What 15,324 games industry listings say about October 2026

Today I published the first Games Industry Listings Report on Games Jobs Index. It’s something I’ve wanted to do since I started the board: use the data the board already collects to say something about the games industry, not just list roles.

Why this data is different

Every day, Games Jobs Index reads each studio’s own careers system directly: 1,383 studios with open listings on 1 November, and 15,324 open listings.

Because it reads the same studios every day, it can see something most job boards can’t: when a listing first appears, how long it stays up, and when it comes down. That’s what the report is built on.

A split market

The headline finding is that the market is split.

Of the new listings Games Jobs Index first saw between 4 July and 25 September, at studios with stable listing ids and where the outcome is known, 32.7% (2,597 of 7,931) were taken down within 30 days.

At the same time, 42.4% (3,612 of 8,523) of the open listings whose age we can measure had been up for 90 days or more.

So some roles move very fast and others sit for months. My reading is that studios move quickly on a few very specific hires and leave other roles open for a long time, either holding out for the right (often senior) person or keeping the listing up while they work out 2027 budgets.

One word of caution: a listing coming down doesn’t tell us the role was filled. It only tells us the studio stopped advertising it.

Breaking in is still hard

Even in October, intern and graduate season, entry-level roles were only 11.5% (343 of 2,975) of the new listings we first saw.

Against tens of thousands of games industry roles cut over the past few years, studios seem to be playing it safe and favouring experience over juniors. gaminglayoffs.com estimates about 12,242 games industry layoffs so far this year, around 885 of them in October.

A small group of big studios

Openings are also concentrated. The 10 studios with the most open listings, among them KURO GAMES, Cygames Group and Ubisoft, held 17.1% (2,621 of 15,324) of all open listings on the board, about one in six. That means a lot of competition for roles held by a small group of big studios.

What’s in the full report

The report itself goes further than this post:

  • how long roles stay open, including by region;
  • which studios are listing the most roles;
  • where the listings are, country by country;
  • how work arrangements are advertised (most listings say nothing at all);
  • how the discipline mix of new listings is shifting month to month;
  • a full method section, and every figure as a CSV download.

Read it here: https://gamesjobsindex.com/report/2026-10.html

What’s next

The report will come out at the start of every month, with the numbers frozen on the 1st. Because the board has only been reading studios this way since July, some comparisons (like this year against last) have to wait until there’s a full year of data. I’d rather wait than guess.

If there’s a question you’d like the data to answer, I’d love to hear it. And if you’re looking for work in games, every listing in the report is on the board, straight from the studio: https://gamesjobsindex.com/

Games Jobs Index, meet Telegram

Every new games industry job, every morning, in one Telegram channel.

Games Jobs Index tracks over 16,000 live roles at more than 1,300 studios, read every morning straight from the studios’ own hiring systems.

The channel: t.me/GamesJobsIndex
One post a day with every role that appeared on the board that morning, across every studio and discipline. This morning that was 516 new roles from 168 studios. Follow it and you will not miss a posting.

Prefer alerts matched to you?
The bot: t.me/GamesJobsAlertsBot

Answer four questions: where, what kind of work, remote or on site, and your level, from entry to director. Every morning the bot checks the day’s new roles against your answers and sends one message with the matches. No match, no message.

Or run a search on gamesjobsindex.com, tap “Get alerts for this search”, and the bot fills in your filters from that search. You confirm with one tap.

Every role links to the studio’s own application page. Neither the channel nor the bot ever takes your application or sees it.

What the bot stores: your Telegram chat id and your filters. Nothing else. No account, no email, no tracking, and /stop deletes everything immediately.

If you know someone looking for their next games job, send them this.

The games jobs board has a new home: The Games Jobs Index

It started as a page on my personal site to help people find work after the 2022 layoffs. It has grown a fair bit since then, so today it moved out and got its own site, with a proper redesign to go with it!

What it does, and what it deliberately does not do:

  • 14,300 live jobs from 600+ studios hiring right now, read every morning at 07:00 UK directly from each studio’s own hiring system.
  • Every listing links straight to the studio’s own application page. No accounts, no application forms, no CV collection, and I take no cut of anything. Free means free, forever!
  • If a studio takes a job down, it is gone from the board the next morning. No ghost jobs.
  • Filter by discipline, country, remote and entry level, with a page for every country and every discipline.
  • 1,767 studios listed in total, including the ones whose systems I cannot read, so you still get a direct link to their careers page.

What else is new?

  • New Country and studio pages: easier access to finding studios in your area and seeing what other jobs a particular studio offers
  • Improved accessibility: light theme and screenreader improvements
  • Share functionality has improved and now works seamlessly on iOS devices and Android

I have also published how the whole thing works: how the counts are made and checked, exactly what I read from a studio’s hiring system and how to opt out of it, and what you can and cannot reuse from the board. That felt like the least I could do for a site that lists other people’s jobs.

gamesjobsindex.com

Old links still work. alexanderrehm.com/gamejobs and everything under it now redirects, so any bookmark or post you have saved will land in the right place.

If you spot something broken, or a studio I am missing, please comment or message me.

More to come.

Congratulations, you’ve launched your first live game! Now the real work begins.

The transition from “Development” to “LiveOps” can be violent. You are moving from a world of assumptions to a world of hard truths.

Usually what happens is that your first 48h are pure chaos, fighting fires, fixing P0’s and getting the game stable. And then, the first month is a chaotic firehose of data, bugs, and player sentiment. The studios that win aren’t the ones with the perfect launch; they are the ones with the best reaction to an imperfect one.

Here is what you need to watch out for and how to operationalize that early feedback:
The FTUE cliff locations: Don’t just look at D1 Retention. Look at the specific step where players quit. If 20% of users drop off at “Mission 3,” you don’t have a retention problem; you have a difficulty spike or a UI bug.
Fix this immediately.

Triangulate sentiment vs. behavior: Players will scream that “progression is too slow.” Before you buff rewards, look at the data. Are they actually quitting? Or are they grinding happily while complaining?
Fix the “feel,” but trust the action.

The Economy faucet check: Watch your currency inflows vs. outflows like a hawk. If players are hoarding currency (not spending), your sinks are unappealing. If they are broke (starved), your pacing is too harsh.
Early economy exploits must be patched in hours, not days.

Identify the outliers: Set up automated alerts for statistical anomalies. If one player earns 10x the average gold in an hour, they haven’t “played well”—they’ve found a dupe or an exploit.
Catching this early saves you from a database rollback.

The meta velocity: Players will solve your game 100x faster than you expected. Watch the “Time to Cap” for your content.
If players are consuming a month’s worth of content in 3 days, you need to accelerate your “Evergreen” systems or activate a “slow-down” event immediately.

Technical friction logs: A player saying “it’s laggy” is noise. Look at your server-side logs for “failed handshakes,” “high latency spikes,” or “matchmaking timeouts.”
These invisible technical frustrations kill retention faster than bad game design.

Be ready to tear down your roadmap: The roadmap you wrote pre-launch is now a hypothesis. If players love a feature you thought was minor, pivot your team to support it. If they hate your “headline feature,” cut your losses.
The LiveOps roadmap must be fluid.

The launch window is a test of your team’s agility.
Listen to the data, respect the player’s time, and be willing to change everything you thought you knew.

Lessons Learned: PlayStation’s Live Service Ambitions Move Forward with Bungie’s Marathon

Interesting insights from PlayStation Studios boss Hermen Hulst regarding Sony’s live service strategy. During a recent fireside chat for investors, Hulst emphasized that the live service market remains a “great opportunity” for PlayStation, acknowledging their “patchy track record” but asserting a clear path forward.

Last year saw challenges, including the swift launch and subsequent shuttering of the hero shooter Concord, followed by the closure of developer Firewalk. Earlier this year, two more live service titles were scrapped from Bluepoint Games and Bend Studio, with recent layoffs confirmed at Bend as they transition to a new project.

However, Hulst insists that PlayStation has learned hard lessons from these experiences. Speaking specifically about Bungie’s upcoming live service shooter, Marathon, he expressed confidence in its potential for success.

Keep Reading

26 Essential books for Game Design, Development, Business and Leadership

Here are some of my favourite books, all about Game Dev:

Game Design:

Development:

Game Leadership:

LiveOps:

Business:

Community: