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Remedy Entertainment
This dedicated team covers marketing, community management, user research, and business development. A hybrid model also leverages external agencies for distribution and PR.
It's like having an in-house chef for daily meals but hiring a caterer for large events.
Hybrid approach. Remedy is building an internal publishing team for marketing, community management, and user research while utilizing a hybrid model that partners with external agencies for distribution and PR.
Remedy Entertainment is transitioning toward a self-publishing model to capture greater financial upside and maintain creative control over its intellectual properties. By integrating publishing operations directly with development, the studio aims to foster closer collaboration between creative and business teams, ultimately motivating the organization to prioritize commercial success alongside game quality. This strategic shift is supported by a dedicated internal publishing team covering marketing, community management, user research, and business development.
The studio’s portfolio demonstrates strong commercial performance and brand longevity. The Alan Wake franchise has reached 15 million players, with Alan Wake 2 achieving over 1.8 million units sold and a notable 40% completion rate. Similarly, the Control franchise has amassed over 19 million lifetime players with 4.5 million units sold. Future growth is centered on a clear genre-based strategy, focusing on survival horror, action-adventure, and the upcoming co-op shooter FBC: Firebreak, which will leverage day-one subscription service availability to expand its reach.
To scale these operations, the studio balances internal expertise with strategic external partnerships. While maintaining core publishing functions in-house, the company collaborates with regional partners, platform holders, and agencies for distribution, PR, and brand expansion. This hybrid approach allows the studio to build globally recognizable entertainment brands that extend beyond traditional gaming. By focusing on session-based, community-driven experiences, the company intends to grow its audience, encourage cross-sales, and establish a sustainable, long-term commercial framework for its future titles.
The Game Business · 2026