Nordic Game 2026 welcomed developers and industry professionals to Malmö with awards, conversation and a notably friendly atmosphere. Beneath the smiles, however, conference discussions pointed to a games industry facing a difficult transition: competition is intense, funding is harder to secure, and established publishing and investment models are being reassessed.
Nordic Game 2026: A welcoming event amid industry pressure
Although Nordic Game has a strong Scandinavian focus, its show floor included developers from several countries, including Germany, Ukraine and Moldova. Moldovan game Lootbound won the attendee-voted People’s Choice Award. One standout title was DDoD, a roguelike shooter from Ukrainian developer The Future Entertainment Company. Its giant mutant snails and loot-driven action unfold in a sprawling industrial wasteland.
Pocket Gamer Connects Summit Malmö also took place nearby, and some visitors attended both events. The overlap reflected Nordic Game’s appeal, while conversations with attendees highlighted its friendly, reunion-like character. Some felt the mood was more upbeat than in 2025, but many sessions still focused on a shared challenge: too many games are competing for players’ attention, while money remains limited.
Practical takeaway: Developers planning a conference visit can make the most of it by balancing networking and showcases with sessions on funding, publishing and audience development.
Why games funding is changing
At a venture capital panel, Execution Labs co-founder Jason Della Rocca said developers need to understand what investors are looking for. A funding request based only on immediate needs, such as paying staff or covering development costs, may not be enough. Investors are generally seeking opportunities with the potential to grow, rather than funding a company simply because it needs cash.
The traditional venture capital approach often depends on selling an investment stake later, such as through an acquisition. Makers Fund investment associate Walter Paleari noted that PC and console acquisitions have become less frequent in recent years. With fewer potential buyers, a profitable game does not automatically provide an exit for investors.
Griffin Gaming Partners has responded with a $100 million Special Opportunities Fund aimed particularly at AA games. Investor Jakob Longer said the fund had backed around 16 titles, using revenue sharing rather than taking equity. He described it as an addition to Griffin’s existing investment activity; the firm has around $1.6 billion dedicated to the games sector overall.
Practical takeaway: Studios seeking investment should be ready to explain their audience, commercial potential and funding structure—not only their budget requirements.
Self-publishing and flexible publishing models
In a session called “Designing for Lifetime, Not Launch Week,” Midwest Games COO Adam Orth argued that the old publishing playbook no longer fits every project. One response is modular publishing: a publisher can provide selected services instead of taking responsibility for the entire process.
Strategic Alternatives’ Tim Campbell urged developers to prepare for the possibility of self-publishing, even if they later sign with a publisher. He said early traction and product-market fit can help attract investment, making it important to start building a community near the beginning of development.
Campbell also warned that a publishing agreement cannot guarantee a project will continue. A publisher’s strategic change can lead to a cancellation, so studios should consider how they would reach players and generate sales if plans change.
Practical takeaway: Developers can reduce uncertainty by planning audience-building and sales strategies early, and by understanding which publishing services they actually need.
Competition is growing as hardware advances slow
During the “State of the Industry 2026” discussion, Newzoo director of market intelligence Emmanuel Rosier suggested that technical improvements are producing smaller leaps than in earlier console generations. Faster loading from SSD technology was one noticeable change between PlayStation 4 and PlayStation 5, but he questioned whether future upgrades would create equally compelling reasons for players to move to new hardware.
Older games also remain strong alternatives. Players can access acclaimed titles from previous generations, often at lower prices, which adds pressure on new releases to stand out. Rosier also discussed competition from Chinese publishers, saying that investment in Western studios and experience making games have helped Asian companies build capabilities of their own.
For studios, these trends make a clear creative identity and a defined audience increasingly important. Technical ambition still matters, but it may not be enough on its own to distinguish a game in a crowded market.
What Nordic Game 2026 says about the future
The Nordic Game Awards brought a celebratory close to the event, with Arc Raiders named Nordic Game of the Year and attendees gathering for drinks and karaoke. Yet the contrast between the festivities and the conference discussions was striking. Developers cannot always count on publisher support, investment or an acquisition, while publishers and investors are adapting to a more uncertain market.
The industry’s transition may lead to leaner teams, more specialised services and different ways of funding games. For studios, preparation matters: understand the audience, plan for more than one publishing route and keep a realistic view of financial risks. That is the tougher reality behind the welcoming atmosphere of Nordic Game 2026.