❓ Problem

Gaming is the biggest entertainment business on earth, and it isn't close. The global games market closed 2025 at $201.6 billion, crossing the $200 billion line for the first time, with 3.6 billion players worldwide. That is bigger than the global box office and recorded music combined, with plenty of room to spare.

Now look at how games actually get funded. Video game projects on Kickstarter raised about $26 million in 2025across 443 successful campaigns, its second-best year on record. Sounds healthy until you frame it: as ICO Partners' Thomas Bidaux puts it, 400-plus funded games a year is roughly two weeks of Steam releases. In its entire 17-year history the category has raised about $377 million across 5,526 campaigns. Against a $200 billion industry, the funding rail for games is a rounding error on a rounding error.

Here is why it never scaled. A game used to take a studio and years, so a $70k raise couldn't deliver a finished product, only a trailer and a Discord server. Backers got burned by delays and no-shows (Star Citizen has now vacuumed up roughly $900 million and still isn't out), so trust curdled. Meanwhile publishers sit on thousands of dormant back-catalogue titles earning exactly $0, and a founder who just sold his company for $80m is out here proposing a GoFundMe to get a 1999 RTS running on his MacBook. The demand is deafening. The rails are broken. Here's the idea.

✅ Solution

Game of Loans: a crowdfunding platform built only for games, where you fund a new indie title, revive a dead classic, or bring an old favourite to a new platform, with the licence cleared with the IP owner before a single dollar is pledged.

The wedge is narrow on purpose: prove one beloved dead game can be revived because the fans literally pre-paid for it. The platform underneath (escrow, milestone voting, licensing facilitation) then expands across the whole funding side of the industry.

📊 Key Numbers

Market size

ARR potential

⏰ Why Now