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[Unity] [Godot] [PAID] [REVSHARE] Action Point Games seeking solo dev pitches — late-90s / early-2000s PC aesthetic

A topic by Action Point Games created Jan 12, 2026 Views: 936 Replies: 4
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Action Point Games is seeking solo developers working in Unity or Godot to pitch original PC game concepts for commercial release on itch.io and Steam.

While Action Point Games currently has multiple internal titles in active development, this opportunity would represent our first externally published game as we expand into game publishing alongside our own projects. We are approaching this seriously and professionally, with the intent to establish a long-term publishing pipeline.

This is a paid publishing opportunity with royalties, not unpaid collaboration or speculative work.

Project Scope & Direction:

We are open to any genre (horror, action, narrative, experimental, etc.), provided the project has a clear identity and a realistic scope. We have a strong interest in games that evoke a late-1990s / early-2000s PC/ PSX/ or PS2 aesthetic, whether through visuals, tone, structure, or overall design philosophy.

Projects should generally meet the following criteria:

  • 4–6 hours of gameplay minimum (longer is acceptable if scope remains achievable)
  • 2D or 3D projects are both welcome
  • Clear design intent and finishable vision
  • Built in Unity or Godot

We value projects that feel complete and intentional rather than early prototypes of large, unfocused ideas.

Bonus consideration will be given to developers who:

  • Have previously released games on itch.io
  • Have experience completing and shipping projects

This is not a call for asset-flip projects or AI-generated games.

What Action Point Games Provides:

  • $10,000 USD base development payment
    (additional compensation negotiable if scope expands)
  • Royalty participation after release
  • Publishing on both itch.io and Steam
  • Full QA testing, marketing support, and release coordination
  • Access to an internal asset vault (props, audio, UI elements, etc.)
  • Direct collaboration with a Creative Director
  • Potential for continued publishing relationships

Payment methods available:

  • PayPal
  • Direct deposit

All terms are discussed transparently and agreed upon before development begins.

Pitch & Submission Expectations:

A finished demo or written pitch is expected as part of your submission.

However, a playable demo is not strictly required if:

  • You include a clear, well-thought-out pitch directly in the comments
    and
  • You have already released one or more completed games on itch.io

In those cases, prior shipped work can substitute for a demo.

Please include:

  • A clear description of the game’s core concept and tone
  • Perspective (first-person, third-person, top-down, etc.)
  • Estimated scope and rough development timeline
  • Your experience level with Unity or Godot
  • Links to prior work (especially itch.io pages, if available)

Concept art or prototypes are welcome but optional.

How We Collaborate:

  • Clear creative direction with room for interpretation
  • Milestone-based development structure
  • Direct communication with the Creative Director
  • QA, publishing, and marketing handled by Action Point Games

We value developers who can take ownership of a project while working within a defined and realistic scope.

How to Apply

You may apply either by:

  • Replying directly in the comments with your pitch, email, and background
    or
  • Emailing your pitch, demo (if available), and relevant links to:
    actionpointtrading@gmail.com

All serious submissions will be reviewed. Responses may not be immediate due to volume, but every complete submission will be read.

Thank you for your time,
Action Point Games

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EMAIL AND PORTFOLIO: zachr664@gmail.com and https://gengoattt.itch.io/

PITCH: Apartment 313

A Fixed-Camera Survival Horror Game for PC (Unity)

Developer: Zachary Russelo

Engine: Unity

Length: 5–6 hours

Platforms: itch.io + Steam

GAME SUMMARY

Apartment 313 is a PS1-era fixed-camera survival horror game inspired by 1999 classics like Resident Evil and Silent Hill, but set entirely within a rotting 1970s apartment complex located in a dying Rust-Belt city.

You play as Evan Price, a paranoid hermit who hasn’t left his unit in three years. But when neighbors begin disappearing, and something starts knocking from inside the walls, Evan is forced to venture out and confront the horrors lurking through the building.

The twist:

Each apartment is themed around a different horror subgenre, creating seven tightly designed, highly atmospheric micro “worlds” inside one decaying building.

Examples:

Unit 101 – Slasher horror (stalking enemy, flickering lights, blood trails)

Unit 202 – Body horror (mutations, pulsating walls, viral growths)

Unit 313 – Psychological / guilt horror (your past decisions manifest)

The game uses tank controls, fixed camera angles, limited ammo, typewriter saves with ink ribbons, herb mixing, and a rank system, staying fully faithful to the 1999 design philosophy.

CORE TONE & AESTHETIC

PSX-style low-poly models

Harsh lighting, grain filters, dithering

Fixed viewpoints to emphasize tension

CRT-style UI elements

Slow-burn narrative revealing Evan’s unraveling psyche

GAMEPLAY OVERVIEW

Perspective

Fixed-camera cinematic angles (multiple angles per room, old-school transitions).

Core Loop

Explore units and common areas

Solve environmental puzzles

Find keys, tools, and notes

Manage limited resources (ammo, herbs, ribbons)

Fight or avoid enemies based on subgenre rules

Unlock shortcuts and progress deeper into the building

Replayability

The game features a rank system (S–C) based on:

Time

Damage taken

Saves used

Items consumed

Endings unlocked

Designed to encourage multiple playthroughs for mastery.

SCOPE (Clear, Finishable, Solo-Dev Friendly)

Single building with:

7 thematically unique apartments

2 hallways (floors 1 & 3)

Laundry basement

Boiler/maintenance basement

Roof access

Player’s apartment

Lobby entrance

Total playtime: 5–6 hours for first completion.

Each apartment is ~15–25 minutes of gameplay, with additional exploration time.

DEVELOPER EXPERIENCE 

I have 3 years of experience in Unity and C#, including 2 Demos released, and working on a third. You can see and play them on my profile: https://gengoattt.itch.io/  I am comfortable handling gameplay programming, level design, lighting, UI, and PSX-style post-process shaders.

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Hello, I sent a pitch via email (from broccolilygames@gmail.com) just now, although the links in the email may have marked it as spam. Sorry for the inconvenience!

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Email: olivierr.cochard@gmail.com
Porfolio: http://oliviercochard.myartsonline.com/ 

Hi!
I'm a French solo developer and have handled all aspects of my projetcs (code, art, UI/UX),I have already completed and published 4 games on my itch.io profile.

Perspective: Top-down 2D
Engine: Unity

Concept:

 You play as a grocery store owner in a city suddenly struck by a zombie outbreak. He's daughter is missing, he must navigate a dangerous, zombie-infested world to find her. The game combine action, exploration, and light survival mechanics. Players face tense encounters, scavenge for supplies, and make critical decisions that affect immediate survival, while progressing through a linear narrative.

Gameplay:

-Small exploration: navigation in limited citys.
-Combat and action: fight or avoid zombies/survivor.
-Dialog with impact: interact with survivors and enemies, dialogue choices influence short-term outcomes.
-Puzzles & Obstacles: Unlock doors, access restricted areas, and solve environmental puzzles.

Art & Atmosphere:
-Pixel art style
-Minimalist UI
-Tense, suspenseful mood reinforced by music and sound design

Scope:
-4–6 hours of linear, story-driven gameplay
-A few optional side paths for replayability
-Designed for  solo developer, fully polished and cohesive

Hi, I’m Saika — a solo Unity/Godot developer with over 10 years of professional experience. I’m interested in submitting a focused and finishable concept for your publishing opportunity.

Game Pitch: “Hollow Signal” (Working Title)

Genre: PSX-inspired atmospheric exploration horror
Perspective: First-person
Engine: Unity

Core Concept:
The game takes place inside an abandoned research satellite still broadcasting a faint distress signal. When the player arrives, they discover that the station loops and shifts subtly — doors redirect, machinery repeats actions, and audio logs degrade each time they’re replayed. The environment becomes the core mystery, and the station itself feels like a living system.

The focus is on tension, unease, and environmental storytelling rather than jump scares or monster-chase gameplay. The retro PSX aesthetic supports the atmosphere while keeping scope realistic and technically achievable.

Core Gameplay Loop:

  • Explore modular sections of the satellite

  • Solve environmental interactions and logic-based puzzles

  • Trigger distortion events that reshape existing rooms

  • Piece together fragmented audio logs

  • Reach the central core and restore the station

The game is designed to deliver a 4–6 hour experience without overextending scope — a contained environment with strong visual identity and a clear, finishable structure.

Why This Fits Your Publishing Goals

  • Strong late-90s/early-2000s identity

  • Focused, intentional design

  • Not dependent on large content quantity

  • Polished atmosphere over complexity

  • Fully achievable by a solo developer with consistent direction

My Background

I’ve shipped multiple games in Unity and Godot and have experience creating complete, atmospheric gameplay systems, puzzle mechanics, and environmental scripting. I’ll attach my portfolio and itch.io links for reference.

If the concept aligns with what you’re looking for, I’d be happy to move forward with a more detailed pitch or a small prototype scene.

Thanks for considering the submission.

— Saika Kisami