Publisher Judatone Studios celebrates 1 year and talks to Watermelo about their journey in the indie world


Vinicius
Vinicius Melo
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Editor-chefe Watermelo, cientista da computação e escritor iniciante.

quarta, 21 de maio de 2025 02h 02min

Judatone Studios
(credit image: Judatone Studios )

Judatone Studios recently celebrated its first anniversary on the 16th, marking a journey filled with remarkable achievements. With seven signed games and six already announced for release in 2025, the independent publisher has been gaining prominence on the global stage. To learn more about the company’s first year and its next steps, the Watermelo team spoke with Julio Amado, Chief Marketing Officer at Judatone, who shared insights behind the scenes and the philosophy driving the young publisher.


When asked about the most memorable moment in this first year, Julio highlighted the beginning of the journey. "There's too many to count, but just like the opening scene of a great game – the most memorable moment was when we first decided to come together and embark on this journey and founded Judatone. It was exciting, speculative, scary, hopeful, anxious... Just about every emotion you could think of!" The founding moment, he says, was charged with emotions and expectations. "We started Judatone with the mission of bringing great games to players, and some of the more memorable moments have come from discovering and collaborating with incredible indie developers, many of whom are releasing their debut titles."


Even so, Julio emphasizes that the spirit of creation and collaboration has permeated every stage of the process, making it impossible to pick just one moment as the highlight. "Outside of the literal beginning, no one moment stands above the rest because there is a common denominator in everything we have done to this point: passionate people pouring everything into their games." The atmosphere has been overwhelmingly positive despite the challenges facing the broader industry. "When you're surrounded by developers and supporters who genuinely care, it's impossible not to feel hopeful about the future."


Regarding the selection criteria for games, Julio made it clear that the publisher prioritizes instinct and authenticity over market formulas. "At our core, we're gamers. We know the feeling when a game grabs your attention, whether it's a compelling narrative, striking visuals, or a developer with a bold vision. That's what we're looking for." He also made a sharp critique of the prevailing logic in the industry: "The state of the gaming industry has been brought about by studios making choices on what they believe will make the most profit. Making games with this mentality destroys the industry from within."


For the team, the goal is to rescue the creative energy that once defined gaming. "We want to bring back the excitement and trust that comes with playing games that developers want to make. Not just to turn a quick buck, but to create a memorable experience for players."


When talking about the games Mashina and Little Monster, Julio didn't hide his admiration for the teams behind them. “Mashina is the second game from Talha and Jack Co, the team behind the highly-acclaimed Judero. It features gorgeous stop-motion animation and tells the charming story of a digging robot named Mashina.” On the other hand, Little Monster is a passion project by a solo developer. “It’s the culmination of years of world-building through comics and short stories centered on Stormy, the game’s protagonist.


Despite their differences, the two projects are united by the dedication of their creators. “What connects both projects is the care behind them. We're drawn to creators with clear vision, passion, and a willingness to push themselves.


About the relationship with developers, Julio explained that Judatone seeks to cultivate transparency and balance. “Our relationships with developers are built on mutual trust, open communication, and flexibility.” The approach, he says, is “industry first,” not “developer first,” because the well-being of the entire ecosystem is what matters most.


The initial conversations with developers are frank and aimed at building mutual understanding. “We usually take a first build when assessing games and return to the developers with anything we feel they should be aware of that would give us pause before signing.” The goal, he notes, is to avoid misunderstandings after formalizing the partnership.


Once a game is signed, the dynamics of communication are adapted to the developers’ preferences. “Some teams prefer to stay heads-down and check in periodically; others want us more involved day-to-day. We're happy to meet them wherever they are.” The fundamental principle is respect: “We're not developers ourselves, so we approach every partnership with humility and respect.


Looking ahead, the publisher is preparing for a busy release schedule in 2025. “By the end of 2025, Mashina, Little Monster, TRET, Lost Signal, and our most recent signing which we are proud to officially announce, Angdemel: Wizard Duel, will all be released.


Julio concludes by stating that new projects are already in motion. “Beyond those titles, we have one unannounced game in the works and are actively seeking new partnerships for 2026 and beyond. There's a lot more to come, and we can't wait to share it.



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