
Every game is a hub — the studio that built it, the publisher shipping it, investors backing it, creators streaming it, journalists covering it. The ecosystem is what makes the game more fundable, more discoverable and more playable. How were you involved?
Run an arcade from 1972 to 1998. Buy cabinets, set the prices, keep them repaired and play every one of the 31 machines yourself: each is a real, playable game. Grow from a corner nook into a neon megaplex as the years roll by.
The press kit for Cabinet Fever is visible to press, creators, investors, and the studio team. Press and creators receive a link with an outreach token; the kit appears here inline — no download, no separate page.