Securing game funding above $1 million has become an increasingly daunting challenge for independent developers, a trend exemplified by Brooke Burgess’s struggle to finance his ambitious title, Fallen. Publishers and investors, reversing their COVID-era extravagance, are now prioritizing smaller, lower-risk projects, fundamentally reshaping the video game investment landscape.

The current climate marks a significant departure from previous years when a surge in gaming activity led to more expansive investment. Now, even modest amounts are hard to secure, forcing creators to rethink their strategies. This cautious approach affects not just new studios but also seasoned professionals like Burgess, who brings years of industry experience to the table.

This shift isn’t just anecdotal; major players like Devolver Digital and 11-Bit Studios have publicly stated their intent to focus on smaller titles. Nigel Lowrie, co-founder of Devolver, noted, ‘There’s less investment on the line, so you can do things that are a little more outside the box,’ as reported by GamesIndustry.biz in January 2026. This strategy minimizes risk for both publishers and developers.

The ‘scattershot’ approach to indie investment

Instead of committing large sums to a few major projects, many publishers are adopting a ‘scattershot’ strategy. They invest smaller amounts across a broader portfolio of micro-indies, hoping one will achieve breakout success akin to games like Balatro. Brooke Burgess, seeking approximately $1.5 million for Fallen, observes this trend firsthand, a common challenge highlighted in various industry reports on indie development funding.

Burgess participated in an open pitch event at DevGAMM Lisbon, where Fallen received positive feedback, yet no firm deals materialized. Potential investors, while interested, often expressed discomfort with anything exceeding $500,000, underscoring the difficulty of securing game funding above $1 million. This indicates a clear ceiling for the comfort zone of current funding partners, even for promising concepts.

Despite Fallen aligning perfectly with the profiles of some action-adventure publishers known for mature themes, verbal interest has not translated into financial commitment. Burgess recounts, ‘They’re like, “Let’s revisit this in a bit”‘, reflecting a pervasive hesitation in the market. This scenario highlights a broader reluctance to take on projects requiring significant capital.

Fallen’s vision meets market reality

Fallen itself is an ambitious blend of combat and exploration, drawing inspiration from titles like Hyper Light Drifter, Tunic, and Death’s Door. Players control Astra, an angel tasked with shutting down hell, uncovering a conspiracy about its very existence. The game explores themes of good and evil, offering player choices that impact Astra’s abilities and story progression.

These choices include forgiving or condemning souls, which grant Astra buffs or forge links with powerful archangels, similar to Final Fantasy summons. Abandoning souls can unlock secret paths and hidden bosses, adding layers of replayability and depth. Burgess aims for a self-contained, single-player experience, reminiscent of Xbox 360-era classics like Darksiders, designed for players with limited time.

The proposed budget of $1.5 million is not extravagant for a game of this scope, intended to fund a small team over two and a half years, with additional talent for art and localization. Burgess even envisions transmedia opportunities, from comics to animation. However, a key concern for investors is Burgess’s role as a first-time director, despite his extensive background as a producer at EA and a narrative consultant.

Burgess acknowledges the industry’s current nervousness about spending, describing the ‘purse strings are a little bit tight.’ While he has pursued smaller private financing for 18 months and actively courted publishers for seven, Fallen remains ‘under review’ with several, far from a concrete deal. This reflects a market driven by transient trends rather than inherent quality, a sentiment echoed in recent global video game market analyses.

The struggle faced by Brooke Burgess and Fallen underscores a critical juncture in the video game industry. While the appetite for innovative indie titles remains, the funding mechanisms have fundamentally changed, favoring volume over individual project scale. Developers seeking substantial backing must navigate a landscape where caution prevails, demanding new approaches to secure the capital needed to bring their visions to life.