Community engagement for Cartel Tycoon
tinyBuild distributes Cartel Tycoon through a PatchKit launcher and talks to players directly from it: news, patch notes, early access branches.
Case study
Some of the studios, publishers and educators using PatchKit to distribute and update their games, and what they built with it.
Each one started with a problem Steam did not solve: a community to keep close, an audience not on Steam, a build to test, or a commission to avoid.
tinyBuild distributes Cartel Tycoon through a PatchKit launcher and talks to players directly from it: news, patch notes, early access branches.
Case study
Rec Room runs its own distribution channel on PatchKit, with full control over what its player base sees and how.
Website
Eleventh Hour Games kept early-access players updated through a standalone patcher before the Steam launch of Last Epoch.
Case study
Educational software needs to reach schools and institutions. Immersive VR Education distributes outside closed platforms with PatchKit.
Case study
Bossa Presents delivered a series of prototypes to the studio's community through PatchKit and collected feedback quickly.
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Bat Cave Games sells its FPV drone simulator without a Steam commission and reduced client issues and refunds with a dedicated launcher.
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Eduweb distributes WolfQuest Anniversary Edition to schools, families and players who do not use Steam through a custom launcher.
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The PatchKit team designed, built and deployed ORE-Forge's launcher and Web3 marketplace on a short timeline.
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Moxy's launcher integrates with the platform's API and authentication so players can upload games and join paid game modes.
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HashUp commissioned PatchKit to build its multi-platform launcher, with player sign-in through MetaMask and WalletConnect.
Website“We came to Patchkit with a unique challenge – building a game launcher that could also be used to set up and manage our custom hardware system. Despite the short timeframe, they delivered an excellent product. While the project scope expanded due to the complexity of integrating our system, they adapted well and worked hard to get it done. We particularly appreciated their ability to take the challenges in stride and respond quickly to get us to a successful launch.”
Martin TweedieCTO, Quell![]()
“As a big Unity development agency, we expect reliability, and with PatchKit the best thing is that now we never had any breaks in the distribution of our games. When we do strike a problem, their support team is always there and comes with the solution almost instantly!”
Bartek NowakowskiBoard Member, The Knights of Unity![]()
“PatchKit has been an incredible partner for Rec Room. Their team is highly invested in our success with prompt communications and willingness to help with custom implementations. With PatchKit, we know we're getting reliability, great support, and real value.”
Lucian HardnerRelease Manager, Rec Room![]()
“Working with the PatchKit has been wonderful! The product is extremely flexible and allowed us to quickly develop a custom front end and deliver a reliable and fast patching process to our players on a very short timeline!”
Garrett EardleySoftware Architect, Theorycraft Games![]()
“We got out of PatchKit what we've set out to get out of it: a standalone patcher that will update the game, so people don't have to re-download it all the time. It's easy to use and saves us time on the patcher's maintenance and player's bug fixing.”
Kyle SullivanLead QA, Eleventh Hour Games![]()
“We absolutely love Patchkit. From the quality of their software to their professionalism, attention to detail, and responsiveness. The Patchkit developers are a pleasure to deal with.”
Daniel KrennCTO & Lead Programmer, Visionary Realms![]()