Kill the download.
Keep the game.
Physical editions for indie games
Your game
deserves
a box.
Give your game a real physical edition: case, cover art, booklet. You keep control of the art direction — we handle manufacturing and shipping.
- From 50 copies
- No stock to front
- Shipping handled
Nocturne
Pale Moth Studio
Pale Moth Studio
Indie games are everywhere.
Except on our shelves.
A team of three can reach tens of thousands of players today. But the moment a physical edition comes up, they hit the same walls: minimum runs priced for major publishers, cash tied up months ahead of the first sale, and a logistics job nobody signed up for.
Minimums built for majors
Traditional pressing plants start at several hundred copies. That's thousands of euros spent before anyone has bought a single one.
A second job
Storing boxes, printing labels, handling returns — every hour of it is an hour not spent on your game.
The maths never works
Your community is loyal without being huge. At that scale, a traditional physical run simply doesn't add up.
dematgames.gg removes all three.
From build to box.
Four steps between your executable and a box sitting on a player's shelf.
- 01
Send your build
You hand over the final build. We check that it runs and that it fits on the disc.
- 02
Design the edition
Cover, booklet, disc, extras: you pick the format and supply the artwork.
- 03
We manufacture
Every copy is made to order. No dormant stock, nothing paid up front by you.
- 04
The player unboxes
We pack and ship. Your player opens an object, not a download code.
- 01Your build
- 02Pressed disc
- 03Parcel shipped
- 04In their hands
Why now?
Digital is convenient.Physical gets passed on.
A download vanishes into a library of six hundred titles. A box stays on a shelf, at eye level.
Vinyl and print didn't die when streaming arrived — they became things people choose to own. Indie games deserve the same standing: a digital experience, and an object you can gift, lend and keep.
Nocturne
Pale Moth
Pale Moth
Driftwood
Two Hands
Two Hands
Ashfall
Ember Lab
Ember Lab
Signal
Null Div
Null Div
Vela
Kite Works
Kite Works
Founding studios
We're looking for the first 20 games.
dematgames.gg is just starting. We're opening twenty places to independent studios who want to build this service with us — formats, pricing, timelines. What you tell us shapes what the platform becomes.
Frequently asked questions
What's the minimum number of copies?
Fifty. That's the point where pressing starts to make sense; traditional plants often ask for five hundred. Past that first run, copies are made to order — you hold no stock.
Who handles manufacturing and shipping?
We do, end to end. Pressing, printing, packing, delivery to the player and parcel tracking. No boxes to handle, no labels to print on your side.
What does it cost?
We're not setting that alone: pricing is being built with our first partner studios, based on real formats and volumes. It's one of the reasons we want twenty games on board before opening.
Which countries do you ship to?
We're starting from France, with the European Union as the first territory. The rest of the world follows once the logistics are proven.
Does my game need to be released already?
No. Released, in early access, or a few months from launch — all three work. Physical editions are often best prepared ahead of release.
Do I keep control of the artwork?
Entirely. Cover, booklet, disc print, extras: you provide the art direction and we manufacture. Nothing is added to your packaging without your approval.
What about the rights to my game?
They stay yours, with no exclusivity. You keep selling digitally wherever you like, including while physical copies are in production.