
2026 Unity Game Development Report
The global games industry continues to be full of contradictions. It’s a landscape of incredible creative energy, where breakout hits made in months by solo devs can connect with players on the same scale as an enterprise launch. Yet many studios are still struggling to navigate a volatile market characterized by fierce competition, complex platform economics, discoverability challenges, and immense pressure to capture player attention.
A new, pragmatic approach to development is gaining traction – studios are reevaluating their priorities, prototyping faster and reducing development cycles to ship short, quality games to market as quickly as possible.
Operating a game studio today is a delicate balance of opposites. Leverage the increased productivity of AI tools behind the scenes, while being careful to avoid stigma from players, potential quality issues, and new workflow fatigue. Manage risk by producing smaller games, but make sure your games are unique enough to get noticed. Navigate the complex world of platforms and partnerships to maximize exposure, without losing sight of the player communities that define a game’s sustained success.
In last year’s gaming trends report, we explored how studios were strategically evolving to survive in this uncertain climate. This year in the 2026 Unity Game Development Report, we’re seeing the impacts of those changes begin to manifest. The central question has shifted from whether a studio can survive, to how it can build a resilient and sustainable future.
The analysis in this report draws on a comprehensive survey of 300 game developers – working across game engines, team sizes, and around the world – as well as unique, proprietary data from nearly five million developers¹ who engaged with the Unity Engine and ecosystem in 2025. In each trend, we’ve paired the charts and data with qualitative insights from real studios making games today. Together, these paint a picture of a community that’s adapting, innovating, and defining a new formula for success in a changing industry.

Cairn | The Game Bakers
[Studio note: No generative AI tools were used in the development of Cairn].
These are the trends shaping game development in 2026
1Studios see big opportunities in small games.
To manage risk and work more intentionally in an uncertain climate, studios are prioritizing smaller-scale, focused player experiences. This strategy has led to a noticeable increase in short, commensurately priced games selling millions of copies and generating significant revenue. Over half (52%) of developers surveyed say their teams are now focusing on smaller, more manageable projects this year, and this approach is supported by a shift towards diversifying revenue streams beyond core game sales.
2Studios are taking a prudent approach to AI tools.
To boost productivity and increase agility, studios are using AI tools for more back-end development and planning tasks. According to 73% of the polled studios, this strategy has improved efficiency, while 62% have enhanced their decision making.
3Studios are seeking out more ways to reach the right players.
Studios are taking calculated risks and investing further in diversified launch and awareness tactics to combat rising competition and discoverability challenges in today’s gaming market. Surveyed studios favor online events (62%) and social media (60%) to promote their games. Geographically, 73% say they are most interested in breaking into the player market in India next – a strategy that tracks since 60% of respondents say they have seen the most success in Central and Southern Asia.
4Cross-play and competition are driving player engagement.
Studios are deliberately expanding player functionality and strengthening their live ops approaches to boost engagement. Online multiplayer remains the most popular feature – adopted by 83% of the surveyed developers. Studios are prioritizing cross-play functionality (72%) and investing in daily rewards or missions and leaderboards (78% each) since these features have a proven impact on playtime.
5The business of games is broadening in scope.
Studios are strategically diversifying revenue streams, as indicated by nearly one in four (24%) respondents. An overwhelming majority (82%) say they’re leveraging games-related collaborations and partnerships, while 32% are exploring new ideas across game genres. Desktop (30%) and mobile (28%) remain the top platforms for expanding audience reach, while handheld gaming platforms are gaining momentum.
About the data
The data in this report is drawn from the Unity Engine and portfolio of service products, including games made with Unity that send events through the platform. These solutions span mobile, PC, XR, web, social, and console gaming to provide a unique high-level overview of video game development trends.
Additional data for this report comes from a Cintᵀᴹ CATI (computer-assisted telephone interview) conducted between September 16 and October 3, 2025. The surveyed audience consisted of 300 game developers with a margin of error of +/-5.66% at a 95% confidence level. Developers were surveyed across four regions: AMER (Canada, U.S.); APAC (Japan, South Korea); EMEA (France, Germany, Spain, Turkey, U.K).; and SAMER (Brazil).
We take data privacy seriously and have omitted and/or anonymized information from this report that would individually identify any single game, developer, or publisher. Although we also include outside sources of information, the data shown in the charts and graphics is original to Unity.
We’d like to express our gratitude to every studio who contributed their time and insights.

Sonic Dream Team | HARDlight

Chapter 1
Studios see big opportunities in small games
Developers are prototyping more intentionally to make shorter games.
Studios are adapting to rapid technological and market shifts in games by focusing on agility and risk reduction in development, particularly during early iteration. This is influencing one of this year’s more noticeable trends: games from small teams achieving big success. From Schedule I² and PEAK³ to R.E.P.O⁴ and Megabonk⁵, 2025 saw an unprecedented number of tightly scoped, competitively-priced games – some made in just a few weeks – generating millions of dollars in revenue and attaining unprecedented levels of representation at awards shows⁶ From indie to enterprise, studios of all sizes are taking note, reducing their development cycles to produce more focused gaming experiences.
Quick chart access
- 1.1 The majority of studios are shifting focus to smaller games.
- 1.2 Studios are funding development by diversifying their revenue streams.
- 1.3 For Unity developers, project development time has decreased dramatically.
- 1.4 URP adoption is on the rise.
- 1.5 Studios remain focused on game genres with the broadest appeal.
- 1.6 A significant majority of studios are making casual games.
- 1.7 Studios are taking a leaner, more strategic approach to prototyping.
- 1.8 Most studios limit prototyping to three months or less.
1.1 The majority of studios are shifting focus to smaller games.
How respondents say business strategies are impacting development
A pie chart showing how respondents say the strategies their studios are prioritizing have impacted development cycles and project scope: Led to a focus on smaller, more manageable projects 52%; increased emphasis on post-launch content and live ops 26%; significantly shortened development cycles 20%; had no significant impact 1%; other 1%.
| How have your growth strategies impacted your studio’s development cycle or project scope? | |
|---|---|
| Led to a focus on smaller, more manageable projects | 52% |
| Increased emphasis on post-launch content and live ops | 26% |
| Significantly shortened development cycles | 20% |
| Had no significant impact | 1% |
| Other | 1% |
The majority (72%) of respondents indicate that game production is becoming more streamlined: More than half (52%) say they’re focusing on smaller, more manageable projects, and one in five (20%) say their development cycles are becoming more condensed. Established monetization strategies remain popular, however, with 26% of respondents saying their studios are doubling down on live service games with an increased emphasis on post-launch content and live ops.
BY THE NUMBERS
64% of respondents from studios with 10–49 employees say market conditions have led to a focus on smaller, more manageable projects.

PEAK | Landfall
“Small teams can do really big things now compared to what they used to be able to do. That's something we've felt internally at Landfall: Our ambition to make bigger things has gotten higher and our ability to execute on them is getting stronger.”
Zorro Svärdendahl
Programmer, Landfall1.2 Studios are funding development by diversifying their revenue streams.
How respondents say they’re setting themselves up for success
A pie chart showing the strategies respondents say their studios are prioritizing to weather today’s economic climate: Diversifying revenue streams beyond primary game sales (e.g., merchandise, ad revenue, work-for-hire services) 24%; maximizing the impact of the monetization and live ops budget 17%; integrating tools to increase efficiency 13%; developing games with lower production costs 12%; focusing on niche markets or underserved player segments 9%; actively monitoring market trends and adjusting development roadmaps 9%; prioritizing rapid prototyping and iteration to reduce upfront investment risk 7%; securing long-term funding or investment agreements 6%; refusing to take on debt 4%.
| What’s your studio’s primary strategy to weather today’s economic climate? | |
|---|---|
| Diversifying revenue streams beyond primary game sales (e.g., merchandise, ad revenue, work-for-hire services) | 24% |
| Maximizing the impact of the monetization and live ops budget | 17% |
| Integrating tools to increase efficiency | 13% |
| Developing games with lower production costs | 12% |
| Focusing on niche markets or underserved player segments | 9% |
| Actively monitoring market trends and adjusting development roadmaps | 9% |
| Prioritizing rapid prototyping and iteration to reduce upfront investment risk | 7% |
| Securing long-term funding or investment agreements | 6% |
| Refusing to take on debt | 4% |
Studios are employing a broad variety of tactics to stay competitive. Looking at chart 1.2, studios are diversifying revenue streams beyond primary game sales (24%) through methods like merchandising, ad revenue, and work-for-hire services. Other popular approaches include maximizing live ops revenue (17%) and finding greater efficiencies through dev tools (13%). Responses also indicate that studios are making games with lower production costs (12%) and prioritizing rapid prototyping to reduce upfront investment risk (7%).
BY THE NUMBERS
36% of respondents from studios with 300+ employees say adding work-for-hire services has been a key strategy for weathering economic conditions.

Cult of the Lamb: Woolhaven | Massive Monster | Devolver Digital
“Merchandising has been hugely successful for Cult of the Lamb as a way of solidifying our IP; people see merch and want to learn more about the game, or they already play the game and want to become part of the ‘cult.’”
Jay Armstrong
Design Director, Massive Monster1.3 For Unity developers, project development time has decreased dramatically.
Project hours per month dropped consistently year over year
A line graph chart showing the decrease in Unity project development time quarter over quarter from January 2022 to December 2025. Plotted out with a red line, the median development time over time is: 89 hours in Q1 2022; 87 hours in Q2 2022; 83 hours in Q3 2022; 80 hours in Q4 2022; 82 hours in Q1 2023; 77 hours in Q2 2023; 64 hours in Q3 2023; 57 hours in Q4 2023; 46 hours in Q1 2024; 41 hours in Q2 2024; 36 hours in Q3 2024; 33 hours in Q4 2024; 28 hours in Q1 2025; 27 hours in Q2 2025; 25 hours in Q3 2025; and 19 hours in Q4 2025. Plotted out with a blue line, the 75th percentile’s development time over time is: 344 hours in Q1 2022; 347 hours in Q2 2022; 340 hours in Q3 2022; 326 hours in Q4 2022; 328 hours in Q1 2023; 304 hours in Q2 2023; 254 hours in Q3 2023; 213 hours in Q4 2023; 182 hours in Q1 2024; 169 hours in Q2 2024; 160 hours in Q3 2024; 149 hours in Q4 2024; 138 hours in Q1 2025; 136 hours in Q2 2025; 135 hours in Q3 2025; and 119 hours in Q4 2025. Plotted out with an orange line, the median development time for projects with 1M+ MAUs over time is: 941 hours in Q1 2022; 989 hours in Q2 2022; 985 hours in Q3 2022; 1003 hours in Q4 2022; 1079 hours in Q1 2023; 1028 hours in Q2 2023; 897 hours in Q3 2023; 842 hours in Q4 2023; 713 hours in Q1 2024; 631 hours in Q2 2024; 520 hours in Q3 2024; 483 hours in Q4 2024; 399 hours in Q1 2025; 224 hours in Q2 2025; 154 hours in Q3 2025; and 86 hours in Q4 2025.
| Quarter and year | Median development time | 75th percentile’s development time | Median development time for projects with 1M+ MAUs |
|---|---|---|---|
| Q1 2022 | 89 | 344 | 941 |
| Q2 2022 | 87 | 347 | 989 |
| Q3 2022 | 83 | 340 | 985 |
| Q4 2022 | 80 | 326 | 1,003 |
| Q1 2023 | 82 | 328 | 1,079 |
| Q2 2023 | 77 | 304 | 1,028 |
| Q3 2023 | 64 | 254 | 897 |
| Q4 2023 | 57 | 213 | 842 |
| Q1 2024 | 46 | 182 | 713 |
| Q2 2024 | 41 | 169 | 631 |
| Q3 2024 | 36 | 160 | 520 |
| Q4 2024 | 33 | 149 | 483 |
| Q1 2025 | 28 | 138 | 399 |
| Q2 2025 | 27 | 136 | 224 |
| Q3 2025 | 25 | 135 | 154 |
| Q4 2025 | 19 | 119 | 86 |
Unity project development time has significantly decreased across the board. The median development time dropped 77% – from 91 hours in January 2022 to 21 hours by December 2025 – suggesting a faster baseline for the typical Unity project.
This trend isn’t limited to smaller projects; the 75th percentile (representing projects with the longest development timelines) also saw a massive reduction, falling from 344 hours to 127 hours over the same period. Even the largest Unity projects by player count (1M+ MAUs) are being made faster, with median development time dropping from a peak of 462 hours in March 2023 to a low of 86 hours in October 2025. This acceleration could be an indicator that, for Unity developers, game creation is becoming more efficient and consistent.

Outbound | Square Glade Games
“We are very deliberate when scoping our titles and make a conscious effort to avoid overscoping. Throughout development, we listen closely to both player feedback and market signals. Nothing is set in stone. Our process is intentionally flexible, allowing us to adapt and evolve our titles in response to feedback and shifting market conditions.”
Tobias Schnackenberg
Cofounder and Studio Head, Square Glade Games1.4 URP adoption is on the rise.
Unity devs are favoring flexibility over fidelity

Fretless – The Wrath of Riffson | Ritual Studios
Unity Editor data shows that the Universal Render Pipeline (URP) saw a 13% increase in adoption over the past year: 42% of active projects with a build used URP in 2025, up from 29% in 2024. This is partly driven by an increase in projects created in Unity 6,⁷ the first version of the Engine to make URP the default render pipeline, but it correlates with the overall growth of lightweight, casual games.
This rise suggests Unity developers are increasingly prioritizing stylized visuals over ultra-realistic graphics. This approach may facilitate targeting a wider range of devices, which aligns with the broader business goals of diversifying revenue streams. Additionally, it suggests more Unity developers are making foundational decisions to keep the option for multiplatform porting open.
1.5 Studios remain focused on game genres with the broadest appeal.
Respondents on the game genres their studios make
A bar chart showing data on the game genres respondents say their studios have developed: Role-playing game 55%; strategy 53%; action/adventure 52%; shooter 44%; simulation 43%; narrative 43%; puzzle 41%; fighting 37%; racing 35%; sports 35%; arcade & rhythm 31%; MMO 27%; platformer & runner 24%; tower defence 19%; farming & crafting 16%; deckbuilder 15%; MOBA 13%; roguelike/roguelite 13%; building & automation 11%; idle/clicker 11%; metroidvania 5%; other 2%.
| Game genre | Which of the following game genres does your studio develop? |
|---|---|
| Role-playing game | 55% |
| Strategy | 53% |
| Action/adventure | 52% |
| Shooter | 44% |
| Simulation | 43% |
| Narrative | 43% |
| Puzzle | 41% |
| Fighting | 37% |
| Racing | 35% |
| Sports | 35% |
| Arcade & rhythm | 31% |
| MMO | 27% |
| Platformer & runner | 24% |
| Tower defence | 19% |
| Farming & crafting | 16% |
| Deckbuilder | 15% |
| MOBA | 13% |
| Roguelike/roguelite | 13% |
| Building & automation | 11% |
| Idle/clicker | 11% |
| Metroidvania | 5% |
| Other | 2% |
1.6 A significant majority of studios are making casual games.
Respondents on the themes represented in their catalog
Graph alt text: A bar chart showing data on the themes developers say are present in games developed at their studios: Casual 73%; fantasy 65%; historical 46%; mystery & detective 44%; story-rich 42%; open world 38%; comedy 35%; horror 35%; survival 28%; space 28%; cozy 27%; sci-fi & cyberpunk 27%; retro 24%; post-apocalypse and dystopian 16%; anime 14%; romance & LGBTQ 8%; other 1%.
| Game theme | What themes are present in the games your studio develops? |
|---|---|
| Casual | 73% |
| Fantasy | 65% |
| Historical | 46% |
| Mystery & detective | 44% |
| Story-rich | 42% |
| Open world | 38% |
| Comedy | 35% |
| Horror | 35% |
| Survival | 28% |
| Space | 28% |
| Cozy | 27% |
| Sci-fi & cyberpunk | 27% |
| Retro | 24% |
| Post-apocalypse and dystopian | 16% |
| Anime | 14% |
| Romance & LGBTQ | 8% |
| Other | 1% |
Market pressure to reduce risk and deliver value quickly has led studios to focus on smaller, more manageable projects, which in turn influences the types of games they develop. With player backlogs growing⁸ due to the ever-increasing number of games launched each year – 2025 saw more video game releases than any year previously⁹ – shorter experiences can offer a more appealing time commitment.
While historically popular¹⁰ genres like role-playing games (55%), strategy (53%), and action/adventure (52%) remain the top choices among studios, this year’s thematic trend was more striking: Nearly three quarters (73%) of studios surveyed indicate that they develop casual games, a response that broadly aligns with a growing appetite among players for less time-intensive, low-friction experiences, often with co-op.¹¹

Cairn | The Game Bakers
[Studio note: No generative AI tools were used in the development of Cairn].
“Our main strategy is to risk it all on a project that really stands out. A strong proposition is the best weapon a small team can have in the current market.”
Emeric Thoa
CEO, The Game Bakers1.7 Studios are taking a leaner, more strategic approach to prototyping.
How respondents say prototyping has shifted at their studios in the past year
A pie chart showing how respondents say market conditions have influenced prototyping approaches at their studios over the past year: We’ve become more selective about which prototypes to pursue 48%; we’ve increased the focus on rapid low-fidelity prototypes 26%; we’ve shortened our prototyping phases to reduce upfront costs/risks 17%; we now spend more time prototyping to ensure market fit before full production 7%; there has been no significant change 2%.
| How have market conditions influenced your approach to prototyping in the last year? | |
|---|---|
| More selective about which prototypes to pursue | 48% |
| Increased focus on rapid low-fidelity prototypes | 26% |
| Shortened prototyping phases to reduce upfront costs/risks | 17% |
| Spend more time prototyping to ensure market fit before full production | 7% |
| There has been no significant change | 2% |
1.8 Most studios limit prototyping to three months or less.
How long respondents say they spend experimenting with gameplay
A pie chart showing how long respondents say they spend prototyping their games: One to three months 46%; it varies significantly depending on the project 24%; under a month 21%; more than three months 9%.
| How long does your studio spend in the prototyping phase of development? | |
|---|---|
| One to three months | 46% |
| It varies significantly depending on the project | 24% |
| Under a month | 21% |
| More than three months | 9% |
Small games are typically built around tight gameplay loops that encourage short, repeat sessions. To hone in on this compelling gameplay more quickly, studios are refining their approach to prototyping.
As we see in chart 1.8, a majority (67%) of developers surveyed indicate they’re keeping this phase of development brief: 46% spend between one and three months prototyping and 21% under a month. Nearly half (48%) of studios indicate they’ve become more selective about which prototypes to develop into full games over the last year. Others are finding efficiencies in the experimentation phase, shifting focus to rapid, low-fidelity prototyping (26%) and shortening prototyping cycles to reduce costs (17%).

Dreams of Another | Q-Games
“We have what we call a ‘Silo’ system for prototyping. Two or three of us huddle together for two weeks and work in a ‘silo’, without any real oversight or input. When they come up for air, we review the ideas, add feedback, and then let the team run with it again. It creates a lot of fast iteration.”
Dylan Cuthbert
CEO, Q-Games
Chapter 2
Studios are taking a prudent approach to AI tools.
Devs are investing in LLMs to help with back-end development and planning.
Over the past few years, many studios have been hesitant to discuss or adopt AI tools – particularly generative AI systems capable of producing front-end content – to avoid community criticism, mitigate potential quality issues, avoid adopting new workflows, and preserve the creative enjoyment of building games, among other reasons. However, since devs are looking for ways to improve agility and reduce risk, they recognize the potential time-saving and quality assurance benefits that AI tools can provide. Many surveyed respondents report using AI tools for more back-end development and planning tasks – parts of the workflow that involve repetitive work and benefit from streamlined outlining processes. This approach allows devs to dedicate more time to refining design and gameplay mechanics.
- 2.1 Devs are largely using AI tools for coding assistance.
- 2.2 AI tools are helping teams improve efficiency and enhance decision making.
- 2.3 Studios are split on whether to use a Model Context Protocol (MCP) server.
- 2.4 MCP usage increases with studio size.
- 2.5 Devs are connecting to games engines and editors via MCP servers.
- 2.6 Studios use MCP servers for coding and debugging.
- 2.7 MCP servers are helping game studios save time and enhance quality.
2.1 Devs are largely using AI tools for coding assistance.
How respondents describe their AI tool usage in gaming projects
A bar chart shows the proportion of survey respondents who report what they’re using AI tools for in their gaming projects: Adaptive difficulty 34%, automated playtesting 35%, character animations 30%, coding assistance 62%, concept art and game assets 35%, in-game text and voice chat moderation 35%, NPC behavior 40%, writing and narrative design 44%, code QA 28%, market research 37%, I do not use AI 5%.
| AI tool usage | What have you used AI tools for in your gaming projects? |
|---|---|
| Coding assistance | 62% |
| Writing and narrative design | 44% |
| NPC behavior | 40% |
| Market research | 37% |
| Automated play testing | 35% |
| Concept art and game assets | 35% |
| In-game text and voice chat moderation | 35% |
| Adaptive difficulty | 34% |
| Character animations | 30% |
| Code QA | 28% |
| I do not use AI | 5% |
Writing, debugging, and optimizing game code takes a long time, and it can make or break deadlines. In chart 2.1, 62% of polled devs list coding assistance as a reason for using AI tools.
When it comes to structuring a game’s story and integrating it with gameplay, developers need to make a series of decisions to create a meaningful experience for the player. While 44% of the surveyed respondents use AI tools for writing and narrative design, unsurprisingly, larger polled studios with over 300 team members lead the way with 53% adopting AI tools in these workflows.¹²

Ashline Racing: Born To Burn | Stratton Studios
“We use LLMs to help with rapid prototyping, system design validation, tuning logic, and tooling documentation. They also accelerate interpretation, and internal planning. The key value is speed and breadth, not replacement.”
Josh Loveridge
Managing Director, Stratton Studios2.2 AI tools are helping teams improve efficiency and enhance decision making.
How respondents benefit from AI tool usage
A bar chart shows the proportion of survey respondents who report the benefits they see when using AI tools for in their gaming projects: Automated repetitive tasks 35%; enhanced decision making 62%; improved efficiency 73%; increase in team expertise 37%; minimizing human error 46%; resource savings 51%; rise in productivity 38%; time savings 35%; nothing has changed 1%.
| AI benefits | How has using AI tools benefited the team? |
|---|---|
| Improved efficiency | 73% |
| Enhanced decision making | 62% |
| Resource savings | 51% |
| Minimizing human error | 46% |
| Rise in productivity | 38% |
| Increase in team expertise | 37% |
| Automated repetitive tasks | 35% |
| Time savings | 35% |
| Nothing has changed | 1% |
With studios striving to maximize their team’s output and speed up game development, AI tools are becoming a key player in their tech stack. In chart 2.2, 73% of polled respondents cite improving efficiency as the top advantage of AI use. Since solo devs and indie studios are looking to develop and deploy small games quickly, it’s understandable that 64% of studios surveyed with under 10 team members say they’re using this tech.¹³
Whether it’s design analysis, game testing, player behavior analysis, or more, 62% of surveyed respondents note improved decision making as the second most important benefit they see using AI tools. Breaking down the data further, studios of all sizes are saying they are making more informed decisions, averaging around 60% of respondents.¹⁴
BY THE NUMBERS
79% of polled devs with over 150 team members say that AI tools have helped them improve efficiency.

Maximum Apocalypse | Mega Cat Studios
“LLMs have been a quiet force-multiplier for tools and workflows for Mega Cat. The biggest wins that we’ve seen are stronger pre-production alignment, engineering productivity, and cross-discipline communication.”
James Deighan
Founder, Mega Cat Studios2.3 Studios are split on whether to use a Model Context Protocol (MCP) server.
How many respondents use MCP servers
A pie chart shows the proportion of survey respondents who report using a Model Context Protocol server to assist with game development: Yes 50%; no 50%.
| Does your studio currently use a MCP server to assist with game development? | |
|---|---|
| Yes | 50% |
| No | 50% |
2.4 MCP usage increases with studio size.
How many respondents use MCP servers
A bar chart shows the proportion of survey respondents, segmented by size, who report using a Model Context Protocol (MCP) server to assist with game development: 1–9 people 38%; 10–149 people 49%; 150–299 people 52%; 300+ people 60%.
| MCP server usage | Does your studio currently use a MCP server to assist with game development? |
|---|---|
| 300+ people | 60% |
| 150–299 people | 52% |
| 10–149 people | 49% |
| 1–9 people | 38% |
2.5 Devs are connecting to games engines and editors via MCP servers.
The tools and platforms respondents connected to via MCP server for game development
A bar chart shows the proportion of survey respondents who connect specific tools or platforms via MCP server for game development: Custom APIs/internal tools 65%, games engines/editors 90%, project management 63%, source control 67%.
| Tool or platforms | What tools or platforms is your studio connecting to via MCP for game development? |
|---|---|
| Games engines/editors | 90% |
| Source control | 67% |
| Custom APIs/internal tools | 65% |
| Project management | 63% |
Chart 2.5 shows that of the studios polled that report using MCP servers for game development, 90% say they’re employing them to connect to game engines and editors. This helps with automating repetitive tasks and offers strong debugging and testing capabilities.
Since many devs are looking for coding assistance (see Chart 2.1), it’s no surprise that 67% of them say they use an MCP server to connect to source control – this can help them to standardize how AI agents interact with code repositories, reducing the need for custom integrations.
BY THE NUMBERS
87% of surveyed studios with under 50 team members connect game engines/editors via an MCP server.

Ashline Racing: Born To Burn | Stratton Studios
“We use MCP-style orchestration mostly for tooling and automation rather than core gameplay runtime. That includes asset and config iteration, build and validation workflows, analytics queries, live-ops configuration, and backend integration checks.”
Josh Loveridge
Managing Director, Stratton Studios2.6 Studios use MCP servers for coding and debugging.
Part of gamedev workflow where respondents are using an MCP server
A bar chart shows the proportion of survey respondents who report which parts of their game’s development workflow they’re using an MCP server for: Coding and debugging 76%; content creation 63%; production and project management 74%; QA and testing 68%; other 1%.
| Part of workflow | Where are you using an MCP server in your game development workflow? |
|---|---|
| Coding and debugging | 76% |
| Production and project management | 74% |
| QA and testing | 68% |
| Content creation | 63% |
| Other | 1% |
Aligning with their aspirations for efficiency and accuracy in their workflows, chart 2.6 shows that 76% of polled developers select coding and debugging as the main development area where they employ MCP servers.
2.7 MCP servers are helping game studios save time and enhance quality.
How respondents benefit from MCP server usage
A pie chart shows the proportion of survey respondents who report the biggest benefit they see when implementing MCP servers into their game development workflow: Time saved/faster iteration 40%; fewer errors/higher quality 39%; easier tool integration/less context switching 15%; better collaboration with team 6%.
| What’s the biggest benefit your studio has seen since implementing MCP into your game development workflow? | |
|---|---|
| Time saved/faster iteration | 40% |
| Fewer errors/higher quality | 39% |
| Easier tool integration/less context switching | 15% |
| Better collaboration with team | 6% |
Since the respondents are using MCP servers to connect game engines and editors for coding and debugging, the benefits they’re noting make sense – in chart 2.7, 40% say they save time and speed up their iteration time, and 39% see fewer errors and higher-quality output.

Maximum Apocalypse | Mega Cat Studios
“The biggest benefit is standardized, low-drag tool access for the AI. It helps us integrate many tools with one integration and is lower maintenance. We also have better context which brings better answers.”
James Deighan
Founder, Mega Cat Studios
Chapter 3
Studios are seeking out more ways to reach the right players.
Devs are embracing large-reaching platforms and new markets to overcome discoverability issues.
As solo devs and indie studios continue to find success in the market and smaller games become more popular, the number of gaming projects has grown from 40,933,681 to 43,351,854 (+6%) over the past year.¹⁵ With the number of Unity developers rising by 1.2% year-over-year ¹⁶ and discoverability becoming increasingly challenging, studios are taking measured steps to invest further and broaden their reach to attract new audiences.
Quick Chart Access
- 3.1 Competition is the biggest hurdle for mobile game developers today.
- 3.2 Game concept decisions are challenging game developers.
- 3.3 Devs favor platform insights for gathering market intelligence.
- 3.4 Devs are using online events and social media to improve discoverability.
- 3.5 Studios cite cultural norms as the biggest barrier to enter a new market.
- 3.6 India is the most desirable emerging market in gaming.
- 3.7 Studios have seen the most success in Southeast Asia.
3.1 Competition is the biggest hurdle for mobile game developers today.
How respondents describe the largest obstacle in mobile gamedev
A pie chart shows the proportion of survey respondents who report what the biggest challenge is for mobile game developers: Competition 33%; cost of user acquisition 30%; discoverability 17%; performance optimization across devices 10%; balancing visual fidelity and build size 5%; inability to test impact before launch 4%; reliance on other companies for distribution 1%.
| What’s the biggest challenge facing mobile game developers today? | |
|---|---|
| Competition | 33% |
| Cost of user acquisition | 30% |
| Discoverability | 17% |
| Performance optimization across devices | 10% |
| Balancing visual fidelity and build size | 5% |
| Inability to test impact before launch | 4% |
| Reliance on other companies for distribution | 1% |
While it’s been said that competition breeds innovation, top quality, and high performance, devs are definitely feeling the pressure and financial strain. In chart 3.1, 33% of respondents cite competition as the biggest hurdle that mobile game developers currently face, while 30% list cost of user acquisition (UA). This comes as no surprise since UA costs are affected by the level of market saturation. In this case, it’s typically the studios with the deepest pockets that dominate.
It’s important to note that nearly one in five (17%) of the surveyed devs list discoverability as their biggest challenge.
BY THE NUMBERS
33% of respondents cite competition as the biggest hurdle that mobile game developers currently face, while 30% point to UA as their greatest challenge.

Pocket Champs: 3D Racing Games | MadBox Games
“The biggest issues mobile developers are facing right now are understanding how their players enjoy the game and adapting the game to the different and countless number of devices to make sure that the game runs smoothly on all of them.”
Valentin Barat
Technical Manager, MadBox Games3.2 Game concept decisions are challenging game developers.
Game development obstacles for dev teams
A pie chart shows the proportion of survey respondents who report the challenges they face during game development: Collectively settling on an idea that is interesting and unique in the market 25%; keeping the project organized, in scope, and on time 20%; growing/marketing our games 19%; long R&D times while trialing new technologies 19%; managing and integrating tools and systems 6%; collaborating as a distributed team 5%; not having enough money/funding 3%; staffing and hiring the right people 3%; not having enough time 1%.
| What is the top challenge your team faces when developing a game? | |
|---|---|
| Collectively settling on an idea that is interesting and unique in the market | 25% |
| Keeping the project organized, in scope, and on time | 20% |
| Growing/marketing our games | 19% |
| Long R&D times while trialing new technologies | 19% |
| Managing and integrating tools and systems | 6% |
| Collaborating as a distributed team | 5% |
| Not having enough money/funding | 3% |
| Staffing and hiring the right people | 3% |
When it comes to games across platforms, devs are trying to stand out and struggling to make decisions – in chart 3.2, 25% of polled studios say that collectively settling on an idea that is interesting and unique in the market is their biggest challenge.
Since discoverability is difficult and 19% of respondents cite growing and marketing their games as a hurdle, they cannot rely on the co-marketing they get from platform partners alone. They need to experiment, build a self-reliant strategy, and look for strong partners.
BY THE NUMBERS
28% of surveyed respondents with less than 10 team members say that collectively settling on an idea that is interesting and unique in the market is the biggest challenge in game development.

My Talking Tom Friends 2 | Outfit7
“The challenge isn’t having great ideas, but turning one into a well-balanced product: good player experience, strong monetization, and clear UA hooks. It often feels like you can only get two, but with iteration and some luck, you can nail all three.”
Jaka Robnik
VP of TTF Games Division, Outfit73.3 Devs favor platform insights for gathering market intelligence.
The market intelligence channels respondents are using
A bar chart shows the proportion of survey respondents who report the channels they use for gathering market intelligence: Conferences 56%; media 52%; outsourced data/surveys 56%; platform insights 90%; published research 73%; user testing 33%; other 2%.
| Channels | Which of the following channels does your studio focus on for gathering market intelligence? |
|---|---|
| Platform insights | 90% |
| Published research | 73% |
| Conferences | 56% |
| Outsourced data/Surveys | 56% |
| Media | 52% |
| User testing | 33% |
| Other | 2% |
From conceptualization through live ops, studios rely on data and insights to guide planning, making market intelligence critical. When it comes to information gathering, the respondents surveyed are primarily focused on what’s readily available – as seen in chart 3.3, 90% look to platform insights and 73% favor published research.

Sonic Dream Team | SEGA HARDlight
“Our most reliable insights to closely monitor direct competitors and broader industry trends come from paid market intelligence platforms. We also review publicly-available reports and direct feedback and behavioural signals from our community.”
Jan Strajnar
Performance Marketing & UA Director, SEGA HARDlight3.4 Devs are using online events and social media to improve discoverability.
The awareness strategies the respondents employ
A bar chart shows the proportion of survey respondents who report the tactics they use to improve discoverability: Investing in market intelligence research 16%; leaning on your publisher 35%; in-person events 49%; online events 62%; paid advertising 51%; social media 60%; sponsored content on platforms 29%; working with influencers 8%.
| Strategies | Which of the following strategies has your studio used to improve discoverability pre- and post-launch? |
|---|---|
| Online events | 62% |
| Social media | 60% |
| Paid advertising | 51% |
| In-person events | 49% |
| Leaning on your publisher | 35% |
| Sponsored content on platforms | 29% |
| Investing in market intelligence research | 16% |
| Working with influencers | 8% |
While there are many ways to build awareness, the studios polled are leaning on the digital world to build momentum. As seen in chart 3.4, when asked about their discoverability strategies, 62% of respondents cite online events and 60% say social media. While in-person events are still popular – 49% say they attend them – they’re no match for the potential reach and low cost of digital media.

Outbound | Square Glade Games
“Nowadays, players are more deliberate before purchasing a title, often conducting their own research beforehand. In this landscape, content creators play a crucial role in shaping discovery and purchase decisions.”
Tobias Schnackenberg
Cofounder and Studio Head, Square Glade Games3.5 Studios cite cultural norms as the biggest barrier to enter a new market.
The barriers respondents are facing to enter a new market
A pie chart shows the proportion of survey respondents who report the factor they consider to be the most significant barrier to entry: Cultural norms 40%; currency and exchange rate 5%; current budget 17%; distribution challenges 10%; intellectual property protection 6%; localization 8%; regulations 8%; technological infrastructure 6%.
| When evaluating new markets for your game, which factor do you consider to be the most significant barrier to entry? | |
|---|---|
| Cultural norms | 40% |
| Current budget | 17% |
| Distribution challenges | 10% |
| Localization | 8% |
| Regulations | 8% |
| Intellectual property protection | 6% |
| Technological infrastructure | 6% |
| Currency and exchange rate | 5% |
To improve discoverability, devs continue to research and develop new market strategies. While budget always seems to be top of mind for studios, it came in a distant second according to survey respondents – in chart 3.5, 17% see this as paramount, compared to 40% who point to cultural norms. While money may talk, failing to adapt to a new culture can majorly impact how well your game is received.
3.6 India is the most desirable emerging market in gaming.
The emerging markets that respondents are coveting
A bar chart shows the proportion of survey respondents who list their most desirable emerging markets to enter: Argentina 14%; Brazil 43%; Chile 22%; Colombia 22%; Egypt 27%; India 73%; Indonesia 43%; Malaysia 51%; Mexico 21%; Philippines 30%; South Africa 17%; Thailand 33%; United Arab Emirates 33%; Vietnam 25%; other 2%.
| Emerging market | Which emerging markets are you most interested in breaking into? |
|---|---|
| India | 73% |
| Malaysia | 51% |
| Brazil | 43% |
| Indonesia | 43% |
| Thailand | 33% |
| United Arab Emirates | 30% |
| Philippines | 27% |
| Egypt | 25% |
| Vietnam | 22% |
| Chile | 22% |
| Colombia | 21% |
| Mexico | 17% |
| South Africa | 14% |
| Argentina | 2% |
| Other | — |
BY THE NUMBERS
74% of polled studios with under 50 people say India is the most desirable emerging market.

Big Farm Homestead | New Moon Production
“We continuously research new market opportunities for our live titles, including Asia and the Middle East, but our primary focus remains on Tier-1 Western markets.”
Carlos Guzmán
Game Director, New Moon Production3.7 Studios have seen the most success in Southeast Asia.
Success in emerging markets
A bar chart shows the proportion of survey respondents who list the emerging market they’ve had the most success with: Africa and the Middle East 14%; Central and Southern Asia 60%; Latin America 51%; Southeast Asia 68%; Not applicable 1%.
| Emerging market | In which emerging markets has your studio seen the most success? |
|---|---|
| Southeast Asia | 68% |
| Central and Southern Asia | 60% |
| Latin America | 51% |
| Africa and the Middle East | 14% |
| Not applicable | 1% |
Although there are hurdles to entering a new market, they won’t stop studios from taking calculated risks to expand their playerbases. Chart 3.6 shows that 73% of devs surveyed identify India as the most desirable emerging market, with Malaysia trails in a distant second at 51%.
Unsurprisingly, in chart 3.7, our respondents say they have seen the most success in Central and Southern Asia and Southeast Asia, at 60% and 68% respectively.

Sonic Dream Team | SEGA HARDlight
“We’ve achieved the strongest momentum in Brazil and India, and invested in product optimizations to address the distinct user behaviours, preferences, and technical requirements of these markets. We foresee long-term potential for sustained growth.”
Jan Strajnar
Performance Marketing & UA Director, SEGA HARDlightTaken altogether, the data suggests that even though the developers are getting their games to market faster – making smaller games and not waiting for 100% perfection – they’re doing so strategically and with a comfortable level of risk.
The same can be said for their approach towards standing out against the competition and improving discoverability – they’re ensuring the concept is unique and interesting, making data-related decisions, and prioritizing digital platforms with the most potential for reach. At the same time, they’re being mindful of entering proven markets in a respectful and responsible way.

Chapter 4
Cross-play and competition are driving player engagement
Devs are focusing on the flexibility and availability of their games.
Since studios are struggling with discoverability, they are placing even more focus on player engagement strategies. To no one’s surprise, multiplayer games are still very popular. However, to stand out from the competition, many devs feel they need to take them further by making their games available across platforms, adding cross-play functionality, and increasing live ops usage and player engagement strategies. Dev also say they are doubling down on incorporating battles into their game concepts to increase playtime and engagement.
Quick Chart Access
- 4.1 Studios are most commonly developing online multiplayer games.
- 4.2 Studios making multiplayer games mostly support 3–9 concurrent players in a session.
- 4.3 Studios are struggling with the pace of content and balance updates in multiplayer games.
- 4.4 Devs are prioritizing cross-play functionality.
- 4.5 Devs struggle ensuring a consistent user experience while implementing cross-play functionality.
- 4.6 Studios are increasing their focus on live ops strategies.
- 4.7 Daily rewards/missions and leaderboards are the most popular player engagement strategies.
- 4.8 Devs indicate that daily rewards/missions and achievements/trophies are their preferred strategy to keep players in the game.
4.1 Studios are most commonly developing online multiplayer games.
Which multiplayer game type respondents are focusing on
A bar chart shows the proportion of survey respondents who create specific types of multiplayer games: Online multiplayer 83%; single player (1v1) 71%; online co-op 43%; asynchronous multiplayer 39%; couch co-op or local multiplayer 26%; asymmetrical multiplayer 17%; my studio does not create multiplayer games 10%.
| Type of multiplayer game | What types of multiplayer games does your studio create? |
|---|---|
| Online multiplayer | 83% |
| 1v1 | 71% |
| Online co-op | 43% |
| Asynchronous multiplayer | 39% |
| Couch co-op or local multiplayer | 26% |
| Asymmetrical multiplayer | 17% |
| My studio does not create multiplayer games | 10% |

Outbound | Square Glade Games
“Designing a co-op experience that feels equally engaging for all players has been the biggest challenge. Balancing difficulty, pacing, and rewards so that every player feels impactful requires constant iteration and testing.”
Tobias Schnackenberg
Cofounder and Studio Head, Square Glade Games4.2 Studios making multiplayer games mostly support 3–9 concurrent players in a session.
Number of concurrent users respondents are supporting during a session
A pie chart shows the proportion of survey respondents who report the number of concurrent users they typically support during a multiplayer game: 3–9 players 47%; 10–25 players 30%; >50 players 11%; 2 players 8%; 26–50 players 4%.
| How many concurrent users does your multiplayer game support in a typical session? | |
|---|---|
| 3–9 players | 47% |
| 10–25 players | 30% |
| >50 players | 11% |
| 2 players | 8% |
| 26–50 players | 4% |
In Chart 4.1, 83% of the polled devs show their preference for building online multiplayer games.
Studios are also being pragmatic with their multiplayer strategies. Chart 4.2 shows studios are focusing on smaller, more intimate multiplayer experiences: 55% of surveyed devs responded that their games typically support between two and nine people.
4.3 Studios are struggling with the pace of content and balance updates in multiplayer games.
Top multiplayer game development challenge for respondents
A pie chart shows the proportion of survey respondents who report the biggest challenge they face in multiplayer development: Pace of content and balance updates 31%; technological complexity 23%; limited staff 15%; limited budget 11%; community management 9%; volume of feedback 8%; lack of tooling 3%.
| In your studio’s experience, what’s the biggest challenge of producing a multiplayer game? | |
|---|---|
| Pace of content and balance updates | 31% |
| Technological complexity | 23% |
| Limited staff | 15% |
| Limited budget | 11% |
| Community management | 9% |
| Volume of feedback | 8% |
| Lack of tooling | 3% |
Even though multiplayer games are persistently popular, that doesn’t negate the fact that building them is notoriously difficult. In chart 4.3, 31% of our respondents say that their biggest obstacle while creating a multiplayer game is the pace of content and balance updates, with technological complexity coming in second with 23%.
Interestingly, a limited budget, while still present in the polled devs minds, came in the middle of the pack with 11%. In prior years, budget has always been foremost for devs when it came to multiplayer development, suggesting that economies of scale may be coming into play to make networked games less expensive to develop.
BY THE NUMBERS
35% of polled devs from multiplayer studios of 300+ employees say keeping pace with regular content and balance updates is their biggest challenge.

Rainbow Six – Mobile | Ubisoft Montreal
“Delivering a tactical 5v5 shooter with real-time destruction and over 26 unique operators on mobile requires constant tradeoffs between depth, performance, and competitive integrity. The ability to iterate quickly and adapt systems is critical.”
Olivier Albarracin
Game Director, Ubisoft Montreal4.4 Devs are prioritizing cross-play functionality.
Respondents’ focus on cross-play
A pie chart shows the proportion of survey respondents who prioritize cross-play functionality: Yes 72%; no 28%.
| Is cross-play a priority for your studio? | |
|---|---|
| Yes | 72% |
| No | 28% |

Albion Online | Sandbox Interactive
“Players today are very much platform-agnostic. They want to play wherever, whenever, and expect their game to be available everywhere.”
David Salz
Cofounder and CTO, Sandbox Interactive4.5 Devs struggle ensuring a consistent user experience while implementing cross-play functionality.
Challenges of implementing cross-play functionality
A pie chart shows the proportion of survey respondents who report the biggest struggle implementing cross-play functionality: Ensuring a consistent user experience 38%; increased development cost and time 21%; managing diverse platform/hardware capabilities 21%; optimizing performance across platforms 18%; combating security threats and cheating 2%.
| In your studio’s experience, what’s the biggest challenge of implementing cross-play functionality? | |
|---|---|
| Ensuring a consistent user experience | 38% |
| Increased development cost and time | 21% |
| Managing diverse platform/hardware capabilities | 21% |
| Optimizing performance across platforms | 18% |
| Combating security threats and cheating | 2% |
As devs carefully plan out their post-launch strategies and work to keep tasks manageable, they favor flexibility, convenience, and availability to ensure players can jump into their game when and on what platform they want. In chart 4.4, 72% of surveyed devs confirm that they prioritize cross-play functionality in their games.
Similar to multiplayer development, implementing cross-play functionality is not without obstacles – chart 4.5 shows that 38% of respondents say they struggle with ensuring a consistent user experience.
BY THE NUMBERS
Among surveyed studios with fewer than 10 team members making cross-play multiplayer games, 42% say their biggest challenge is ensuring a consistent player experience across platforms.
4.6 Studios are increasing their focus on live ops strategies
Live ops SDK usage per category
A grouped bar chart showing the attachment rate of Unity users for different live ops SDKs in December 2024 and December 2025, along with the year-over-year increase. The live ops SDKs measured were Advertising & Monetization 25.46%, 28.20%, 2.74%; Analytics 19.19%, 22.88%, 3.69%; Data Management 16.79%, 21.26%, 4.47%; Payments 16.70%, 18.62%, 1.92%; User Authentication 11.60%, 14.66%, 3.06%; General Services 10.03%, 12.24%, 2.21%; Marketing & Engagement 9.23% 10.42%, 1.19%; Crash Reporting 6.55%, 7.87%, 1.32%; Cloud Database 3.41%, 4.46%, 1.05%; Digital Asset Management 1.05%, 1.55%, 0.50%.
| Live ops SDK | December 2024 | December 2025 |
|---|---|---|
| Advertising & Monetization | 25.5% | 28.2% |
| Analytics | 19.2% | 22.9% |
| Data Management | 16.8% | 21.3% |
| Payments | 16.7% | 18.6% |
| User Authentication | 11.6% | 14.7% |
| General Services | 10% | 12.2% |
| Marketing & Engagement | 9.2% | 10.4% |
| Crash Reporting | 6.6% | 7.9% |
| Cloud Database | 3.4% | 4.5% |
| Digital Asset Management | 1.1% | 1.6% |
To improve discoverability, devs are amping up live ops usage. Chart 4.6 shows that while the Advertising & Monetization SDK saw the highest attachment rate ¹⁷ for 25.46% in December 2024 and 28.20% in December 2025, it’s the Data Management SDK that experienced the most growth with 4.47%, increasing from 16.79% to 21.26% during that same time.
4.7 Daily rewards/missions and leaderboards are the most popular player engagement strategies.
Respondents’ player engagement strategies
A bar chart shows the proportion of survey respondents who report which player engagement strategies they implemented on a recent project: Achievements/trophies 64%; daily rewards/missions 78%; leaderboards 78%; marketplaces 26%; out-of-game engagement 36%; regular content updates 67%; social features 62%; timed events like contests or seasons 45%; user-generated content/modding support 13%.
| Player engagement strategy | Which of the following player engagement strategies has your studio implemented on a recent project? |
|---|---|
| Daily rewards/missions | 78% |
| Leaderboards | 78% |
| Regular content updates | 67% |
| Achievements/trophies | 64% |
| Social features | 62% |
| Timed events like contests or seasons | 45% |
| Out-of-game engagement | 36% |
| Marketplaces | 26% |
| User-generated content/modding support | 13% |
Chart 4.7 confirms that competition is key to deepening player engagement – it shows that 78% of the surveyed respondents have implemented leaderboards and daily rewards and missions into their games.
BY THE NUMBERS
92% of polled studios with under 10 people have implemented daily rewards and missions in their most recent project.

Pocket Champs: 3D Racing Games | MadBox Games
“For player engagement, we focus on the various player experiences, so they can play a lot of different emotions while playing the game for a long time. We also do a lot of events in the game based on real-life and fiction events.”
Valentin Barat
Technical Manager, MadBox Games4.8 Devs indicate that daily rewards/missions and achievements/trophies are their preferred strategy to keep players in the game.
Respondents’ player engagement strategies
A pie chart shows the proportion of survey respondents who report the player engagement strategy that has had the most impact in increasing playtime: Achievements/trophies 22%; daily rewards/missions 23%; leaderboards 20%; marketplaces 5%; out-of-game engagement 4%; regular content updates 14%; social features 3%; timed events like contests or seasons 9%.
| Which player engagement strategy has been most impactful in increasing playtime? | |
|---|---|
| Daily rewards/missions | 23% |
| Achievements/trophies | 22% |
| Leaderboards | 20% |
| Regular content updates | 14% |
| Timed events like contests or seasons | 9% |
| Marketplaces | 5% |
| Out-of-game engagement | 4% |
| Social features | 3% |
Similarly, the devs we surveyed say that adding these features helps increase playtime in their games. Chart 4.8 shows that daily rewards/missions lead at 23%, followed by achievements and trophies at 22%, and leaderboards at 20%.
BY THE NUMBERS
34% of respondents with less than 10 team members say daily rewards/missions increase playtime the most.

LEGO® Bluey | StoryToys
“Regular, meaningful content updates are key to engaging and retaining players. We aim to ship updates monthly, either as major releases like new play packs or smaller updates such as mini builds or seasonal themes.”
Parisa Foster
CCO, StoryToys
Chapter 5
The business of games is broadening in scope.
Developers are casting a wider net to capture new audiences and bring in new revenue streams.
In response to a shifting economic landscape and evolving player expectations, studios are increasingly expanding beyond traditional sales models. As we reported in our first trend, nearly a quarter of developers surveyed (24%) say they’re diversifying their revenue streams beyond core game sales. To maintain financial stability and foster long-term growth, these teams are employing a broad range of tactics: forming strategic partnerships both in and outside of games, exploring new game ideas in different genres, and broadening their presence by launching on new platforms and expanding into new markets.
Quick chart access
- 5.1 More studios are taking creative risks, while others are relying on tried-and-tested methods.
- 5.2 Studios are going all-in on cross-collaboration and partnerships.
- 5.3 Desktop and mobile are the top platforms for expansion.
- 5.4 Developers see strategic diversification and improved player targeting as major opportunities.
5.1 More studios are taking creative risks, while others are relying on tried-and-tested methods.
How respondents say their studios strategize
A pie chart showing how survey respondents say their studios are approaching game development strategically: Develop new ideas in any game genre 32%; create new games based on trending and upcoming popular games 28%; focus on continuous content updates, market penetration, and new platform releases to maximize an existing game's longevity and success 17%; expand successful IPs into multi-game franchises 13%; develop new ideas in the same game genre 10%.
| Which option best describes how your studio approaches game development strategically? | |
|---|---|
| Develop new ideas in any game genre | 32% |
| Create new games based on trending and upcoming popular games | 28% |
| Focus on continuous content updates, market penetration, and new platform releases to maximize an existing game’s longevity and success | 17% |
| Expand successful IPs into multi-game franchises | 13% |
| Develop new ideas in the same game genre | 10% |
Studios vary significantly in their approach to game development. Looking at the data in chart 5.1, the majority of developers surveyed (32%) say they’re developing new ideas in any game genre, indicating an appetite for innovation. Closely following this are studios taking a more market-driven approach, with 28% of respondents creating new games based on what’s trending and popular among players.
BY THE NUMBERS
42% of respondents from studios with 1–9 employees say they develop new ideas across a variety of game genres.

Roadside Research | Cybernetic Walrus
“Do very early market validation. Find a way to see how your idea fits with what's going on right now. For us, that has really changed the way we look at games, and helps us define the scope of the project to keep development as dense as possible.”
Mike Coeck
CEO, Cybernetic Walrus5.2 Studios are going all-in on cross-collaboration and partnerships.
Respondents on the strategies their teams are using to promote revenue growth
A bar chart showing data on how game studios say they’re promoting revenue growth: Collaborations and partnerships (gaming-related) 82%; in-app purchases (boosters, cosmetics, currency) 57%; paid DLC or subscriptions 56%; targeting additional platforms 52%; publisher sales 50%; organic content creation 43%; in-app advertising (ad revenue) 39%; collaborations and partnerships (non-gaming-related) 29%; Offerwalls 25%; price increase on premium titles 24%; working with influencers 16%; adding work-for-hire services 14%; webshops 14%.
| Growth strategies at game studios | Which strategies are being used to promote revenue growth at your studio? |
|---|---|
| Collaborations and partnerships (gaming-related) | 82% |
| In-app purchases (boosters, cosmetics, currency) | 57% |
| Paid DLC or subscriptions | 56% |
| Targeting additional platforms | 52% |
| Publisher sales | 50% |
| Organic content creation | 43% |
| In-app advertising (ad revenue) | 39% |
| Collaborations and partnerships (non-gaming-related) | 29% |
| Offerwalls | 25% |
| Price increase on premium titles | 24% |
| Working with influencers | 16% |
| Adding work-for-hire services | 14% |
| Webshops | 14% |
An overwhelming majority of respondents (82%) say they’re leveraging collaborations and partnerships within the games industry to promote revenue growth. In-game monetization remains a core revenue driver, with 57% of surveyed studios saying they are earning through in-app purchases like boosters, cosmetics, and currency, and 56% through paid DLC or subscriptions. Expanding audience reach is another core tactic, with more than half of studios indicating that they’re targeting additional platforms (52%), and 50% generating revenue through publisher sales.
Looking at chart 5.2, it may be surprising to see that only 14% of respondents say their studios are using webshops to promote revenue growth. In the fast-changing space of third-party payments, it seems likely more studios will start leveraging webshops to support the development of future titles as previously walled gardens begin to open up.
BY THE NUMBERS
74% of respondents from studios with 1–9 employees say they’re targeting additional platforms to promote revenue growth.

Fretless – The Wrath of Riffson | Ritual Studios
“Working together with other studios can be a great way to ensure your ideas remain intuitive and accessible. Having a fresh set of eyes can be a very effective way to identify sources of confusion. Solving problems collaboratively also forms relationships and that can lead to unique opportunities.”
Maximilian Lubbers
Cofounder, Ritual Studios5.3 Desktop and mobile are the top platforms for expansion.
Where respondents plan to launch games next
A pie chart showing which gaming platforms studios plan to launch their next project on: Desktop 30%; mobile 28%; gaming handhelds 16%; traditional consoles 13%; web 8%; XR 3%; I am not targeting a new platform 1%.
| What platform are you targeting next for your current project? | |
|---|---|
| Desktop (Windows, Mac, Linux) | 30% |
| Mobile | 28% |
| Gaming handhelds | 16% |
| Traditional consoles | 13% |
| Web | 8% |
| XR | 3% |
| I am not targeting a new platform | 2% |
When it comes to expanding the reach of their games, 30% of developers surveyed say they’re prioritizing desktop, with mobile close behind (28%). Handheld gaming platforms have emerged as a significant and growing secondary market: 16% of studios say they plan to target handhelds, edging slightly ahead of traditional consoles (13%).
BY THE NUMBERS
Studios with between 10 and 49 employees vary significantly based on their top choice for post-launch platform expansion: 24% say they prioritize desktop, 23% mobile, and 23% are focused on gaming handhelds.

Rain World: The Watcher | Videocult | Akupara Games
“You're very limited in scope and reach if you're only launching on a single platform. It's always best to go to where the players actually are, rather than trying to get them to come to you.”
Alyssa Kollgaard
COO, Akupara Games5.4 Developers see strategic diversification and improved player targeting as major opportunities.
How respondents think the games industry can grow
A pie chart showing how studios surveyed think the gaming industry can amp up its growth: Diversified business strategies 29%; more ways to target the right players 26%; deeper integration/collaboration with non–gaming markets 19%; better discoverability on existing digital storefronts 9%; better access to dev tools and learning resources 8%; more diverse point of sale and payment options to reach players directly 5%; wider availability of funding options 4%.
| What does the gaming industry need to amp up its growth? | |
|---|---|
| Diversified business strategies | 29% |
| Mobile | 26% |
| More ways to target the right players | 19% |
| Deeper integration/collaboration with non-gaming markets | 9% |
| Better discoverability on existing digital storefronts | 8% |
| Better access to dev tools and learning resources | 5% |
| More diverse point of sale and payment options to reach players directly | 4% |
| Wider availability of funding options | — |
BY THE NUMBERS
30% of surveyed studios with less than 10 people say deeper integration and collaboration with non-gaming markets will help amp up gaming industry growth.
Looking at the industry as a whole, developers see strategic evolution as key to continued growth. 29% of respondents say that diversified business strategies will help the sector maintain momentum in a time when games are cementing their status as a mainstream pillar of entertainment and culture.¹⁸ 26% of developers surveyed see improvements in player targeting as an area of opportunity. 19% of respondents regard deeper integrations and partnerships with players outside of games as another source of untapped potential. This focus on cross-media collaboration underscores the blurring lines between games and wider entertainment.

Maximum Apocalypse | Mega Cat Studios
“Plan for resilience. The industry is changing and we have to be agile as indie studios. Market shocks, platform shifts, and funding cycles will keep happening. Teams that survive are disciplined, transparent, and brutally realistic about burn and runway.”
James Deighan
Founder, Mega Cat StudiosConclusion
Last year’s report showed how studios shifted their strategies to deal with economic headwinds by adopting more risk-averse strategies – staying small and agile, broadening the types of multiplayer games they developed, relying on dependable platform strategies, expanding game worlds and content pipelines, and being more deliberate in how they used time-saving tools.
This year, the market’s volatility persisted, marked by intense competition, complex and ever-shifting platform economics, weak discoverability, and the ongoing struggle to hold player attention. Yet, there is also a strong current of potential and creativity running through the industry, fueled by breakout successes from solo and indie developers whose playerbases increasingly rival those of enterprise studios.
Studios continue to be mindful and deliberate as they shape their long-term strategies – using AI tools pragmatically, creating smaller games, adopting trusted awareness tactics, expanding into proven emerging markets, offering players more flexible and competitive experiences, and taking a balanced approach to diversifying their business models.

Big Farm: Homestead | New Moon Production
These five trends show how studios are tackling their work in 2025 – but effective strategies also have to be forward-looking. So what lies ahead?
Where things are headed
Predictions for the biggest trend in the next year
A pie chart shows the proportion of survey respondents who identify each of the following as the biggest gaming trend in the coming year: AAA studios will face more competition from small teams 28%; established live games will continue to dominate 25%; enterprise studios will take more creative risks on smaller games 17%; an increase in noncompetitive multiplayer games (e.g., co-op, couch co-op) 12%; a rise in single-player games from studios of all sizes 11%; higher expectations for AI transparency from devs 4%; increased storefront diversity (more ways for players to discover and purchase games) 3%.
| In the next year, what do you think the biggest trend will be? | |
|---|---|
| Enterprise studios will face more competition from small teams | 28% |
| Established live games will continue to dominate | 25% |
| Enterprise studios will take more creative risks on smaller games | 17% |
| An increase in noncompetitive multiplayer games (e.g., co-op, couch co-op) | 12% |
| A rise in single-player games from studios of all sizes | 11% |
| Higher expectations for AI transparency from devs | 4% |
| Increased storefront diversity (more ways for players to discover and purchase games) | 3% |
The chart above shows that developers expect indie studios to continue breaking out. 28% of devs surveyed believe enterprise studios will face growing competition from indies. Echoing the first trend in this year’s report, 17% think larger studios will respond by taking more creative risks on smaller games.
Respondents also expect live service games to remain strong, with 25% saying that established live titles will continue to dominate. Contrary to the fourth trend in this year’s report, 12% foresee an increase in noncompetitive multiplayer games over the next year. So where do devs think the industry’s heading in the longer term?
We spoke to five of the brightest minds in the business for insights into what the future might hold in store.

Cult of the Lamb: Woolhaven | Massive Monster | Devolver Digital
“Games that can be made relatively cheaply and quickly, evolving on games that came before and being nimble in their response to the zeitgeist, could continue to be a trend. With the cost of living rising, many players are drawn to cheap games that can give them a great experience for ten or so hours, before moving on to try something new.”
Jay Armstrong
Design Director, Massive MonsterWhat’s in store for the next 5+ years?
What’s in store for the next 5+ years?
Anthony Tirone, Tech Tree Games
“Community involvement in the live ops process. Designing and implementing new features alongside community feedback has been a large pillar of our games and continues to become more important.”

Miguel Santirso, VOODOO
“More sophisticated live operations, more variety of gameplay and genres inside a single game, and deeper social mechanics. Games will continue turning into big platforms that retain players for very long.”

Eldar Huseinau , Playtika
“I think the biggest trend for developers in the near future will be AI. AI is already a spirit of the time and a defining force for game development.”

Maximilian Lubbers, Ritual Studios
“I think we will continue to see shorter development timelines, possibly paired with episodic releases for games. Having a game stuck in development for years can be very expensive, so economically it makes a lot of sense.”

Dan Rossati, SEGA HARDlight
“AAA games are costing too much to make so they will continue to struggle to innovate. I want to see a return to AA gaming where the experimentation typically found in Indie games can meet larger budget execution for the mainstream.”

Dev tips for the next 5+ years
Dev tips for the next 5+ years
Mike Oliva, MadBox Games
“My advice would be to have a clean code architecture in your project. We didn't take care of this before scaling multiple games, and it became difficult to maintain stability in the game for the long term.”

Alyssa Kollgaard, Akupara Games
“Build for signal, not scale; the hardest problem for devs is getting anyone to notice their game. Focus on scoping and shipping – getting something polished and small out the door beats something ambitious and unfinished any day!”

Uladzislau Dorashau, Playtika
“Stay curious, keep experimenting and enjoy the journey. If you embrace new ideas and use them wisely, even if you make some mistakes along the way, you will still move in the right direction, where the future of industry is being shaped.”

Tobias Schnackenberg, Square Glade Games
“Keep your scope small to reduce risk. In the current market, tightly focused, concise gameplay loops are essential. They allow teams to iterate quickly, deliver clear value to players, and maximize the impact of every design decision.”

Evan Losi, Tech Tree Games
“Focus on long-term growth. That means investing in quality of life improvements, support tools, and nice-to-haves as much as bringing on juniors to the team.”

- Source: Internal Editor Analytics. Disclaimer: Number of users of the Editor both LTS and supported versions with a compliance key in the 12 months ending December 31st 2025.
- “Schedule I - Steam Stats” Gamalytic, link.
- “PEAK - Steam Stats” Gamalytic, link.
- “R.E.P.O. - Steam Stats” Gamalytic link.
- “Megabonk - Steam Stats” Gamalytic, link.
- “The Game Awards' Game of the Year lineup broke a major record” Polygon, link.
- URP is the default render pipeline in Unity versions 6.0 and above, replacing the built-in render pipeline.
- “Most people who buy your game won’t play it” How To Market A Game, link.
- “How many games were released in 2025?” How To Market A Game, link.
- https://rocketbrush.com/blog/most-popular-video-game-genres-in-2024-revenue-statistics-genres-overview
- “Games with co-op generated over $4 BILLION on Steam in H1 and have dominated our new release charts” Alinea Analytics, link.
- Source: Cint™ survey 2025, 300 respondents
- Source: Cint™ survey 2025, 300 respondents
- Source: Cint™ survey 2025, 300 respondents
- Source: Internal Editor Analytics. Disclaimer: Number of projects launched in the Editor both LTS and supported versions with a compliance key in the 12 months ending December 31st 2025.
- Source: Internal Editor Analytics. Disclaimer: Number of Unity developers using the Editor both LTS and supported versions with a compliance key in the 12 months ending December 31st 2025.
- Attachment rate refers to the number of projects connected with live ops or number of distinct projects.
- “Video games become more mainstream” ScienceDirect, link.
*For all 'BY THE NUMBERS' data: Source: Cint™ survey 2025, 300 respondents