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Ghost Ship Games

CompanyDenmark

8 documents in the library are about Ghost Ship Games, from writers such as Embracer Group, Gamecity Hamburg and How To Market A Game. Each has a summary and key insights with the page they come from.

Documents
8
newest 4 Nov 2025
Steam revenue
$191.4M
estimate, its games

Connections

The documents about Ghost Ship Games on the inner ring, the other games and companies they name on the outer one. Select a cover to see it up close and open it in a new tab; drag to move, pinch or Ctrl + scroll to zoom.

On Steam

Steam estimates as of 9 Oct 2026. Revenue is premium revenue on Steam only: game sales, without DLC.

Revenue as developer
$191.4M
2 games
Units sold
12.0M
as publisher or developer
Headquarters
Denmark

Ghost Ship Games’s best-selling games on Steam

GameReleasedShare of the best sellerRevenueUnits
Deep Rock GalacticDeveloper2018$181.4M11.6M
Deep Rock Galactic: Rogue CoreDeveloper2026$10.1M425K

Documents about Ghost Ship Games

Article

The Optimistic View That Indie Games Are in a Golden Age Right Now

The independent game industry is currently experiencing a period of unique market alignment, often described as a Great Conjunction, where player demand heavily favors accessible, rapidly developed titles over high-fidelity, long-term productions.

  • The current 'Great Conjunction' of indie gaming is defined by high-demand, rapidly developed genres including 'friend-slop' (co-op horror/social games), idle/incremental games, shop simulators, and rage games.
  • Successful indie developers are increasingly pivoting to short development cycles, with games like 'Desktop Defender' developed in two weeks and 'RV There Yet' created in eight weeks, to avoid the risks of long-term scope creep and over-polishing.
  • The 'friend-slop' genre is seeing a surge in simultaneous hits, such as 'Backrooms Escape Together' and 'Dark Hours' achieving high concurrent user counts (CCU) on the same days, indicating a market appetite for multiple similar titles.
How To Market A GameNov 2025
Cover of How 'The Farmer Was Replaced' Hit a 39,000% Revenue Increase at Steam 1.0
Article

How 'The Farmer Was Replaced' Hit a 39,000% Revenue Increase at Steam 1.0

The game The Farmer Was Replaced serves as a prominent case study for successful Steam 1.0 transitions, achieving a 39,000% revenue increase between its initial Early Access period and its full release.

  • The Farmer Was Replaced achieved a 39,000% revenue increase by growing from $4,000 in its first 30 days of Early Access in 2023 to $1.65 million during its October 2025 1.0 launch.
  • Publisher Metaroot drove growth by overhauling the Steam store page to better communicate the game's core automation and code-learning mechanics.
  • Aggressive marketing efforts included outreach to 10,000 influencers and the production of viral short-form video content for platforms like TikTok and Instagram.
GameDiscoverCoOct 2025
Article

A Deep Dive into the Games of the Spring Showcases

This analysis evaluates the effectiveness of four major game showcases held during the Spring 2025 season—the Future Games Show, Triple-I Initiative, Galaxies Gaming Showcase, and PC Gaming Show—to determine which factors drive successful audience engagement and wishlist growth.

  • Genre selection is the primary driver of showcase success, with Open World Survival Craft, FPS, and RPGs consistently outperforming niche categories like puzzle, party, or platformer games.
  • World premiere announcements significantly outperform updates for existing titles, as evidenced by the poor conversion rates for established games like Warhammer 40,000: Darktide and Deep Rock Galactic: Survivor.
  • Placement within a showcase matters, as data shows that the first three and last four trailers in a broadcast receive substantially higher viewer retention and visibility.
How To Market A GameSep 2025
Cover of Embracer Group Q1 Interim Report: FY21/22
Financial report47 pages

Embracer Group Q1 Interim Report: FY21/22

Embracer Group achieved significant financial growth during the first quarter of the 2021/2022 fiscal year, characterized by a 66 percent year-over-year increase in net sales to SEK 3,427 million and a 79 percent rise in operational EBIT to SEK 1,271 million.

  • Embracer Group reported strong Q1 FY21/22 growth with net sales rising 66% year-over-year to SEK 3,427 million and operational EBIT increasing 79% to SEK 1,271 million.
  • The company maintains a strong financial position with approximately SEK 17 billion in cash and credit facilities to support a development pipeline of 180 active projects.
  • Growth is driven by a dual-strategy of organic investment and aggressive acquisitions, including the recent integration of studios such as Easy Trigger, Ghost Ship Games, CrazyLabs, Demiurge Studios, SmartPhone Labs, and Fractured Byte.
Embracer GroupAug 2021
Cover of M&A Medley: 8 Acquisitions
Presentation37 pages

M&A Medley: 8 Acquisitions

Embracer Group has executed a strategic expansion through the acquisition of eight distinct entities, including CrazyLabs, Ghost Ship Games, Easy Trigger Games, Force Field VR, DigixArt, Slipgate Ironworks, 3D Realms, and a majority stake in Grimfrost.

  • Embracer Group acquired eight entities—CrazyLabs, Ghost Ship Games, Easy Trigger Games, Force Field VR, DigixArt, Slipgate Ironworks, 3D Realms, and a majority stake in Grimfrost—to expand its mobile, VR, and indie gaming footprint.
  • The acquisitions involve an initial purchase price of SEK 2.7 billion, with total potential consideration reaching SEK 4.7 billion based on performance milestones through 2029.
  • These investments are projected to contribute between SEK 2,000 and 3,000 million in net sales and SEK 350 to 550 million in Operational EBIT for the fiscal year ending March 2023.
Embracer GroupAug 2021
Cover of THQ Nordic AB Acquires Coffee Stain: Investor Presentation
Financial report16 pages

THQ Nordic AB Acquires Coffee Stain: Investor Presentation

THQ Nordic AB acquired the Coffee Stain Group in November 2018 to bolster its portfolio of intellectual property and expand its publishing capabilities.

  • THQ Nordic AB acquired Coffee Stain Group in November 2018 for an upfront payment of SEK 392 million, with potential earn-outs of up to SEK 535 million tied to performance targets through 2023.
  • Coffee Stain operates as an independent unit under its own brand, maintaining its existing creative autonomy and management team led by CEO Anton Westbergh.
  • The acquisition adds nine intellectual properties to THQ Nordic’s portfolio, most notably the 'Goat Simulator' franchise, which has achieved over 14 million units in sales.
Embracer GroupNov 2018
Cover of Portside Game Assembly: Conference Speaker and Program Announced
Article

Portside Game Assembly: Conference Speaker and Program Announced

The Portside Game Assembly is a specialized B2B conference designed for international indie game studio leaders and decision-makers.

  • The Portside Game Assembly, a B2B conference for indie studio leaders, will take place on June 27, 2025, in Hamburg, Germany.
  • The event features participation from over 60 studios representing more than 15 countries, including Evil Empire, Stray Fawn Studio, Ghost Ship Games, The Game Kitchen, and Young Horses Inc.
  • Core programming focuses on high-level operational challenges such as resource allocation, company culture management, investment strategies, and long-term game monetization.
Gamecity Hamburg
Cover of Big Success for the First Portside Game Assembly 2025
Article

Big Success for the First Portside Game Assembly 2025

The inaugural Portside Game Assembly, held on June 26 and 27, 2025, in Hamburg, Germany, successfully established a new B2B conference format tailored for the independent games industry.

  • The inaugural Portside Game Assembly, held June 26–27, 2025, in Hamburg, established a new B2B conference format specifically for independent game studio executives.
  • The event hosted 100 selected studio directors from 15 countries, supported by an additional 200 industry peers participating in supplementary networking activities.
  • The conference featured high-level strategic discourse, including a keynote on the Triple-i Initiative by Benjamin Laulan of Evil Empire and contributions from studios such as Ghost Ship Games, The Game Kitchen, and Stray Fawn Studio.
Gamecity Hamburg