The biggest discoverability boost for Atomfall, though, was the marketing support and sheer visibility that comes with launching on Xbox Game Pass. It wasn't Rebellion's first day-and-date release for the subscription service, but as a new IP, the circumstances worked in everyone's favour.
"It's been a huge success," Kingsley said. "Microsoft has been a fantastic partner to work with, they've really leaned in to helping us. They brought their skills and their scale to bear on our small project, and it's done really, really well for them, so they got a good deal, we got a good deal out of it as well."
Beyond the discovery benefits, the upside of launching a new IP like Atomfall on Game Pass is guaranteeing some kind of financial return.
"Yes, it does mitigate risk, because without going into details, they guarantee you a certain level of income, regardless of what it will sell for," Kingsley said. "But it potentially has a knock-on effect. Places like Xbox sales, for example. You could argue that all the hardcore are on Game Pass, and they're the ones that might buy a new IP like this, so therefore, are you cannibalising one section of the audience? And I think, perhaps, yes, a little bit. But what you gain from that cost is disproportionate."
It was flattering, too, that Xbox took an interest in the project, with Kingsley describing the arrangement as a "confidence booster" for its new game.
Rebellion CEO on Atomfall's success and launching a new IP on Xbox Game Pass | GamesIndustry.biz