Report

Record spending, record closures

In 2025, the UK games market hit its highest value in history, while the UK games industry endured its worst year on record.

Harriet MuscroftSeptember 20266 min read

In 2025, the UK games market hit its highest value in history, while the UK games industry endured its worst year on record. Almost every published report highlights one of those figures yet quietly ignores the other.

Two metrics, published months apart, describe the same twelve-month period. UK consumers spent £8.76bn on games in 2025, up 7.4% to reach the highest annual total ever recorded. Over the exact same period, the UK lost 1,537 games development jobs, a 4.5% decline representing the fastest contraction ever measured in the industry and the first since 2011.

Both figures are accurate. Yet read either in isolation and you reach the wrong conclusion about what is happening to the sector.

The easy explanations do not survive contact with the data.

It is not a collapse in demand. Demand sits at an all-time high, with growth recorded across every major segment.

+7%
Software
Rose to £6.03bn, the largest single segment
+3%
Hardware
Consoles, peripherals and accessories
+42%
Games film & TV
Adaptations, merchandise and related media

British consumers spent more on games in 2025 than in any previous year.

It is not a labour surplus. Even amidst contraction, 29% of UK studios report difficulty hiring required talent. An industry shedding jobs while simultaneously struggling to recruit is not suffering from oversupply.

Nor is it a failure of quality or output. The current pipeline of UK releases represents a landmark achievement for domestic studios. However, the development behind those titles was funded years ago, which is precisely where the issue lies.

What actually changed was the capital.

Global private equity and venture investment into games companies collapsed from $13.1bn in the twelve months to September 2022 down to $2.1bn in the twelve months to September 2025. That represents an 84% fall in three years, with over half of that decline occurring in 2025 alone.

Global private investment into games companies, twelve months to September
$13.1bn
2022
$4.7bn
2024
$2.1bn
2025
84%fall in three years, with over half of the decline occurring in 2025 alone

Over the same period, UK public funding shifted in the opposite direction.

Games Growth Package£30m allocated under the Creative Industries Sector Plan
UK Games FundCapital doubled to £28.5m
Regional & cluster funding£20m committed to the Tay Cities region, alongside £150m allocated to Mayoral Strategic Authorities for creative clusters

Capital did not leave the sector entirely; it did however change shape, and the industry is not structured to deploy it in the shape that arrived.

There has never been more public money available for UK games, and never less private money to match it.

Public and private capital serve distinct functions. Grant funding de-risks early-stage R&D and concentrates at the micro-level, with over 70% of UK games grants targeting solo developers and small teams. Private capital funds scale. When private investment drops by 84% while grant funding doubles, the sector becomes well supported to launch but structurally unable to grow.

The aggregate job losses conceal a highly specific structural shift. The smallest entities actually expanded: studios with one to four staff increased headcount by 3.2%, while those with five to fifteen grew by 9.2%.

Mid-sized and larger studios absorbed almost the entirety of the contraction, with nearly 1,800 roles eliminated from studios employing fifteen or more staff. Sector platform choices also dictated impact: mobile employment fell 12.9% and PC fell 13.2%, while console roles saw a lighter 2.1% drop.

Meanwhile, new business formation collapsed. Only 137 new studios were formed against 206 closures, marking the lowest formation total in fifteen years and the third consecutive year of a 30% or greater decline. Micro-studios expanding offers localised resilience, but adding a third person to a two-developer team cannot offset the closure of a forty-person studio.

Industry metricReality
UK consumer spend, 2025£8.76bn, the highest figure on record.Ukie, 2026
Development job losses1,537 roles lost, the fastest decline since 2011.TIGA, 2026
Formation versus closure137 new studios formed against 206 closures.TIGA, 2026

Mid-sized studios are what a regional games cluster is actually made of.

These mid-sized businesses employ at scale, anchor local supply chains, train senior talent, and attract inward investment. A region can absorb the loss of a two-person studio; it cannot easily replace a forty-person business, because the next studio will not automatically form in the same postcode.

With 55% of UK games development roles located outside London and the South East, this contraction is overwhelmingly a regional issue, hitting the exact mid-tier businesses that regional economic strategies rely upon.

The immediate hurdle is that most regions currently lack visibility on which studios are at risk because they lack accurate studio counts. Ukie's map lists 147 games businesses across Yorkshire and the Humber; regional network Game Republic estimates the true figure is closer to double that number.

Financing failures are fixable in a way that demand failures are not.

If this were a consumer demand crisis, regional authorities would have few tools to intervene. You cannot legislate consumer spending.

But it isn't. This is a capital sequencing problem, and sequencing problems have structural solutions: bridging facilities, co-investment frameworks aligned with games revenue timelines, credit advanced against tax claims, and working capital that lands when required rather than when traditionally convenient.

Games London demonstrated that this approach works, backing over £110m in deal flow and studio sales since 2015 while returning £37 for every £1 of public investment. A decade later, no other UK region outside Dundee has established a comparable vehicle.

There is currently more public capital earmarked for regional growth than at any point in the last decade, yet very few established models for deploying it effectively into games.

That window of opportunity will not remain open indefinitely.

H
Harriet Muscroft
Founder, Calyx

Got a games cluster and no architecture around it?

The first step is finding out where the sequence breaks in your region. That takes weeks, not months, and it gives you evidence you can take into a budget conversation.