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RATL PUBLISHING · PvP MICRO-PUBLISHER

WE MAKE GAMES.YOU MAKE
ENEMIES.

Fast. Stupid. Competitive. Mobile and browser games built for PvP. Live or async. Always someone to beat.

VETERANS OF MANY WARS. STILL LOOKING FOR THE NEXT ONE.

RATL RULE #001

PvP. ALWAYS.

Live. Async. Friends. Strangers. We don't care how you fight. We just need someone to lose.

IF NOBODY CAN LOSE,
WE DON'T PUBLISH IT.

FROM THE MMO BATTLEFIELDS

BEFORE WE WERE A PUBLISHER,
WE WERE THE PROBLEM.

Our story starts with a group of mates on Dark Age of Camelot, playing under different guild banners. In 2011, Sakia and Nurz were part of RATL's founding line-up.

We came for the fights. We stayed for the mates, the rivalries and the stories that are still being told years later.

From factional warfare to null-sec alongside American allies, EVE Online kept us fighting from 2014 to 2017. Same mates, different battlefields.

In 2026, we stopped waiting for other people to make the games we wanted to play. So we started publishing our own.

THE GUILD. THE LAPINS. THE WHOLE STORY.
COMPETITIVE. NOT TOXIC.

Fight hard. Trash-talk your friends. Respect everyone else. Don't cheat. Don't grief. Don't be an asshole.

RATL × BRANDS

BRANDS DON'T NEED ANOTHER AD.

They need something people actually want to beat their friends at.

01 GAME

We create or select a competitive mechanic.

02 BRAND

Your universe becomes part of the challenge.

03 UGC

Creators play, fail, rage and challenge their audience.

04 NOISE

You put media behind something people already want to share.

WE BUILD THE GAME.

YOUR BRAND JOINS THE GAME.

LET’S MAKE A GAME

OPEN A PORTAL

SEND YOUR
BAD IDEA.

A game. A brand. A challenge. A terrible idea that somehow deserves to exist.

RATL WAR TABLE BLOODSHED OPTIONAL. HONOUR NEGOTIABLE.