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Gaming Companies in Cambridge: 46 Active Firms (2026)
Gaming companies in Cambridge develop, publish and support interactive entertainment software for consumer and business users in the city region.
Buying centres split between consumer-facing studios, platform and publishing support, production services, and tools or content work for specialist simulation buyers. The customer mix is therefore uneven: some firms sell directly to players through digital distribution, while others work behind the scenes for publishers, media owners, enterprise clients or public-sector-adjacent simulation programmes. Engagements tend to be project-based, milestone-funded or service-retainer led, rather than the long enterprise software contracts seen in heavier B2B markets. Founder-led studios and small production teams appear to dominate, with only a limited layer of larger operating businesses.
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Cambridge has 46 actively trading gaming firms in this list, giving the city-region a compact but visible games and interactive-entertainment cluster. Reported employment totals 130 staff, which points to a market made up mainly of small studios and service shops rather than large publishing or platform operations. The absence of companies above £5M in turnover reinforces that reading: Cambridge’s gaming base looks more like a network of specialist production, development and technical-service teams than a revenue-ranked hub for major consumer titles.
Market structure is shaped less by a single sector regulator than by the practical rules around content, distribution and audience protection. Studios that publish consumer titles need to manage age-rating expectations, advertising claims, payment flows, in-game purchasing, moderation and privacy duties. Firms working on simulation, tools or production services face a different set of buyer requirements, often around intellectual property ownership, security, procurement terms and delivery milestones. Platform gatekeeping also matters: access to digital storefronts, console environments and payment channels can determine how much commercial control a small studio keeps.
Commercial development appears likely to remain uneven. The cohort has a clear early-commercial tilt, and the lack of higher-turnover operators suggests that scaling from studio craft into repeatable publishing economics remains difficult. Cambridge’s technical labour base should continue to suit tools, simulation and specialist production work, but consumer-facing studios tend to face hit-driven demand, long development cycles and limited negotiating power with distribution channels. Consolidation may come through acquisition of skills or intellectual property rather than a broad wave of local scale-ups. Service-led firms may prove steadier, particularly where they can sell into enterprise or specialist simulation budgets.
46
Active firms
2026
9
Newer incorporations
Since 2022
0
Over £5M
Reported revenue threshold
Key facts
19% of the cohort was incorporated since 2022 (9 firms), so a sizeable share is in its first few filing cycles.
Cambridge gaming activity sits at the overlap of software production, creative content and technical services.
Developers, publishers and support providers all sit within the local category, rather than only large consumer games publishers.
Consumer-facing entertainment and business-user software sit within the same segment, which can make buyer analysis less uniform than in narrower software niches.
Specialist studios and service-led software businesses appear more typical than large publishing operations in the Cambridge market.
Top Cambridge gaming companies
Trajectory
5y · 2021–NowFinancial sub-scores
Computed from 5 filingsDevelops and publishes online multiplayer video games, including social deduction horror title Deceit 2 and upcoming PvE shooter MVX: London, and provides ongoing game updates, seasons, and…
Sells to consumer video game players, particularly online multiplayer gamers interested in PvE shooters, social deduction, and horror titles.
Financial Health
HealthyHealthy · Hiring · 28% CAGR over 4y
Location
DISTRACTIONWARE LIMITED
Trajectory
3y · 2023–NowFinancial sub-scores
Computed from 3 filingsDevelops and publishes independent video games and game prototypes, and creates small software tools such as music composition utilities. Also maintains a website featuring game development articles,…
Serves individual consumers who play indie video games, including fans of titles such as Dicey Dungeons and VVVVVV, plus users seeking support for its iOS games.
Financial Health
StableStable · 0% CAGR over 2y
Location
Lunar Forge Entertainment Limited
Trajectory
1y · 2024–NowFinancial Health
Insufficient historyInsufficient history
Location
Trajectory
4y · 2021–NowFinancial sub-scores
Computed from 4 filingsProvides an online platform for playing contract bridge with live video and audio between players. Supports clubs, teachers and tournament organisers with tools to run online bridge games,…
Serves the contract bridge community: individual players and spectators, bridge clubs, teachers, club administrators, and tournament organisers/federations such as ACBL, EBL and WBF running online…
Financial Health
StableStable · 0% CAGR over 3y
Location
Trajectory
4y · 2022–NowFinancial sub-scores
Computed from 4 filingsProvides animation services for video game development, including gameplay and cinematic animation, character rigging, and animation pipeline tools. Works with game studios on outsourced animation…
Serves B2B video game studios, from global publishers to indie teams, seeking outsourced or co-development support for gameplay and cinematic animation projects.
Financial Health
StrongStrong · Hiring · 39% CAGR over 3y
Location
Mooncolony Limited
Trajectory
5y · 2020–NowFinancial sub-scores
Computed from 5 filingsProvides concept art and illustration outsourcing for video game developers, including character design, environment and prop concepts, marketing artwork, and art direction. Manages projects and…
Serves B2B customers in the video game industry, including game developers, publishers and production teams across genres, styles and platforms.
Financial Health
StableStable · Hiring · 34% CAGR over 4y
Location
APPCHOCOLATE LTD
Trajectory
5y · 2020–NowFinancial sub-scores
Computed from 5 filingsFinancial Health
WeakWeak · 0% CAGR over 5y
Location
CROSS ST STUDIOS LTD
Trajectory
5y · 2021–NowFinancial sub-scores
Computed from 5 filingsFinancial Health
StableStable
Location
Power H Ltd
Trajectory
5y · 2020–NowFinancial sub-scores
Computed from 5 filingsFinancial Health
DistressedDistressed · 0% CAGR over 2y
Location
STUDIO PEPWUPER LIMITED
Trajectory
5y · 2021–NowFinancial sub-scores
Computed from 5 filingsFinancial Health
WeakWeak · 0% CAGR over 4y
Location
Utopian World of Sandwiches Ltd
Trajectory
5y · 2021–NowFinancial sub-scores
Computed from 5 filingsFinancial Health
StableStable · 0% CAGR over 4y
Location
Trajectory
5y · 2020–NowFinancial sub-scores
Computed from 5 filingsFinancial Health
StrongStrong
Location
PURPLE YONDER LTD
Trajectory
4y · 2021–NowFinancial sub-scores
Computed from 4 filingsFinancial Health
DistressedDistressed
Location
Triangle Wave Ltd
Trajectory
1y · 2025–NowFinancial Health
Insufficient historyInsufficient history
Location
WHITER SHORES LIMITED
Trajectory
5y · 2021–NowFinancial sub-scores
Computed from 5 filingsFinancial Health
DistressedDistressed
Location
Escape Engines Ltd
Trajectory
5y · 2020–NowFinancial sub-scores
Computed from 5 filingsFinancial Health
DistressedDistressed
Location
AKN LABS LIMITED
Trajectory
5y · 2021–NowFinancial sub-scores
Computed from 5 filingsFinancial Health
DistressedDistressed · -10% CAGR over 4y
Location
KAIL LTD
Trajectory
2y · 2024–NowFinancial sub-scores
Computed from 2 filingsFinancial Health
StableStable · 0% CAGR over 1y
Location
Trajectory
4y · 2021–NowFinancial sub-scores
Computed from 4 filingsDevelops video games, including *Ascendant Infinity*, a squad-based tactical first-person shooter set in a biopunk post‑apocalyptic world, featuring event‑driven matches where teams compete to gather…
Targets consumers who play squad-based tactical FPS and multiplayer online games, including fans of competitive shooters and post-apocalyptic or biopunk game settings.
Financial Health
StableStable · Hiring · 17% CAGR over 4y
Location
Trajectory
1y · 2025–NowDevelops and publishes video games and interactive entertainment. Produces titles such as the squad‑based tactical FPS Ascendant, featuring online multiplayer gameplay and dynamic in‑game events set…
Serves consumer video game players, particularly tactical FPS fans interested in squad-based online shooters, closed beta access, Discord community updates and future game releases.
Financial Health
Insufficient historyInsufficient history
Location
NOLAND STUDIOS LTD
Trajectory
2y · 2024–NowFinancial sub-scores
Computed from 2 filingsFinancial Health
StableStable
Location
Commuter Games Limited
Trajectory
3y · 2023–NowFinancial sub-scores
Computed from 3 filingsFinancial Health
DistressedDistressed · 0% CAGR over 2y
Location
FOLLOW YOUR FIRE LTD
Trajectory
4y · 2022–NowFinancial sub-scores
Computed from 4 filingsFinancial Health
StableStable · -69% CAGR over 3y
Location
BRAINWORX LIMITED
Trajectory
3y · 2024–NowFinancial sub-scores
Computed from 3 filingsFinancial Health
DistressedDistressed · 0% CAGR over 2y
Location
WPTRNPT LTD.
Trajectory
5y · 2021–NowFinancial sub-scores
Computed from 5 filingsFinancial Health
StrongStrong
Location
ALAN THOMSON SIMULATION LIMITED
Trajectory
5y · 2021–NowFinancial sub-scores
Computed from 5 filingsFinancial Health
StableStable
Location
Cinnamon Software Limited
Trajectory
3y · 2023–NowFinancial sub-scores
Computed from 3 filingsDevelops and publishes games on the Roblox platform, including roleplay, exploration and simulation titles such as BlockSpin, Life Together and Bayview, and operates online game worlds where players…
Serves consumers on Roblox, especially players interested in roleplay, exploration and simulation games, alongside online gaming communities that follow and play social virtual-world experiences.
Financial Health
StrongStrong
Location
Creative Bureau Ltd
Trajectory
5y · 2021–NowFinancial sub-scores
Computed from 5 filingsFinancial Health
DistressedDistressed · 0% CAGR over 4y
Location
LOVE LAB LTD
Trajectory
5y · 2021–NowFinancial sub-scores
Computed from 5 filingsFinancial Health
DistressedDistressed
Location
The Cricket Draft Ltd
Trajectory
4y · 2022–NowFinancial sub-scores
Computed from 4 filingsFinancial Health
DistressedDistressed · 0% CAGR over 3y
Location
Kraken Party Limited
Trajectory
4y · 2021–NowFinancial sub-scores
Computed from 4 filingsFinancial Health
StrongStrong
Location
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How Cambridge gaming companies work and how to sell to them
What they do
Cambridge gaming firms usually earn from a mix of consumer sales, publishing support and work-for-hire production. Consumer studios monetise through paid downloads, expansions, in-game purchases or royalty shares, with revenue concentrated around launch windows and post-launch content beats. Service and tools firms are more often paid through milestones, day-rate production, retainers or licence fees tied to content pipelines, simulation assets, testing, localisation or technical integration. The work is usually software-centred, but delivery often includes art, audio, narrative, quality assurance and project management. Cash flow can be lumpy because payment depends on publisher approvals, platform deadlines or a client’s own production calendar.
Who they sell to
Most sell into one of four buyer groups: players, publishers, media and entertainment owners, or specialist simulation customers. Consumer sales are self-serve through digital channels, while B2B work is more relationship-led and usually starts with producers, heads of production, technical directors, commercial directors or procurement teams. A typical service sale may move from capability call to test brief, then to a milestone statement of work; simulation and public-sector-adjacent projects tend to involve longer qualification, security checks and formal procurement. Studios selling to publishers face creative review as well as commercial negotiation, so sales cycles can stretch when funding, rights ownership and release timing are still unresolved.
What they buy
Most gaming firms tend to spend on production infrastructure before general back-office systems. Useful categories include cloud hosting, build and test environments, source control, project management, asset management, analytics, crash reporting, player support, payment operations and security tooling. Studios preparing a launch often need localisation, accessibility review, quality assurance capacity, community management, user research and paid media support. Service firms also buy recruitment, contractor management, legal advice on intellectual property, accounting, payroll and insurance. Smaller teams are sensitive to setup time and cash timing, so offers that can start with a limited pilot or project budget are easier to consider than broad platform migrations.
Why and how to sell to them
Buying intent tends to appear around production inflection points: a prototype moving into full development, a publishing agreement, a new content season, a localisation push, a port to another platform, a senior hire or a service firm winning a larger client brief. Pain points are practical rather than abstract: missed milestones, unstable builds, asset sprawl, testing bottlenecks, privacy obligations, player support load and the need to protect intellectual property while working with freelancers. Outbound is usually more credible when it references a specific workflow, not generic growth claims. Relevant angles include reducing rework, shortening approval loops, making costs clearer, or helping small teams meet buyer requirements without adding permanent headcount.
How this list is built
Data sources
This list is built from UK Companies House filings, XBRL accounts data, and semantic analysis of each company's public website. Revenue and headcount figures come from the most recent filed accounts; where the company has not filed, values are estimated using a model trained on filed history and peer benchmarks and are labelled as estimates.
Classification
Rather than relying solely on SIC codes, Firmbase classifies each company semantically: the company's website is crawled, an AI model reads what the company actually sells, and the company is placed into the relevant industry and subsectors. SIC codes are used as one signal but not the only one. This means a company that registered under a generic SIC code but pivoted into (for example) fintech is correctly identified as fintech, not as its original SIC category.
Freshness
The underlying company data is refreshed from Companies House continuously; filings appear in the list within days of submission. The curated list ordering is regenerated when the underlying data moves meaningfully (company count changes by more than 5%, a new company enters the top-ranked segment, or the filed-revenue numbers for the top firms change). You can see the last-updated timestamp near the top of the page.
Also in Cambridge
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Frequently asked questions
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