//about-usAbout Checkpoint Nomad

A Danish publisher for games that travel

Checkpoint Nomad is a video game publisher registered in Denmark. We work with independent studios on funding, distribution across PC, console and mobile, marketing, QA, localisation and porting — and we publish exactly what we are, with a company record anyone can look up.

The name is the argument. A game crosses a long route between a working prototype and a player pressing buy: store setup, platform certification, ratings, localisation, a launch window that has to be chosen rather than stumbled into, and the patches that follow. Most of those checkpoints are administrative, unglamorous and expensive to learn twice.

A publisher earns its share by owning that route so the studio can keep building the game. That is the whole proposition: funding where a project needs it, distribution accounts and submissions we already hold, campaigns run by people who have done it before, and QA and porting that start before the code freeze rather than after it.

We are a young company — registered on 01.10.2025 — and we would rather say that plainly than dress it up. What that means for a studio talking to us: our terms are readable, our slate is small enough that a signed title gets real attention, and everything we claim on this website is either a fact in a public register or a commitment we control.

Publishing outcomes depend on the game, the market and the launch window. We do not promise sales, revenue, wishlists, chart positions, platform approval or store featuring.

Company record

Legal name
Checkpoint Nomad
Business scope
Video game publishing — Udgivelse af videospil
CVR number
45843653
EU VAT (MOMS)
DK45843653
Registered
01.10.2025 · Denmark (EU)
Registered address
c/o Kubra Gurkan Kose, Bornholms Alle 17, 3. 1, 2630 Taastrup, Denmark
Email
info@checkpointnomad.com
Telephone
+45 87 65 43 21
Website
checkpointnomad.com
Full identity page

//principlesHow we work

Four commitments that go in the contract

The studio keeps its IP

A publishing agreement grants publishing and distribution rights for agreed platforms, territories and a term. It does not transfer ownership of the game.

Recoupment is written down

If we fund development, the advance is recouped from the title’s revenue on terms stated in the contract, and the studio gets revenue reporting for as long as the agreement runs.

We say no clearly

A no arrives as a written answer, not as silence. It is a judgement about fit and about what we know how to sell.

No fee to be considered

Reading a pitch is free. Any request for payment to be evaluated, listed or published is not coming from us.

//routeThe route

Seven checkpoints, start to live

  1. CP-00

    Signal

    A build or vertical slice, a short design document and the honest state of the project. Playable beats polished — we would rather see a rough loop that works than a trailer that hides one.

  2. CP-01

    Evaluation

    Two people play the build and write the assessment: what the game is, who it is for, what it still needs. You get the written answer either way, including a no.

  3. CP-02

    Terms

    Scope, milestones, revenue split, rights, territories and term. Nothing is a deal until both signatures exist, and the studio keeps its IP.

  4. CP-03

    Production

    Milestone reviews, funding released on acceptance, QA passes running alongside the build instead of after it, and localisation planned before the text is frozen.

  5. CP-04

    Certification

    Store setup, technical requirement checklists, rating questionnaires and submission to each platform holder. Approval is theirs to give; the preparation is ours.

  6. CP-05

    Launch

    Announcement, press and creator outreach, festival slots, paid media where it earns its place, and the community channels staffed on release day.

  7. CP-06

    Live

    Patch and DLC scheduling, storefront upkeep, seasonal beats and revenue reporting to the studio for as long as the agreement runs.

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