In my two decades building and advising game studios, I’ve seen a recurring pattern: the number one reason games fail is they don’t ship fast enough.
Teams pour months — sometimes years — into backend systems like accounts, servers, commerce, leaderboards, and live ops. These systems are vital, but they don’t make the game itself more fun. Every week spent on infrastructure is time not spent polishing gameplay, building community, or testing with real players.
Too often, by the time the game is ready to launch, the budget is gone, the market has moved on, or worse — the project never ships at all. A recent GDC survey showed that nearly half of developers canceled a project before launch due to resource constraints and delays. That aligns with what I’ve seen firsthand across the industry.
Today’s market is unforgiving. Players have more choice, expectations are higher, and cultural trends come and go in months, not years.
Here’s what I tell studios:
In this environment, speed isn’t just about efficiency — it’s survival.
This is exactly why we built Beamable.
Beamable provides ready-to-use infrastructure for the core systems every game needs — directly inside Unity and Unreal. That lets studios save six to twelve months of backend work, freeing teams to focus on what makes their game great.
The impact is clear:
Today, more than 4,000 developers at 200 studios use Beamable. We already power 90+ live games with 100 more in development — from indie creators to AAA publishers.
I’ve seen the other side of the coin too many times:
And the numbers back it up. Industry analysts at GameDiscoverCo estimate that 70% of games fail to turn a profit. The ones that succeed don’t wait until everything is perfect — they ship, they learn, and they improve.
As a COO, I think about risk constantly. The riskiest path in game development is spending years on infrastructure before you ever test your game in the market.
The studios that win are the ones that get into players’ hands faster. That’s the opportunity Beamable was built to unlock.
👉 Learn how Beamable helps studios ship faster
Q: What is the number one reason games fail?
A: The top reason games fail is delays. Studios spend months or years on backend systems like servers, accounts, and commerce — systems that don’t improve gameplay but drain budgets.
Q: How much development time can Beamable save?
A: On average, Beamable saves studios 6–12 months of backend work by providing ready-to-use infrastructure directly inside Unity and Unreal.
Q: Why does speed-to-market matter in gaming?
A: Launching fast helps studios capture trend windows, reduce costs, and gather player feedback earlier. According to Unity, delays can cost a mid-sized studio $50K–100K per month in overhead.
Q: Who is using Beamable today?
A: Beamable is trusted by more than 4,000 developers at 200 studios, powering 90+ live games with 100 more in development, from indie teams to AAA publishers.
Q: What happens if studios delay their launch?
A: Delays often lead to canceled projects, missed market opportunities, or lack of budget to support live ops. Industry analysts estimate 70% of games fail to turn a profit.