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22 October 2026 - Gambling News

The age of every man and his dog studio: eGamingMonitor

The age of every man and his dog studio: eGamingMonitor

AI has made it simpler than ever to start a gaming company, develop a professional brand, and quickly create casino content. eGamingMonitor shows what occurs when entry barriers fall more quickly than the industry's capacity to choose or assimilate new entrants.

In the past, starting an online casino studio required more than just a good logo, an attractive website, and a few game thumbnails.

Developers needed to be hired, mathematicians needed to be found, mechanics needed to be built, artwork needed to be commissioned, and there was enough technological plumbing to make sure the first spin didn't end up being the last.

AI hasn't eliminated everything. It has altered the process's legitimacy, cost, and pace.

These days, a convincing new "studio" can appear practically overnight. It's simple to brand. Making a website is simple. It's simple to direct art. AI tools may now create or at least speed up the foundations of game design, front-end builds, and basic slot mechanics.

As a result, seeming to be a serious supplier has never been simpler. And the figures are beginning to reflect that.

At egamingmonitor.com, we are in the rather unfortunate position of having to list the repercussions when content inflation becomes unavoidable.

We added about 1,000 games to the database every month for a long time. That average increased to about 1,375 per month in 2025. 2026 is expected to reach about 2,000 games per month based on current run rates. By Christmas, we expected our database to have 100,000 distinct games. Last month, we achieved that milestone.

That is a fundamental change in the rate at which the industry produces content rather than a gradual increase. On the supplier side, the same narrative emerges.

We have been adding about 15 new suppliers to our supplier database every month for the past two years. These suppliers are primarily studios, with the occasional aggregator or similar platform company.

The current run rate has increased by more than five times, reaching over 80 new suppliers every month.

And that number doesn't include the particularly startling phenomena of the new AI-powered ecosystem on Stake, which seems to be establishing about ten new studios every month—not games, but studios—each of which subsequently "produces" a small cluster of games.

Although we are unable to pinpoint the exact amount of this acceleration that can be attributed to AI, it is becoming harder to accept that the two advancements are unconnected.

The micro-studio period
The emergence of what may be referred to as the micro-studio—small, quick-moving companies with polished identities, a few games, and a strong external impression of credibility—is one of the most obvious indications of this change.

The fact that more games are being produced is not the only problem. The reason for this is that more businesses are starting to produce them.

Some of those studios will be sincere efforts to create unique businesses. Others will be more shrewd. In any case, the outcome is the same: a noisier market, a much wider provider landscape, and a higher volume of material.

To put it briefly, a studio can now be owned by any man and his dog.

AI reduces obstacles, which is perhaps a good thing, but it makes it more difficult to separate the positive aspects of the (AI) average.
Experimentation should be encouraged by lower entry barriers. Theoretically, more individuals creating games should result in more formats being investigated, more concepts being tested, and more opportunities for up-and-coming talent to succeed. However, every decrease in manufacturing costs usually results in a rise in curation costs.

This means that data providers will have to identify more studios, assign more games, decipher more ownership structures, and monitor more relationships between studios, aggregators, and operators.

Additionally, it will put extra strain on our own procedures and approach. Legacy workflows no longer scale in the same manner due to the growth of new studios and content. Fortunately, the same AI can assist us in the curation process as well.

Naturally, the irony is that AI is now contributing to the very volume boom that need AI-assisted data processing in order to effectively monitor it. There is an arms race between machines.

Operators deal with a very separate issue.
Choosing from the market is more difficult for operators than cataloging it. Appearances cease to be a trustworthy indicator of quality when every new supplier shows up with a polished website, tidy branding, and a portfolio that looks ready to integrate.

A studio that was established just a month ago can appear just as professional as one that has been in operation for ten years. This leads to serious problems when making decisions.

Who is worthy of integration? Which vendors are sincere? Which games are unique? Which studios are creating memorable content instead of just another version of the same old thing?

The debate eventually shifts from "Can we add more content?" to "How do we decide what is worth adding?"

It's not a technical issue. It's an issue with attention.

Gamers receive more clutter along with more content.
The player is ultimately responsible for the outcome. The lobbies of casinos were already packed. Thousands of games vie for players' attention and site space. 

We noticed that operator casino pages were simply growing longer long before AI became a factor: new games were added, current titles were relocated farther down the lobby, and very little was ever eliminated. Operators appeared to highlight the variety of their content and/or were hesitant to end a title that might still have one VIP follower. 

More top-lobby places are not created by adding an additional 2,000 games each month to the larger ecosystem. All it does is increase competition for the greatest shelf space.

While AI may facilitate content creation, it does not automatically generate demand, recognition, or retention. What to feature is still up to the operators. What to click is still up to the players. Visibility is not improving, even though production is.

In this, we are not alone.
The growth of casino studios and programming is not occurring in a vacuum. The obstacles to launching new products are decreasing, from self-publishing to music streaming and video game production. Tribunal claims and complaints to public authorities have also increased dramatically in the public sector.

Here's an AI-assisted chart ???? that puts our game creation numbers in a broader perspective.

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