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I still see reasons to make games. The opportunity is not that players will buy whatever a small team manages to finish, or that layoffs have conveniently delivered cheap talent. It is that a team with a clear idea may find people who care about it enough to pay for the work.
That leaves us with a demanding but useful ambition: make a game worth somebody’s time, price it for the experience it offers, and leave the people who made it able to make another. That is the business I want Amorphous Arts to become.
Sources
Page citations refer to the numbers printed inside each report. Bain’s printed page 4 is the sixth page of its PDF. The three PDF files below were consulted directly; their filenames are listed for identification and are not download links.
GDC Festival of Gaming. (2026). 2026 state of the game industry [Report].
PDF: {fbdfe6c4-e33f-458e-a8ac-96db55fda684}_541400_GDC26_PDF_SOTI_Report_Final.pdf
Rosier, E., Gu, T., Buijsman, M., Hunt, Z., & Şahin, M. M. (2026). 2026 PC & console gaming report. Newzoo.
PDF: Newzoo_2026 PC and Console Gaming Report.pdf
Videbaek, A., & Sommer, B. (2026). Gamer survey: The end of the average gamer. In Gaming report 2026: Choose your player (pp. 3-7). Bain & Company.
PDF: bain_report_gaming_report_2026.pdf
SteamDB. (n.d.). Steam game release summary by year [Data set]. Retrieved September 5, 2026, from SteamDB’s annual release data. This supplementary web source supplies the storefront counts; it is not one of the three reports.
For readers who prefer web summaries, the publishers provide GDC’s report highlights, Bain’s gamer-survey chapter, and Newzoo’s article on PC and console growth. These pages are companion reading; the report page citations above identify the evidence used here.