
2025 Unity Gaming Report
The last few years have been a difficult time in game development. The industry is still massive, with over 3 billion global active players¹ and video games grossed over $184 billion in 2024,² easily out-earning TV and movies. Yet there’s a grimmer set of numbers, too, the tallies of layoffs, studio closures, and canceled projects that index deep challenges facing the industry.³
For studios, success lies on a razor’s edge: be bold enough to capture players’ hearts and minds while staying safe enough to reduce your risk. Harness innovative tech to save time, but don’t waste effort exploring new tools and workflows you won’t use. Grow the team enough to tap into specialized expertise for gorgeous graphics, complex gameplay mechanics, and tricky networking setups, but be lean enough to limit your exposure. Stay independent so you don’t have to rely on outside support or funding, but go big or risk being ignored by the market.
Last year’s Unity Gaming Report zoomed in on this tension, highlighting how games are having greater impact than ever but are still insecure. This year, we see the same market forces in play, but studios’ tactics are starting to evolve. To capture these emergent trends on the ground, we’ve shifted our research to embrace more survey-based data that reflects how the gaming industry is dealing with this volatility and the survival strategies being deployed right now to survive and even thrive in this climate.
So, the question of the moment becomes: How are game developers planning for success? What are the options studios are weighing, and how can your team benefit from insight into that?
This report draws on numerous polls and surveys conducted by third-party agencies and by the Unity team at major industry events such as GDC and Gamescom in 2024, alongside unique data from nearly five million⁴ Unity Engine developers.

Monument Valley 3 | ustwo games
These are the trends shaping game development
1Devs are managing risk by reducing costs.
Studios are facing uncertainty by doing more with less. That can mean stretching resources with innovative tech, refusing to take on debt for less exposure, investing in live ops, or keeping the team lean – but over 60% of devs say their main strategy in the current industry climate is to squeeze more value out of each game they build.⁵
2Studios are experimenting with different multiplayer setups.
Devs are still very interested in building networked multiplayer experiences – 64% report working on networked multiplayer or couch co-op. This year, many studios also report exploring new media, formats, and features in their multiplayer games.⁵
3Devs are sticking with trusted platforms.
Taking games to as many platforms as possible is still a popular strategy to extend a title’s reach, audience, and ROI, but studios are cautious about bringing their games to new venues. While web and social media games are just starting to gain traction (11% combined), 90% of devs launched their most recent games on mobile, with desktop not far behind at 80%.⁵
4Games are getting bigger.
The video game market is competitive, and building big games – whether they’re augmented by expansive worlds, lots of levels, or non-stop updates – offers a clear-cut way to communicate a game’s value to players. And it’s working – 88% of devs say that overall, play times are on the rise.⁵
5Devs are looking to tech to keep projects on track.
96% of the studios we talked to are integrating AI tools into their workflows, but machine learning hasn’t unleashed the full-scale revolution that so many in the industry thought was coming. Instead, devs are making calculated choices to find tech solutions to more mundane problems, with less than half of devs using AI tools in any one workflow.⁵
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 are sending events through the platform. These solutions span mobile, PC, XR, web, social, and console gaming to provide a unique high-level overview of the industry.
Additional data for this report comes from a Cintᵀᴹ CATI (computer-assisted telephone interview) survey of 300 game developers with a margin of error of +/-5.66% at a 95% confidence level. Additionally, we include data from two in-person surveys conducted at industry events. Unity employees conducted interviews with 144 randomly selected studios March 18–22, 2024 onsite at GDC in San Francisco, USA and with 231 randomly selected studios August 21–24, 2024 at gamescom in Cologne, Germany.
We take data privacy seriously and have omitted and 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. In addition, we are grateful to members of the industry who contributed their time and insights to this report.

Sunderfolk | Secret Door | Dreamhaven

Chapter 1
Devs are managing risk by reducing costs.
Studios are staying small but going big.
Media stories about layoffs, cuts, and studio closures have become all too familiar, and several hotly anticipated flops have shown that there’s no such thing as too big to fail. But of course there are still countless blockbusters, super-creative hits, and tiny indies that go viral – huge success in the gaming industry is still very possible. In an unpredictable landscape, devs are being judicious about how they allocate resources.
Quick Chart Access
- 1.1 Studios are facing uncertainty strategically.
- 1.2 Devs are expanding games’ endurance and reach.
- 1.3 Devs want better tools and learning resources for growth.
- 1.4 Games are doing well in Latin America.
- 1.5 Studios see further opportunities in Latin America.
- 1.6 Studios are weighing live update options carefully.
1.1 Studios are facing uncertainty strategically.
How respondents say they mitigate risk
A pie chart shows the proportion of survey respondents who opted for each of six strategies to reduce risk: avoid overhiring 10%; refuse debt 6%; stay small 4%; publisher support 11%; efficiency tools 45%; and monetization and live ops 24%.
| 1.1 Studios are facing uncertainty strategically. | |
|---|---|
| Avoid overhiring | 10% |
| Refuse debt | 6% |
| Stay small | 4% |
| Publisher support | 11% |
| Efficiency tools | 45% |
| Monetization and live ops | 24% |
Bar chart displaying xyz
| Title | |
|---|---|
| Encountering long R&D times while trialing new technologies | 40 |
| Managing and integrate tools and systems | 37 |
| Keep project organized, in scope, and on time | 31 |
| Collaborating as a distributed/hybrid team | 25 |
| I don’t have enough time | 10 |
| Keep project organized, in scope, and on time | 29 |
| Collaborating as a distributed/hybrid team | 21 |
| I don’t have enough time | 33 |
Almost 70% of the devs we surveyed said they try to do more with less. 45% said they’re harnessing efficiency tools to increase productivity, while 24% are squeezing more ROI out of their monetization and live ops budgets.
A fifth of the studios we spoke to reported staying lean to limit their exposure, using strategies like avoiding overhiring (10%) or refusing to take on debt (6%), while 4% said they’re intentionally limiting growth to reduce their vulnerability.
BY THE NUMBERS
45% say they see efficiency tools as a primary strategy

Projekt Z: Beyond Order | 314 Arts
“We remain as small as we are for multiple reasons. The most significant and most valuable aspect for me is how it influences the timings and workflow. As a small team, we can iterate, fix, or change entire game systems in the blink of an eye, compared to big AAA companies, where a single change has to go through multiple departments and checks before it even gets approved.”
Justin Miersch
Founder and Game/Level Designer, 314 Arts1.2 Devs are expanding games’ endurance and reach.
How respondents say they approach growth strategically
A pie chart shows the proportion of survey respondents who opted for each of four game development strategies: maximize existing game 62%; develop new ideas in the same genre 10%; develop new ideas in a different genre 23%; and develop IPs into multiple games 5%.
| 1.2 Devs are expanding games’ endurance and reach. | |
|---|---|
| Maximize existing game | 62% |
| New ideas in same genre | 10% |
| New ideas in a different genre | 23% |
| Develop IPs into multiple games | 5% |
The overwhelming majority (62%) of studios we talked to said their primary strategy is to stretch existing games’ impact through tactics like content updates, deeper market penetration, and platform reach. Another 5% said they planned to double down on successful IPs by developing them into multi-game franchises.
In a curious twist, the next-most popular option was to hedge bets by developing new ideas in different genres, at 23%, while 10% of the studios we surveyed said they planned to continue developing new ideas in the same game genre.

DREDGE | Black Salt Games
“It’s a balance between what the creative team has left to give and what our players want. Expanding an IP often makes financial sense and is great for fans who want more of what they already love. However, creating something new can reinspire the team, open up opportunities for even bigger success, and bring fresh ideas back to the original IP… Ultimately the decision comes down to whether we’re delivering something meaningful for both our players and ourselves.”
Nadia Thorne
CEO and Producer, Black Salt Games1.3 Devs want better tools and learning resources for growth.
What respondents think will fuel industry expansion
A bar chart shows which options survey respondents selected as relevant to future gaming industry expansion: 44% said a broader player base; 37% said more funding options; 33% said diverse sale tools; 51% said better tools and learning; 55% said end-to-end tech stacks; and 32% said AI productivity tools.
| 1.3 Devs want better tools and learning resources for growth. | |
|---|---|
| Broader player base | 44% |
| More funding options | 37% |
| Diverse sale tools | 33% |
| Better tools and learning | 51% |
| End-to-end tech stacks | 55% |
| AI productivity tools | 32% |
So far, we’ve looked at how studios are mitigating risk on an individual level – but what kinds of changes do they think are needed across the industry?
Devs overwhelmingly pointed to the need for better access to tools and learning resources (51%), more comprehensive, better-integrated tech stacks (55%), and effective AI tools for greater productivity (32%).
On a different note, almost half (44%) of the surveyed devs pointed to a need to broaden game audiences to foster growth, while around a third (33%) suggested that the industry needs more diverse points of sale and payment to reach players.

Den of Wolves | 10 Chambers
“Our first game, GTFO, definitely performed better than we ever would have believed in some markets. This is probably due to us working a lot with local partners – whatever communications beat we did, we always worked closely with agencies in each specific region. It’s impossible to know how each independent market works by yourself, and they do differ in behavior.”
Oscar J-T Holm
Cofounder, 10 Chambers1.4 Games are doing well in Latin America.
Emerging markets where respondents say they’re seeing the most success (e.g., player numbers, revenue, overall sales, etc), by region
A pie chart shows the proportion of survey respondents who say they’re finding success in the following emerging markets: Latin America 55%; Africa and the Middle East 7%; Central and Southern Asia 14%, and Southeast Asia 24%.
| 1.4 Games are doing well in Latin America. | |
|---|---|
| Latin America | 55% |
| Africa and the Middle East | 7% |
| Central and Southern Asia | 14% |
| Southeast Asia | 24% |
1.5 Studios see further opportunities in Latin America.
Emerging markets respondents say they most want to reach, by country
A bar chart shows what percentage of respondents identified each of 14 countries survey respondents as desirable emerging markets for their games.
| 1.5 Studios see further opportunities in Latin America. | |
|---|---|
| Argentina | 31% |
| Brazil | 50% |
| Chile | 17% |
| Colombia | 16% |
| Egypt | 13% |
| India | 46% |
| Indonesia | 23% |
| Malaysia | 32% |
| Mexico | 49% |
| Philippines | 12% |
| South Africa | 13% |
| Thailand | 13% |
| United Arab Emirates | 14% |
| Vietnam | 16% |
As we saw in chart 1.3, 44% of devs think broadening their player bases is a crucial growth strategy, and many are already seeing gains in Latin America. 55% of the devs we talked to said it’s the emerging market where they’re already growing most (in terms of player numbers, revenue, and overall sales), with another 38% finding success in Asia, and just 7% naming markets in Africa or the Middle East.
So it’s not surprising that several Latin American countries top the list of emerging markets devs most hope to access, too – Brazil (50%) and Mexico (49%) take the lead, but studios also seem optimistic about the markets in Argentina (31%), Chile (17%), and Colombia (16%). Beyond Latin America, 46% of devs said they’d like to reach the Indian market.

Starlight Re:Volver | Pahdo Labs
“I think that free-to-play gamers who are already ‘hardcore’ on UGC platforms and in emerging markets like China and India are primed to grow into a major audience for more traditional gaming experiences like those on Steam/AAA. These players have already developed a deep engagement with games, and I believe they’ll play a huge role in expanding the hardcore player base that’s been difficult to grow over the past decade. It’s a shift I’m really excited to see unfold.”
Daniel Zou
CEO, Pahdo Labs1.6 Studios are weighing live update options carefully.
Percentage of studios that report having active productions with content delivery plans
A pie chart shows which proportion of survey respondents say they’re opting for categories of content delivery plans: User-generated content 8.5%; early access 15.7%; seasonal content 4.7%; undecided 18.2%; downloadable content 25.8%; no plans 27.1%.
| 1.6 Studios are weighing live update options carefully. | |
|---|---|
| User-generated content | 8.5% |
| Early access | 15.7% |
| Seasonal content | 4.7% |
| Undecided | 18.2% |
| Downloadable content | 25.8% |
| No plans | 27.1% |
While over half (55%) of the devs we talked to had specific content delivery plans for how they planned to update active productions, 27% said they had no plans and just over 18% were still undecided, with some adding that their post-launch planning hinged on budget limitations.
Resources
Resources

Chapter 2
Studios are experimenting with different multiplayer experiences.
Devs are offering gamers more ways to play together.
The 2024 Unity Gaming Report highlighted just how much players want social gaming experiences – the data showed that on average, mobile games with multiplayer features had over 40% more monthly active users (MAU) than those without.⁶ This year, we dug into how studios are meeting that demand, including looking at what kinds of experiences they want to offer gamers.
- 2.1 Multiplayer games still dominate.
- 2.2 Teams of all sizes are building multiplayer games.
- 2.3 Multiplayer features are being integrated across genres.
- 2.4 Devs are exploring different networking setups.
- 2.5 Studios want to offer gamers more than just a good fight.
- 2.6 But any kind of game might be the next big thing.
2.1 Multiplayer games still dominate.
How respondents describe their most recent games
A pie chart shows the proportion of survey respondents who report that they’re building multiplayer games 58%, single-player games with networked features 32%, couch co-ops 6%, and single-player, non-networked games 4%.
| 2.1 Multiplayer games still dominate. | |
|---|---|
| Multiplayer games | 58% |
| Single player with networked features | 32% |
| Couch co-op | 6% |
| Single player, non-networked | 4% |
Multiplayer games still eclipse other setups – 64% of devs report that they’re working on projects with multiplayer features (including couch co-ops), while another 32% are networked single-player games.

Holdfast: Nations at War | Anvil Game Studios
“Look at your players as a community rather than just numbers on a dashboard – they’re your greatest asset for feedback, marketing, and long-term success. So listen to them, engage with them, support their aspirations, and let them be a part of your journey. That genuine connection is what keeps a game alive and thriving for years, especially in a world where new titles are launching constantly.”
Andrew Farrugia
CEO and Game Director, Anvil Game Studios2.2 Teams of all sizes are building multiplayer games.
Multiplayer games by team size
A segmented bar chart shows the proportion of survey respondents at GDC who are building couch co-op, online multiplayer, and single-player games by team size.
| Couch co-op | Online multiplayer | Single player | |
|---|---|---|---|
| 1-2 | 19% | 44% | 37% |
| 3-5 | 15% | 44% | 41% |
| 6-10 | 6% | 57% | 37% |
| 11-50 | 2% | 44% | 54% |
| 51+ | 0% | 52% | 48% |
Multiplayer development is often considered more complex, and many think it requires the targeted expertise that can only be found in larger teams. But in our conversations with devs at GDC last year, we saw that teams of all sizes are facing the challenges of building multiplayer games head-on.
Somewhat surprisingly, given the format’s reputation for being challenging, we found couch co-op to be more popular among solo or very small studios, with the number of games petering out as studios grow larger.
BY THE NUMBERS
20% of very small (1- or 2-person) teams say they are building multiplayer games

Ship of Fools | Fika Productions
“The COVID-19 pandemic highlighted the importance of both couch co-op and online cooperative games, as they became one of the few ways people could connect and spend time together. Now, more than ever, there’s a longing for games that bring back that sense of shared fun and camaraderie.”
Daniel Carmichael
Lead Gameplay Developer, Fika Productions2.3 Multiplayer features are being integrated across genres.
Game genres used in Multiplayer Center

[Source: Unity Multiplayer data. Disclaimer: Data captured between October 17, 2024 and February 4, 2025]
Unity devs are integrating networked features into a variety of game genres.⁷ Shooters and battle games are the most popular, but studios are creating social experiences in adventure games and platformer or sandbox games at a similar rate.

Sunderfolk | Secret Door | Dreamhaven
“We want to reconnect through a closer social experience, especially after the world felt so isolated these past few years. We get really excited about new and unique multiplayer modes that break down barriers and bring players together through their shared love of gaming.”
Alan Dabiri
Cofounder and Technical Director, Secret Door2.4 Devs are exploring different networking setups.
Gameplay setups for multiplayer games, as a percentage of respondents
A bar chart shows which kinds of games survey respondents say they’re building, as follows: Couch co-op 28%, local multiplayer 48%, online multiplayer 99%, asymmetrical multiplayer 69%, asynchronous multiplayer 72%.
| 2.4 Devs are exploring different networking setups. | |
|---|---|
| Couch co-op | 28% |
| Local multiplayer | 48% |
| Online multiplayer | 99% |
| Asymmetrical multiplayer | 69% |
| Asynchronous multiplayer | 72% |
Of the studios that reported working on multiplayer games, 69% said they’re creating asymmetrical experiences, games where players meet with different objectives, abilities, and gameplay mechanics.
BY THE NUMBERS
Asymmetrical gaming experiences are on the rise. 69% of devs say they’re exploring this setup

Sea of Stars | Sabotage Studio
“Having a moment or experience acknowledged by someone else can elevate joy and make it more real in a way. Couch co-op takes this concept to the maximum level, where the game is constantly throwing situations at the players for them to react together by planning or executing while anticipating a certain outcome, which then leads to them reacting together again when the outcome plays out.”
Thierry Boulanger
Creative Director, Sabotage Studio2.5 Studios want to offer gamers more than just a good fight.
Dev respondents’ priorities for kinds of player experience
A pie chart shows the proportion of survey respondents who report prioritizing the following kinds of game experiences for their players: Competitive 47%, social 10%, lighthearted interactions 9%, combat encounters 25%, and who say social experiences aren’t a priority 1%.
| 2.5 Studios want to offer gamers more than just a good fight. | |
|---|---|
| Competitive | 47% |
| Social | 10% |
| Cooperative | 8% |
| Lighthearted interactions | 9% |
| Combat encounters | 25% |
| Social experiences aren't a priority | 1% |
While competitive or combat play are still at the forefront, at 72% combined, devs strongly indicate that there are other kinds of encounters they want to give players. Together, social, cooperative, and lighthearted experiences make up 27% of the kinds of experiences studios want players to have in their games.

Phasmophobia | Kinetic Games
“Games are at their best when they create stories players tell long after they log off. Social gameplay – whether it’s cooperating to survive or screaming at your friend for leaving you behind – turns mechanics into memories. Phasmophobia works because investigating ghosts isn’t just about what’s happening in the game – it’s about how your group reacts to it. Those moments of panic, laughter, or clutch teamwork make for an experience people want to come back to.”
Benjamin Lavender
Technical Director, Kinetic Games2.6 But any kind of game might be the next big thing.
Genres dev respondents think gamers will be playing in 10 years
A bar chart shows the percentage of survey respondents that identify each of 14 game genres as predictions for popular game types in 10 years.
| 2.6 But any kind of game might be the next big thing. | |
|---|---|
| Battle royale | 55% |
| FPS | 38% |
| Card game | 17% |
| Fighting | 25% |
| MMO | 49% |
| MOBA | 49% |
| Racing | 30% |
| RPG | 64% |
| Strategy | 52% |
| Sports | 25% |
| Puzzle | 27% |
| Open world/sandbox | 36% |
| Match-3 | 14% |
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Resources

Chapter 3
Devs are sticking with trusted platforms.
Studios still launch multiplatform games, but they’re prioritizing tried-and-tested forums.
One of the really eye-popping results from last year’s report was the massive boost in multiplatform releases, with a 34% YoY lift in the number of devs targeting three or more platforms.⁸ This year’s data bears witness to a bit of a shift – devs are still going multiplatform to stretch the value of their hard work, but they’re doing so cautiously. We see a bit of a lag in capitalizing on the potential of fast-to-port, easy-to-install web, with just 11% of devs planning to release on this promising format, whereas mobile numbers remain high, suggesting that the live mobile game market is still going strong.
Quick Chart Access
- 3.1 Mobile and desktop are still on top.
- 3.2 Devs see less monetization potential in web and social media games.
- 3.3 Mobile game revenues are higher for small studios.
- 3.4 Console game revenues are higher for AA and enterprise studios.
- 3.5 Web games are still gaining traction.
- 3.6 Those planning to publish games on the web want to do it soon.
- 3.7 Devs who avoid web worry about technical gaps.
3.1 Mobile and desktop are still on top.
Platforms dev respondents targeted at most recent launch
A bar chart shows the percentage of respondents who say they plan to target each of the following platforms with their next games.
| Mobile | Web browser game | Social network game | Consoles | Desktop | VR | |
|---|---|---|---|---|---|---|
| 1–9 people | 94% | 13% | 13% | 19% | 63% | 13% |
| 10–49 people | 93% | 11% | 0% | 45% | 76% | 10% |
| 50–149 people | 85% | 7% | 3% | 70% | 87% | 9% |
| 150–299 people | 85% | 6% | 0% | 82% | 82% | 9% |
| 300+ people | 93% | 7% | 4% | 84% | 82% | 22% |
| Total | 90% | 8% | 3% | 66% | 80% | 14% |
Mobile is popular with studios of all kinds. 90% of devs polled say they launched their games on mobile, and this rate is fairly steady across studio sizes.
Console launch rates rise alongside team size: Just 19% of studios with fewer than 10 team members target these platforms, compared to 84% of enterprise studios with 300+ staff.
BY THE NUMBERS
90% of devs report launching their most recent games on mobile

1000xRESIST | sunset visitor 斜陽過客 | Fellow Traveller
“For indies, it really is no surprise that Steam is our biggest platform! That was an obvious first-launch platform, there really is no other choice in our minds. I think post-launch, seeing that a healthy long tail is possible on Steam is even more encouraging. The types of games we like to make include a lot of mystery and shrouded details on the actual story, so it's great that as those things are discovered by players, there are ways that the Steam algorithm realizes this, and supports discovery.”
Remy Siu
Founder, CEO and Creative Director, sunset visitor 斜陽過客3.2 Devs see less monetization potential in web and social media games.
Platforms that bring the most revenue for respondents
A pie chart shows the proportion of survey respondents who report earning the most revenue in each of the following platforms: Mobile 53%, web browser game 0%, social network game 0%, consoles 31%, desktop 11%, VR 5%.
| 3.2 Devs see less monetization potential in web and social media games. | |
|---|---|
| Mobile | 53% |
| Consoles | 31% |
| Desktop | 11% |
| VR | 5% |
3.3 Mobile game revenues are higher for small studios.
Percentage of respondents who say mobile games bring in the most revenue, by studio size
A bar chart shows the percentage of respondents who identify mobile games as bringing in the greatest revenue, by studio size.
| Studio size | 3.3 Mobile game revenues are higher for small studios. |
|---|---|
| 1–9 people | 75% |
| 10–49 people | 65% |
| 50–149 people | 49% |
| 150–299 people | 39% |
| 300+ people | 45% |
3.4 Console game revenues are higher for AA and enterprise studios.
Percentage of respondents who say console games brings in the most revenue, by studio size
A bar chart shows the percentage of respondents who identify console games as bringing in the greatest revenue, by studio size.
| Studio size | 3.4 Console game revenues are higher for AA and enterprise studios. |
|---|---|
| 1–9 people | 6% |
| 10–49 people | 12% |
| 50–149 people | 39% |
| 150–299 people | 39% |
| 300+ people | 43% |
Building and operating profitable mobile games seems to come more naturally to small teams – 75% of studios with fewer than 10 staff see this as the most lucrative platform, steadily dwindling to less than half for studios of more than 50. This suggests that the first trend this report spoke to – teams staying nimble as a strategic hedge against adversity – may be paying off for mobile developers.
On the flip side, devs in big studios say the payout is higher in consoles. 43% see this as gaming’s most moneymaking platform, versus just 6% of small studios. This suggests an economy of scale occurs for closed console development – maybe studios just have to be big enough to win in that space.

Into the Dead: Our Darkest Days | PikPok
“We’re always evaluating our internal pitches to see which platform(s) will best achieve their vision, considering technical requirements, the usability, the core audience, and the monetization, and by developing our expertise and capabilities in different platforms we can expand the reach of our IP to new audiences, as well as diversify our revenue streams.”
Karah Sutton
Chief Publishing Officer, PikPok3.5 Web games are still gaining traction.
Percentage of respondents considering developing for or porting to web
A pie chart shows the proportion of survey respondents who say they’re planning to publish a web game, with 11% reporting that they’re considering it and 89% reporting that they’re not.
| 3.5 Web games are still gaining traction. | |
|---|---|
| Considering developing or porting a game for web | 11% |
| Not considering web releases | 89% |
It’s worth noting that this rate is much higher for smaller studios of 10 or less, where 29% express an interest in developing web games.
3.6 Those planning to publish games on the web want to do it soon.
Reported timeline to develop or port a web game
A pie chart shows, for the survey respondents who said they want to publish a web game, how soon they plan to do so, by percentage.
| 3.6 Those planning to publish games on the web want to do it soon. | |
|---|---|
| 0–6 months | 14% |
| 6–18 months | 67% |
| 18 months–3 years | 14% |
| Already developed a web game | 5% |
While only 11% of the devs we spoke to said they were thinking about developing for web, those who were opting in wanted to do it soon – 81% said they’re considering developing or porting a game for web within the next 18 months, and 14% were planning on it in the next six.

Project Prismatic | Stratton Studios
“The frictionless nature of the web platform offered unmatched versatility and power, making it the perfect fit for Project Prismatic. The advanced capabilities of WebGPU, coupled with Unity’s optimized rendering pipelines, allowed us to deliver high-quality visuals and performance directly through the browser without sacrificing accessibility. This means our audience could experience Project Prismatic instantly, without requiring downloads or installations.”
Josh Loveridge
Managing Director, Stratton Studios3.7 Devs who avoid web worry about technical gaps and revenue streams.
Why respondents say they’re choosing not to target web development
A bar chart indicates why survey respondents say they’re not planning to target web development, citing the following reasons: Lack of marketplace 25%; clarity around monetization 25%; inconsistent browser support 42%; outdated or underpowered technology 59%; lack of web support for mobile browsers 30%.
| Response to web survey | 3.7 Devs who avoid web worry about technical gaps and revenue streams. |
|---|---|
| Lack of marketplace | 25% |
| Clarity around monetization | 25% |
| Inconsistent browser support | 42% |
| Outdated or underpowered technology | 59% |
| Lack of web support for mobile browsers | 30% |
Web games are the original quick and easy dev project (remember Flash and *gulp* Silverlight?), but the latest iterations built on WebGPU and other solutions are still finding their footing among studios. Asked why, devs cited the need for better browser support and more powerful dev tech, but they also pointed to the need for a better marketplace and monetization pathway.
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Chapter 4
Games are getting bigger.
Devs are betting on bigger worlds, longer-lasting IPs, and more content.
The video game market is competitive, no doubt about it. Studios are finding ways to create more value for players, and this means that games are getting bigger in a few ways – more expansive worlds, more levels, more update, and longer IP runs are all expressions of the same need to squeeze more returns out of projects by keeping players in the game longer.
4.1 Build sizes are rising.
Median Unity build size in MB from 2022–2024
A bar chart shows the median size of Unity build sizes between 2022 and 2024: 100MB in 2022; 123 MB in 2023; and 167 MB in 2024.
| Years | 4.1 Build sizes are rising. |
|---|---|
| 2022 | 100 |
| 2023 | 123 |
| 2024 | 167 |
The median build size of made with Unity games has been steadily increasing. While the median game was only slightly over 100 MB in 2022, that figure’s grown by nearly 67% in just two years.
BY THE NUMBERS
Median game size is up 67% since 2022

Stars Reach | Playable Worlds
“I’ve been making online worlds for over thirty years now. And one of the big lessons is that it’s not about the size as such. It’s less about big game worlds, and more about liking the kinds of play we can get out of large populations. MMOs offer a wholly different canvas from games with smaller populations. You can do things with economies and trade, with politics and PvP, and just all the dynamics that emerge from putting tons of people into a persistent environment.”
Raph Koster
CEO, Playable Worlds4.2 Open world games are popular across devices.
Large-scale games by platform
A bar chart shows how the proportion of game developers surveyed who report developing open world, sandbox, or large-level games, for the desktop, console, mobile, XR, and web game platforms and devices.
| Platforms | Open world | Sandbox | Large levels |
|---|---|---|---|
| Desktop | 81 | 36 | 67 |
| Closed platforms | 67 | 15 | 55 |
| Mobile | 28 | 12 | 19 |
| XR | 15 | 5 | 15 |
| Web | 18 | 0 | 0 |
Developers working on large-scale games (open world, sandbox, or with large levels) say they’re targeting PC and console platforms, suggesting they may not perceive mobile or web as realistic platforms for large-scale games.
Open world is the most popular style of large-scale game environment across platforms, but it’s worth noting that sandbox games make up an impressive 20% of large-scale games on PC for the devs we talked to at Gamescom last year.

Lost Skies | Bossa Games
“Physics in games has always fascinated me, from simple boxes toppling over to full-on physics-based animated characters. Once tamed, it really feels like gameplay just emerges from the system. We still see new tactics for people moving around the world of Lost Skies. We see novel solutions to problems that we would never have thought of. That's a good thing I want to encourage, that's the essence of play.”
Tom Jackson
Principal Game Developer, Bossa Games4.3 Studios are focused on game size.
Respondents identify their most important gameplay elements
A pie chart shows the proportion of survey respondents who cite 13 different features as their most important gameplay elements.
| 4.3 Studios are focused on game size. | |
|---|---|
| Novel mechanics | 6% |
| Smooth, high-performance play | 35% |
| Community | 5% |
| Cross-play | 6% |
| Battle systems | 1% |
| Game performance metrics | 11% |
| Game modes | 7% |
| Multiplayer modes | 4% |
| Music tracks and quality | 1% |
| Number of missions/levels in a game | 17% |
| Number and types of enemies | 1% |
| Playable characters | 3% |
| Progression systems | 3% |
While it’s no surprise that performance fundamentals are a top concern – 35% of the devs we spoke to identify smooth, high-performance play as their top concern, while another 11% pointed to performance metrics – quantity of content lands in second.
17% of devs said the number of missions or levels in the game was their primary concern, suggesting that giving players a sense of value by providing enough material to play through is of paramount importance.
BY THE NUMBERS
17% of devs prioritize offering volume of episodes

Subway Surfers | SYBO
“Larger game worlds open the door for new levels of creativity, experiences, and possibilities for the player. In Subway Surfers, the seemingly endless universe players run through plays a major role in keeping our community engaged and entertained. Our team loves the creative possibilities that come with refreshing this environment every three weeks through our World Tour – it allows us to integrate Easter eggs and unexpected details into the game that our players really appreciate.”
Niklas Orup
Game Director, SYBO4.4 Playtimes are rising.
How respondents say playtime is trending
A pie chart shows the proportion of survey respondents who say the following of how their game’s playtime has been trending over the past year: 32% report a large increase, 56% report a minor increase, 10% report that it’s stayed the same, and 10% report a minor decrease.
| 4.4 Playtimes are rising. | |
|---|---|
| Large increase | 32% |
| Minor increase | 56% |
| Stayed the same | 10% |
| Minor decrease | 10% |
BY THE NUMBERS
88% say playtime is increasing
Just 2% of devs we surveyed have seen a decrease in playtime, while only 10% of the studios we spoke to reported flat numbers. In short, playtimes are overwhelmingly on the rise for the majority of devs.
4.5 Studios try many strategies to keep players interested, but more content is king.
Techniques respondents used for player engagement
A bar chart shows which percentage of survey respondents reported using 12 different player engagement strategies to keep players interested.
| Engagement techniques | 4.5 Studios try many strategies to keep players interested, but more content is king. |
|---|---|
| Daily rewards or missions | 77% |
| Achievements and challenges | 76% |
| Leaderboards | 33% |
| User-generated content and modding | 29% |
| Player vs player | 48% |
| Timed events | 32% |
| Out-of-game engagement | 24% |
| Marketplaces for in-game virtual goods | 15% |
| Updating core game content | 42% |
| Social features | 26% |
| Rewarded ads and/or in-app purchases | 46% |
The devs we spoke to are harnessing a lot of live ops and other tactics to stimulate players’ interest in their games, with daily rewards or missions (77%) and achievements or challenges (76%) taking top spots. Many (24%) also reported out-of-game strategies like push notifications, web activity, Discord or Reddit engagement, or companion apps as a sound strategy to keep players’ attention, and multiplayer features like player vs player mode (48%), leaderboards (33%), and social features (26%)
The strong showing across these tactics support the high-level trend that devs are giving players more and more content, novelty, and features to add value to their games and retain players longer in this competitive market.
BY THE NUMBERS
42% keep things fresh by updating core content with new stories and characters

Monument Valley 3 | ustwo games
“Known IP is becoming more important than ever. With the sheer volume of games being released across platforms, discoverability remains a massive challenge. Players – and platforms – are gravitating towards titles with built-in recognition and trust, whether that’s established gaming franchises or adaptations of well-loved IP from other media. At the same time, we’re going to see even more gaming IP breaking out into transmedia opportunities – films, series, books and beyond.”
Jane Campbell
Commercial Manager, ustwo gamesResources
Resources

Chapter 5
Devs are looking to tech to keep projects on track.
Finding tools to keep projects on time and within budget is essential.
In game development, efficiency is do or die. New tools and tech can be one of the best ways to stretch resources and manage uncertainty, but researching and testing them can also feel colossally unproductive. And AI hasn’t quite been the creative cure-all that some hoped – the numbers show that while many devs are excited about using AI in some parts of workflows, in practice, this technology is just another tool among many. Here’s how studios are striking a balance between tech’s potential to save or waste precious time.

Harold Halibut | SLOW BROS.
“Building all the game assets by hand isn't exactly the most efficient way… but we do try to automate a lot of the processes in our analog to digital pipeline, so more time can be spent on analogue creation.”
Onat Hekimoglu
Cofounder, CEO, Director, and Composer, SLOW BROS.5.1 The most pressing issues remain organizational.
Respondents’ top challenges developing a game
A pie chart shows the proportion of survey respondents who identify one of 11 different issues as their top game development challenge.
| 5.1 The most pressing issues remain organizational. | |
|---|---|
| Can’t find learning resources | 5% |
| Can’t find right people | 2% |
| Not enough funding | 5% |
| Not enough time | 1% |
| Keeping projects organized, in scope, on time | 20% |
| Collaborating as a distributed or hybrid team | 8% |
| Managing tools and systems | 15% |
| Finding a unique idea | 18% |
| Long R&D times trialing new tech | 21% |
| Growing or marketing games | 6% |
While headlines about the economy of the gaming industry are often stark, devs say their main challenges are coming from inside the house: Internal organizational issues far outweigh external factors as chief concerns among the devs we surveyed.
21% identified long lag times exploring tech as the biggest blocker – a cruel irony of trying to stay ahead of the curve is that you can waste a lot of time trying to find it, and long R&D times testing out new tech can be a huge drain on devs’ most precious resource: time. Another 20% pointed to hurdles keeping projects in scope and on track. Meanwhile, difficulties funding and marketing games hovered near 5-6% each, while finding a unique game concept landed a bit higher, with 18% of devs naming this as a primary obstacle.
What’s more, as games and gameworlds grow larger, so do the challenges of keeping assets organized and teams on track, suggesting that these challenges may grow alongside games.

Crab God | Chaos Theory Games
“Speed is a competitive advantage, especially for a small team like ours, so we emphasize iterative design – prototyping ideas quickly to validate them before investing more resources. We focus on reducing communication bottlenecks by fostering collaboration and empowering team members to make decisions quickly. We also prioritize simplifying our workflows.”
James Lockrey
Managing Director, Chaos Theory Games5.2 Devs are using live ops solutions heavily.
Services attached to Unity projects, by category
A bar graph chart shows the percentage of devs who are attaching services to their Unity projects in the Editor.
| Service category | 5.2 Devs are using live ops solutions heavily. |
|---|---|
| Advertising and monetization | 25% |
| Analytics | 17% |
| Data management | 15% |
| Payments | 15% |
| User authentication | 10% |
| Marketing and engagement | 9% |
| Multiplayer | 9% |
| Crash reporting | 6% |
| Cloud database | 3% |
| Community | 2% |
While studios may be looking for better organizational tools, live ops services lead the solutions that Unity devs turn to in their day-to-day work. Looking specifically at Unity Editor projects across genres and platforms, over 40% of projects attach third-party or Unity services, with live game features for ads, data management, analytics, and payment software being the most popular add-ons.⁹

DREDGE | Black Salt Games
“Another thing we do is keep an eye out for new tools that might increase productivity in our pipelines. With a smaller team size we can’t always look to build things from scratch. This might involve looking around in the Unity [Asset] Store for useful add-ons or just investigating new software that might help out with animations. Tools and software evolve pretty quickly in game development and it's definitely worth the time to investigate things that can reduce costs and time.”
Michael Bastiaens
3D Artist, Black Salt Games5.3 Devs are positive about AI tools.
Respondents’ sentiment about AI’s impact on the gaming industry.
A pie chart shows the proportion of survey respondents who report being extremely positive (31%), somewhat positive (48%), neither positive nor negative (17%), somewhat apprehensive (4%), or extremely apprehensive (1%) about AI’s impact on the gaming industry.
| 5.3 Devs are positive about AI tools. | |
|---|---|
| Extremely positive | 31% |
| Somewhat positive | 48% |
| Neutral | 17% |
| Somewhat apprehensive | 4% |
| Extremely apprehensive | 1% |
2023 was really the year AI applications broke into the mainstream. After ChatGPT hit the market, generative AI tools were suddenly everywhere, and a lot of game developers and other creators seemed apprehensive at first – but today, 79% of devs polled report feeling positive about using AI in gaming, while a mere 5% are apprehensive.
BY THE NUMBERS
79% feel positive about AI in gamedev

War Robots | Pixonic | MY.GAMES
“Developers would benefit from AI tools that simplify playtesting and automate bug detection. Additionally, AI-powered solutions for localization and quick translations of ad copy, or even generating initial sketches for concept art, could save significant time and resources.”
Sola Saulenko
Marketing Director, Pixonic, MY.GAMES5.4 Uptake of AI is holding steady (but not rising).
How respondents say they’re using AI
A bar chart shows which game development tasks last year’s Unity Gaming Report indicated that studios were using AI for in the 2023 survey compared to survey respondents in 2024.
| Dev responses | 2024 survey | 2023 survey |
|---|---|---|
| Adaptive difficulty | 30% | 35% |
| Automated playtesting | 41% | 36% |
| Generating artwork and game levels | 35% | 36% |
| Improving character animations | 41% | 46% |
| In-game text and voice chat moderation | 44% | 33% |
| Writing or improving code | 47% | 37% |
| Writing and narrative design | 22% | 36% |
| I don’t use AI | 4% | 0% |
Looking at this year’s survey results alongside the survey results included in last year’s report, it’s intriguing to note just how little these figures have changed. Devs report picking up AI tools at a similar rate to last year, but AI applications and use cases have matured considerably in the interim. They’ve grown faster and are better trained, and we as users have honed our ability to guide generative AI toward desired results as AI use has grown normalized.
Since AI tool use is so much more widespread a year later, the slight downtick in several categories – adaptive difficulty, generative art, and writing or narrative design – is striking. It may suggest that devs may be less interested in exploring AI tools in creative or problem-solving dimensions of game development, possibly because they’ve tested these use cases and haven’t been leveraging strong concerns there. Meanwhile, AI use for automated playtesting, moderating in-game comms, and improving code have risen, implying that AI tools (so far) are most effectively used in support capacities, rather than generating original work.
BY THE NUMBERS
Just 4% of devs don’t plan to use AI in 2025

Two Point Museum | Two Point Studios
“Invest some time in automated testing. Even doing something minimal like checking the game boots will improve robustness. Taking it further to report on performance metrics like frame rate isn’t too tricky and will help you keep optimisation under control throughout development.”
Ben Hymers
Founder and Technical Director, Two Point Studios5.5 Studios still turn to classic dev ops tools to boost procedural efficiency.
Reported reasons for using dev ops services
A pie chart shows the proportion of survey respondents who say they’re using dev ops services in the following ways: Faster releases 8%; automation and efficiency 24%; code quality improvements 16%; scale infrastructure and development processes 13%; improved communication and collaboration 9%; increased user satisfaction 12%; increased security 5%; improved code safety and stability 8%; don’t use dev ops 4%.
| 5.5 Studios still turn to classic dev ops tools to boost procedural efficiency. | |
|---|---|
| Faster releases | 8% |
| Automation and efficiency | 24% |
| Code quality improvements | 16% |
| Scale infrastructure and development processes | 13% |
| Improved communication and collaboration | 9% |
| Increased user satisfaction | 12% |
| Increased security | 5% |
| Improved code safety and stability | 8% |
| I don’t use dev ops | 4% |
While game developers seem to have high hopes for the time-saving potential for AI, they seem to be sticking with classic, battle-tested dev ops tools that streamline how they work. Mostly, they report using these tools to accelerate production by imposing order (32% combining quicker releases and efficiency replies), improve code quality and safety (26%), and scale process (13%).
BY THE NUMBERS
Only 4% don’t use dev ops tools at all
Resources
Resources
Conclusion
Last year’s report showed how studios dealt with economic headwinds by squeezing more value out of their work. The trends indexed developer strategies like adopting AI tools to save time, diversifying revenue strategies, shipping games to more platforms, prioritizing multiplayer games, and building stronger brands to extend players’ engagement and loyalty. With this blueprint, devs aimed to stretch resources and maximize their ROI by finding new ways to save time and increase their games’ reach.
This year, many of the same market forces are in play, but studios’ responses to them have shifted slightly. As deep cuts, layoffs, and studio closures continue, the developers we spoke to seem to be putting safety first with strategies that limit their exposure to risk: they’re staying small and nimble; diversifying the types of multiplayer game they build; prioritizing trusted platforms; bringing players bigger worlds and more content; and they’re turning to time-saving tools – but cautiously.

Lost Skies | Bossa Games
These five trends offer a snapshot of what studios are approaching their work in 2025 – but of course good plans need to be forward-looking. So what comes next?
Where things are headed
Dev respondents predict 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: More adoption of live game model of continuous updates 42%, more web games 12%, global gaming industry growth 6%, gaming industry will continue contracting and consolidating 1%, a rise in solo and small dev studios 17%, AI opportunities and challenges 13%.
| Where things are headed | |
|---|---|
| More adoption of live game model of continuous updates | 42% |
| More web games | 12% |
| Global gaming industry growth | 6% |
| Gaming industry will continue contracting and consolidating | 1% |
| A rise in solo and small dev studios | 17% |
| AI opportunities and challenges | 13% |
Devs forecast that live service games will continue to grow in popularity. 42% of the devs surveyed said they thought more games would adopt the continuous update model as a competitive strategy, while 12% pointed to the potential for more web, web for mobile, and webGPU games.
Echoing the first trend from this year’s report, 17% of these devs predict a rise in solo and small studios, even though only a sliver of respondents (1%) anticipate that the gaming industry will continue to contract and consolidate. Just 6% said they foresee signs of growth this 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.
What’s in store for the next 5+ years?
What’s in store for the next 5+ years?
Raph Koster, Playable Worlds
“The continued growth of independent games done on smaller budgets.”
Benjamin Lavender, Kinetic Games
“Players don’t just want content – they want experiences that react to them, evolve with them, and feel dynamic every time they play. Even more so if it can be experienced with friends.”
Remy Siu, sunset visitor 斜陽過客
“We're going to see indies continue to grow in importance, and take up more mindshare with audiences. I really hope that the hardware platforms can step up discovery for these indies.”

Niklas Orup, SYBO
“We’re anticipating an even bigger focus on social-centric gameplay, particularly on mobile. People are always craving more connection, and games have proven a great way to achieve that virtually.”

Andrew Farrugia, Anvil Game Studios
“One trend we’re seeing a lot of is the remastering of classic IPs. Nostalgia is a powerful tool and players love revisiting the games they grew up with, but updated for modern platforms.”

Dev tips for the next 5+ years
Dev tips for the next 5+ years
Justin Miersch, 314 Arts
“A game doesn't always need to be gigantic with 1,000 game mechanics. Indie developers have shown time and time again that simple but creative games can take the world by storm.”

Josh Loveridge, Stratton Studios
“Embrace and master the new wave of tools reshaping the development landscape. AI-driven solutions, procedural systems, and real-time collaboration tools are no longer optional – they're essential.”

James Lockrey, Chaos Theory Games
“Focus on sustainability – both in how you make games and the themes within them. Ensuring you and your team have a healthy relationship with your work will lead to better long-term results.”

Oscar J-T Holm, 10 Chambers
“Don’t do too much marketing research; don’t try copying successful games. If 2024 teaches us anything, it’s that you can make a weird game or even a completely new genre and succeed.”

Yannick Van Der Loo, Fika Productions
“Make a game you want to play, not a game you want to sell.”

- Priori data, 2024, link.
- “GamesIndustry.biz presents… The Year In Numbers 2024” GamesIndustry.biz, link.
- Statista estimates 32,750 layoffs in the gaming industry worldwide since 2022, with 8,500 in 2022, 11,250 in 2023, and 13,500 between January and October 2024, link.
- Source: Internal Editor Analytics. Disclaimer: Number of users of the Editor with a compliance key in the 12 months ending December 31st 2024.
- Source: CintTM survey 2024, 300 respondents.
- Link
- Source: Unity Multiplayer data. Disclaimer: Data captured between October 17, 2024 and February 4, 2025.
- Link
- Disclaimer: Includes projects active for over 30 days with an identifiable compliance key in 2024 across all versions of the Editor.
2025 Unity Gaming Report
Get insights from industry experts and discover the biggest trends in gaming for 2025. Stay ahead of a changing industry.














