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Good Games Group has bought the Humble and Firestoke back catalogues. Now, newly renamed as Balor Games, it wants to invest in triple-I

Balor Games is entering its next phase with a larger catalogue and plans to invest in triple-I games. The publisher, formerly known as Good Games Group (GGG), has acquired the Humble Games back catalogue and Firestoke’s catalogue, giving it established titles alongside opportunities to support new projects.

Balor Games expands its catalogue and ambitions

Humble Games was restructured in 2024, and its staff were laid off. Later that year, Good Games Group was established under former Humble Games executives Alan Patmore, CEO, and Mark Nash, COO. Backed by MEP Capital, the company initially helped manage Humble’s existing catalogue and in-development games through a sublicensing agreement.

Nearly 18 months later, GGG acquired the entire Humble Games back catalogue, comprising more than 50 titles. These include Slay the Spire, A Hat in Time and Forager. The deal also covers the back catalogue of PC and console publisher Firestoke, which closed last year, as well as the publishing rights to Fights in Tight Spaces.

Balor has also signed new projects, including SCP: 5K, a cooperative tactical horror shooter from Affray Interactive that has been in Early Access since 2022. The financial terms of the Humble catalogue deal with owner Ziff Davis have not been disclosed. Patmore said both parties were satisfied with the outcome, describing the acquisition as a natural continuation of the work GGG had already been doing with developers.

The new name reflects the company’s ambitions: Balor is inspired by a Celtic creature with three eyes. Patmore and Nash want the publisher to be associated with high-quality, impactful games, and see triple-I as a space where Balor can build a distinct identity.

A flexible publishing approach for triple-I games

Publishing support can range from marketing a finished game to financing development from the outset. Nash says Balor intends to tailor its involvement to each project, taking time to understand what a development team actually needs. The aim is to help teams manage development and bring their games to the best possible standard, rather than apply one fixed model to every partnership.

Balor is interested in games that can build and sustain communities. That does not necessarily mean a game must include multiplayer features. Nash’s focus is on helping developers foster positive communities during development, so players can help raise awareness and support a game when it launches. For developers evaluating a publisher, this makes it useful to ask what community-building assistance is available before signing a deal.

The company is open to projects with budgets ranging from a couple of hundred thousand dollars to tens of millions. Patmore says budget alone does not define a triple-I game; creative vision, craft and content matter too. Balor considers whether a project suits its goals and whether the publisher can provide meaningful value. The range means prospective partners should clearly outline their project’s needs, audience and goals when approaching the company.

Slay the Spire was published by Humble on consoles and mobile. Image credit: Mega Crit.

Back-catalogue revenue may support new projects

Acquiring established catalogues gives Balor a more predictable revenue base than a publisher starting without existing titles. Patmore says that this can provide a financial cushion and make it possible to invest in new games sooner. The company describes the catalogue as a foundation for growth, not a substitute for selecting new projects carefully.

Balor’s leadership sees an opportunity in triple-I games, particularly as developers report difficulties securing funding. Nash says the publisher is considering different ways to support studios, including acquiring publishing rights to existing games for a lump sum. A studio could then use that payment to finance its next project, outside a conventional publishing arrangement. Balor is also considering more traditional royalty-advance models.

Patmore and Nash acknowledge that the games market has changed significantly in recent years and say publishers need to adapt, including by exploring flexible funding options. Balor’s backing from MEP Capital is part of the flexibility the company says it can bring to these arrangements.

SCP: 5K is published by Balor Games and developed by Affray Interactive. Image credit: Affray Interactive.

Balor Games’ long-term goal

Rather than set a target for the number of games in its catalogue or releases each year, Balor’s leadership says its priority is choosing the right development teams and supporting strong projects. Patmore’s stated goal is for the company to become a trusted curator of quality triple-I experiences.

For developers, the practical takeaway is that Balor’s offer may vary according to a project’s budget, stage and support requirements. Its acquired catalogues provide a base for the business, while its plans for new investment and alternative financing could create options for studios seeking a publishing partner. Balor Games’ progress will depend on how effectively it matches that flexibility with games that deliver on their creative vision.

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