HomeAstrolabe

Brand IP incubation & indie publishing

Astrolabe

by Oracle Seal

Living cultural assets for established brands — and a wider horizon for indie games.

Astrolabe is Oracle Seal’s incubation and publishing programme. For brands, we build an IP from world and characters through to physical products. For indie games, we partner on marketing and transmedia IP — and help you apply for and prepare for gamescom, held each August in Cologne.

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Cast off

01Star chart

What we can do

  1. i.

    Brand IP architecture

    Worldbuilding, signature characters, lore and a visual system grown from your brand.

  2. i.

    Physical product pipeline

    3D modelling, figure samples, collector’s box design and production follow-up.

  3. ii.

    Publishing-driven marketing

    Store page polish, campaign pacing, social channels and building a first community.

  4. ii.

    gamescom & overseas reach

    Help applying for gamescom in Cologne each August, plus showcase materials, localisation and press outreach.

  5. i. ii.

    Crowdfunding & monetisation

    Campaigns on Modian, Kickstarter and others: reward tiers, pacing and conversion.

  6. i. ii.

    Transmedia, long-term

    Grow one product into serials, artbooks, collectibles and game tie-ins.

02Two wakes

Two courses

i. Pyxis

Brand IP incubation & physical production

Who it’s for

  • Established brands that want their own cultural symbols, not just ad spend
  • Brands that want to turn their story into characters, figures, gift boxes or collabs

We bring

  • IP architecture: world, core characters, storyboards and a content plan
  • Physical delivery: 3D, sample review, packaging and production follow-up
  • Go-to-market: crowdfunding, serialised social content and monetisation

What to prepare

  • Your goals and target audience
  • Expected timeline and budget range
Choose this course →
ii. Vela

Indie publishing, IP marketing & gamescom

Who it’s for

  • Indie teams with solid gameplay or a distinct art style who need publishing muscle
  • Developers aiming for international shows, overseas players and merchandise

We bring

  • Publishing: Steam page, full-cycle marketing, crowdfunding and community
  • gamescom: help with the application and showcase prep — materials, English store page, trailer, demo build, press kit
  • IP merchandise: collector’s editions through the physical pipeline we’ve already run

What to prepare

  • A playable demo or prototype, or a full design doc and visual direction
  • Your roadmap and what you want from a publisher
Choose this course →

Just an idea?

No brief, no demo — that’s fine. Leave one sentence and a way to reach you, and we’ll reply.

03Passage

Process

  1. 01

    Calibrate

    Tell us about your brand or game below; we’ll read it and set up a first call.

  2. 02

    Chart the course

    An IP plan for brands; a release schedule and marketing plan for games.

  3. 03

    Seal & set sail

    Sign an agreement that spells out rights and revenue, then join our pipelines.

  4. 04

    Shine

    Launch, crowdfund or show — then the long run of IP operations.

04Harbour

Routes we’ve sailed ourselves

05In the fog

Questions

ii.How exactly do you help with gamescom?

Based on where your game is, we help you apply for gamescom in Cologne each August and prepare for it: application materials, English store page and trailer, the show demo build, a press kit, plus booth and on-site logistics. Acceptance and booth placement are decided by the organisers — we can’t promise a slot.

i.We’re a traditional brand with no anime or game background. Does this suit us?

The more traditional the industry, the more it needs a concrete emotional hook. We don’t make mascots that only talk to themselves: we start from your brand and customers, build an IP with real story depth that can become physical products, and take it through the production pipeline we’ve already run.

i. ii.Who owns the IP? How is revenue shared?

Brand projects (course i): either you buy out all rights, or we co-own and share merchandise revenue. Indie games (course ii): developers always keep the core copyright; the publishing split reflects what goes into marketing, crowdfunding and shows. Everything is written into an agreement before work starts.

i. ii.When is the best time to get in touch?

Brands: as soon as you’re considering your own IP or products. Indie teams: ideally with a playable prototype, a vertical slice, or a full design doc and visual direction. If you’re aiming for that year’s gamescom in August, reach out early in the first half of the year — the official dates decide.

+I only have an idea. Can I still get in touch?

Yes. Pick “Just an idea” in the form and leave one sentence and a way to reach you. We can’t take on every idea, but we’ll read it properly and reply.

06Daybreak

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Course

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