre, scale, or format, but whether the game reaches for meaningful emotional territory and uses interactivity to take players there.” This commitment to pushing boundaries will likely lead to the discovery of new talent and fresh perspectives in the industry.

The implications of thatgamecompany’s move into publishing are far-reaching. As more studios follow suit, we can expect a surge in innovative VR experiences that challenge and inspire gamers. The company’s willingness to support emotionally ambitious games will undoubtedly create opportunities for developers who might not have had access to funding or resources otherwise.

With this bold step into the world of publishing, thatgamecompany is cementing its position as a leader in the VR/XR industry. As we look to the future, one thing is clear: with more support for innovative projects and a willingness to take risks, the possibilities for immersive experiences are endless.


Source: Game Developer XR — 2026-08-25

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