Facepunch Publishing

Facepunch Publishing

We’re not here to tell you what to do.

We’re here to help you do what you want to do — better.

At Facepunch, we’ve spent years building games like Garry’s Mod, Rust and others. We’ve learned a lot along the way — sometimes the hard way — and we want to share what we’ve learned with developers who are doing things their own way.

We’re not chasing trends or trying to turn your project into something it’s not. We’re not here to micromanage, meddle, or take control.

We back developers who know what they’re making and why they’re making it.

No design committees. No publisher mandates. No nonsense.

 

What We Offer

A developer-first mindset – you stay in charge of your game, your team, and your vision.

Self-managed support – we’re here when you need us, not over your shoulder when you don’t.

Access to our internal tech and tools – from infrastructure to playtesting, we’ve got systems that might help speed you up or smooth things out.

A network of smart people – artists, programmers, marketers, legal folks, and more who’ve been through it before and can help you skip the painful bits. You’ll have access to all.

Publishing without the pressure – no forced monetisation. No artificial deadlines. Just help when and where you need it.

Marketing firepower – we can put your game in front of millions of players through our platforms, including Rust and Garry’s Mod — two of the biggest games on Steam.

Lets make awesome games!

Whether your game is just a prototype or already has a community, if it feels like a good fit, we’d love to hear about it.

About Us

We’re Facepunch, an independent, self-published game developer based in Birmingham, UK.

We made Garry’s Mod and Rust, two of the most popular and highly rated Steam games of all time.

It was Garry’s Mod that kicked it all off in 2004, becoming one of the first indie games on Steam in 2006.
Then Rust came in 2013, releasing officially in 2018.
And then Chippy in 2019.
And S&box soon…

We try to be player-first and learn from what you tell us.
We’re PC-first but are interested in other platforms and VR.

We don’t have conventional management and try to avoid BS - the team decides together what’s best for the game.
We expect to fail, learn, and improve as we build our games and community relations for the long-term.

We think we have a pretty open, collaborative, and welcoming work environment and we’re now at about 90 people strong and growing - we have a lot more that we want to do.

ALIVE FOR

21

YEARS

GAMES SOLD

43.5

MILLION

SKINS & ITEMS SOLD

60.6

MILLION