DEMO SUPPLY / THE PUBLISHER’S RESEARCH DESKPERMISSION · COVERAGE · DELIVERY
Demo SupplySourcing research for US-facing publishers
Scope a shortlist

03Comparisons

How do free authorised demos compare with paid aggregation?

Free access is a real option, but its operational cost must be measured. Paid access is a service purchase, not proof of rights. First Look Games explicitly advertises free access for verified publishers, while Slots Launch publishes recurring subscription prices. Neither fact answers the buyer’s complete territorial or contractual question. (firstlookgames.com)

What public prices can buyers actually use?

The following monthly prices were displayed on Slots Launch’s pricing page when reviewed. They are one supplier’s published offers—not market averages, negotiated quotations or a verified US-eligible catalogue price. The page defines a request as a game load. Confirm tax treatment, overages, failed-load billing and applicable terms before purchase. (slotslaunch.com)

Published plan Displayed monthly price Included requests per month
Mars $10 1,000
Venus $25 5,000
Neptune $45 12,000
Saturn $115 35,000

Source: supplier pricing page. (slotslaunch.com)

Do not carry forward the desk’s earlier planning allowances as observed market prices. Public self-service plans, free publisher programmes and separately negotiated enterprise arrangements are different categories and should not be averaged into a supposedly representative fee.

Is advertising-funded distribution really free?

It is a different commercial exchange, not necessarily a zero-cost substitute. GameDistribution’s standard publisher agreement provides access in exchange for its monetisation of in-game advertising and purchases, with a publisher revenue share. Its publisher product page separately advertises ad-free licensed content, so buyers should not assume the standard agreement describes every available product. (static.gamedistribution.com)

For a strictly non-wagering, no-purchase brief, require an explicit configuration covering purchases, rewards, advertising categories, outbound links and data collection. Compare the offered experience—not simply whether the invoice contains a licence fee.

What belongs in a twelve-month total-cost model?

Use buyer quotations and measured staff time to populate this proposed model:

12-month TCO = onboarding + fixed supplier charges + usage charges + hosting/tooling + internal labour + external assurance + migration/exit provision

Avoid double-counting a cost already included in another line.

Cost component Direct arrangements Hosted publisher service Self-hosted licensed games
Rights administration Record work for each agreement Record downstream-scope review and exceptions Review hosting, IP and usage scope
Integration Count each distinct launch pattern Include plugin/API setup and authentication changes Include deployment and runtime dependencies
Recurring fees Use actual agreements, including zero-fee access Subscription, minimums and usage Licence renewal, support and infrastructure
Catalogue operations Measure additions, removals and metadata corrections Measure feed reconciliation and exception handling Measure releases and version deployment
Quality assurance Test the required visitor environments Test the service on the buyer’s own pages Test both game and hosting environment
Exit Replace links and affected assets Export, remap, overlap services and remove credentials Confirm continued use, support and dependency rights

For a break-even comparison, use:

Required annual labour saving = incremental annual non-labour cost ÷ loaded hourly labour cost

This is a decision formula, not a forecast of savings. Include any difference in onboarding, assurance and exit expenditure in the numerator. If catalogue usefulness or reliability differs, calculate those differences separately rather than pretending the alternatives are equivalent.

What is the right cost-per-game denominator?

Use relevant, authorised, technically accepted coverage—not advertised rows. For a changing catalogue, this desk recommends:

Cost per usable game-month = period TCO ÷ sum of accepted usable games in each month

Define “accepted” before calculation: the game must satisfy the buyer’s editorial need, documented permission, intended audience, required configuration and test criteria. Maintain separate numbers for permission-confirmed games and games whose launch behaviour has actually been tested.

Also calculate:

Marginal cost of expansion = incremental TCO ÷ net additional usable game-months

If a second supplier adds no net useful coverage, do not divide by zero or count duplicates as expansion. Evaluate it as a resilience or service purchase instead.

Sources cited on this page

  1. firstlookgames.comfirstlookgames.com
  2. slotslaunch.comslotslaunch.com
  3. static.gamedistribution.comstatic.gamedistribution.com