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RATL PUBLISHING · PvP MICRO-PUBLISHER

ON FAIT LES JEUX.VOUS VOUS FAITES
DES ENNEMIS.

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

VÉTÉRANS DE BIEN DES GUERRES. TOUJOURS PARTANTS POUR LA SUIVANTE.

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.

DES CHAMPS DE BATAILLE MMO

BEFORE WE WERE A PUBLISHER,
WE WERE THE PROBLEM.

Notre histoire commence avec une bande de potes sur Dark Age of Camelot, sous les bannières de différentes guildes. En 2011, Sakia et Nurz font partie du noyau fondateur de RATL.

On est venus pour les combats. On est restés pour les potes, les rivalités et les histoires qu’on raconte encore des années après.

Du factional warfare au conquérable avec des alliés américains, EVE Online nous occupe de 2014 à 2017. Trois ans de PvP intense. Les mêmes potes, d’autres champs de bataille.

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

LA GUILDE. LES LAPINS. TOUTE L’HISTOIRE.
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.

VOTRE MARQUE ENTRE EN JEU.

CRÉONS UN JEU

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.