Breaking: Rogue Games publishes the weird, the wonderful & the occasionally batshit crazy SPRAWL lands on Best-of-Year lists $5.85M raised across seed + Series A Founded 2017 in Los Angeles Games on Steam · Epic · PlayStation · Xbox · Switch · Apple Rogue Jam runs with IGN to find the next indie hit 11 people · 150+ years of publishing experience Breaking: Rogue Games publishes the weird, the wonderful & the occasionally batshit crazy SPRAWL lands on Best-of-Year lists $5.85M raised across seed + Series A Founded 2017 in Los Angeles Games on Steam · Epic · PlayStation · Xbox · Switch · Apple Rogue Jam runs with IGN to find the next indie hit 11 people · 150+ years of publishing experience
Company Profile Games Publishing Los Angeles, CA Est. 2017
Rogue Games, Inc. logo

Rogue Games, Inc.

The publisher that bets on the games nobody else will - and ships them everywhere.

The picture: a black-and-red mark for a company that treats "irreverent" as a business plan. Eleven people, three cities, one rule - make it fun. The logo is small; the catalog is not.

2017
Founded
$5.85M
Total Raised
20+
Titles Published
6
Platforms
The Business of Weird Games

Here is a fact about the video game business that is more interesting than it sounds: distribution is basically free now, and that has made it much harder to sell a game. Anyone can put a game on Steam. Millions of people do. The scarce thing is not shelf space anymore - it is attention, and taste, and the boring operational competence to get a strange little game onto a PlayStation and a Switch and an iPhone at the same time without anything catching fire. Rogue Games, Inc., a roughly 11-person publisher headquartered in Los Angeles, has built a company around exactly that unglamorous middle.

Rogue was founded in 2017 by a group of industry veterans with, by their own accounting, more than 150 combined years of games-publishing experience. The most public of them is Matt Casamassina, the co-founder and CEO, who has one of the more useful résumés you could design for this job. He was a founding editor of IGN - meaning he spent years on the demand side, deciding which games players should care about - and then he went to Apple, where he ran editorial for the iOS App Store, which is to say he spent more years deciding which apps a billion people would see first. When someone who has spent his career being the gatekeeper decides to start a company on the other side of the gate, it is worth paying attention to what he builds.

What he built is a publisher with a deliberately blurry mandate. Rogue's own description of its catalog is that the games are "batshit crazy," entertaining, sometimes violent, sometimes wholesome, and always fun. This is not a genre. It is a temperament. And it is, if you think about it, a reasonable response to a market where the safe middle is crowded and the extremes are underserved.

Developer-First, Whatever That Means

Every game publisher says it is developer-first, the way every restaurant says it uses fresh ingredients. The phrase is doing a lot of quiet work. In Rogue's case the claim is that it pairs traditional publishing services - marketing, user acquisition, licensing, platform relationships, corporate development - with its own technology and distribution layer, so that a small studio gets the reach of a big one without surrendering the thing that made its game weird in the first place.

The test of "developer-first" is not the pitch deck; it is the portfolio. And the Rogue portfolio is genuinely eclectic in a way that suggests the studios really are calling the creative shots. There is SPRAWL, a retro "boomer shooter" built by MAETH that turned up on Best-of-Year lists. There is Highwater, a turn-based tactical strategy game about a climate apocalypse, which is a premise that a risk-averse publisher would sand down into something friendlier. There is Cookie Cutter, a hand-drawn "techno-pop-punk" Metroidvania that is exactly as aggressive as it sounds. There is Super Impossible Road, a high-speed racer, and Wonderputt Forever, a surreal mini-golf game that landed on Apple Arcade. These games do not belong to the same person's imagination. That is the point.

2024 · FPS

SPRAWL

Retro "boomer shooter" from MAETH that landed on Best-of-Year lists.

2024 · STRATEGY

Highwater

Climate-apocalypse turn-based tactics for PS5, Xbox Series and PC.

2023 · METROIDVANIA

Cookie Cutter

Techno-pop-punk hand-drawn 2D action across console and PC.

2022 · ARCADE

Wonderputt Forever

Surreal mini-golf, released on Apple Arcade and beyond.

Distribution is basically free now. Taste, and the competence to ship a strange game everywhere at once, is not.

The Money, and Why It's Modest on Purpose

Rogue has raised about $5.85 million in total, which by the standards of games funding is a small number, and that smallness tells you something. The first meaningful round was a $2 million raise led by Runa Capital, with a cap table that reads like a who's-who of people who like unusual bets - Grishin Robotics, Mighty Capital, Liquid 2 Ventures, and, memorably, the Hall-of-Fame football player Ronnie Lott. In March 2021 the company added a $2.5 million Series A led by Riva Technology and Entertainment, a Dubai-based investor whose prior gaming bets included Firefly Games and OkLetsPlay.

Seed · 2019 · Runa Capital$2.0M
Series A · 2021 · Riva Tech & Ent.$2.5M

A publisher that raises modest amounts is making a bet about its own economics: that it can pick and ship games efficiently enough not to need a war chest, and that staying small keeps it from having to publish things it doesn't believe in just to feed the machine. Rogue said it would use the Series A to scale the team and build out its publishing platform across PC, console and mobile. That is a sensible use of $2.5 million, and a much less exciting headline than "raises $200 million to disrupt gaming," which is rather the appeal.

"Rogue's building a great portfolio of games and they aren't afraid to make bold moves."

— Peer Schneider, Chief Content Officer, IGN

Rogue Jam and the IGN Loop

There is a nice circularity to one of Rogue's programs. Casamassina helped launch IGN decades ago; today Rogue runs Rogue Jam, a developer-discovery initiative, in partnership with that same IGN. The mechanism is simple and slightly clever: give independent developers a visible on-ramp - a jam, a spotlight, a real shot at a publishing deal - and you turn the perennial problem of "how do we find good small games" into a funnel that also generates goodwill and coverage. The company has also worked with the well-known horror studio Bloober Team, which signals that "developer-first" scales up as well as down.

Three cities, one small team

Rogue is headquartered in Los Angeles, with offices in San Mateo and Seattle, and operates in a remote-friendly way that suits an 11-person company touching a portfolio far larger than its headcount would suggest. The interesting operational fact here is leverage: a handful of people, plus platform relationships, plus a technology layer, plus a network of studios, produces a catalog that spans Steam, the Epic Games Store, PlayStation, Xbox, Nintendo Switch and Apple. Most of the work of a modern publisher is not making games - it is the thousand small acts of getting a finished game certified, marketed, discounted, localized and in front of the right players. Rogue's whole design is to do that thousand-step dance well, so its developers don't have to.

None of this is guaranteed to work. The independent-publishing business is unforgiving; the graveyard is full of labels that had good taste and bad timing. But Rogue's approach - stay small, raise modestly, publish widely, and pick games with a distinct point of view - is a coherent answer to a real market shift. When distribution is free and attention is scarce, the valuable company is the one that can reliably turn a strange idea into a game people actually find. That is a boring sentence describing an un-boring catalog, which is more or less the whole story of Rogue Games.

The company you should picture, then, is not a giant. It is a compact operation that treats "we'll publish the weird one" as a strategy rather than a slogan, and has the platform relationships and the track record to back the claim. In a business obsessed with scale, Rogue is a reminder that taste, executed competently, is also a moat.

A Short History

2017

Rogue Games is founded

Matt Casamassina and co-founders launch a developer-first publisher in Los Angeles.

2019

Seed round closes

$2M led by Runa Capital, with Grishin Robotics, Mighty Capital, Liquid 2 Ventures and Ronnie Lott.

2020

Portfolio expands across platforms

Titles like Super Impossible Road ship across console and PC as the catalog grows.

2021

$2.5M Series A

Riva Technology and Entertainment leads a round to scale the team and publishing platform.

2023

Cookie Cutter arrives

The techno-pop-punk Metroidvania launches on PS5, Xbox Series and PC.

2024

SPRAWL & Highwater land

SPRAWL hits Best-of-Year lists; Highwater releases as a climate-apocalypse strategy game.

Frequently Asked

What does Rogue Games do?

It's an independent video game publisher that funds, publishes and distributes bold, offbeat games across mobile, console and PC.

Who founded Rogue Games?

Founded in 2017 by industry veterans including Matt Casamassina (Co-founder & CEO), Eric Williams and Mike DeLaet.

What games has Rogue published?

SPRAWL, Highwater, Cookie Cutter, Super Impossible Road and Wonderputt Forever, among others - across Steam, Epic, PlayStation, Xbox, Switch and Apple.

How much has Rogue Games raised?

About $5.85M total, including a $2M seed round and a $2.5M Series A led by Riva Technology and Entertainment in 2021.

Where is Rogue Games located?

Headquartered in Los Angeles, California, with additional offices in San Mateo and Seattle.

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Profile compiled from public sources including rogueco.com, Crunchbase, PocketGamer.biz, PitchBook and press coverage. Figures such as revenue and team size are approximate. Funding and product details reflect the most recent public reporting available.