BUDGETS, BREAK-EVEN AND STOCK IMPACT

Most Expensive Video Games

The priciest games ever made, ranked by total budget — development plus marketing. Next to each: the dev/marketing split where disclosed, copies sold, and the break-even in copies at ~$40 net each. Then the second half of the page: what each launch did to the owner's stock — the announcement, the leak or delay, launch week, and the quarter after.
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games tracked
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priciest game
0
median budget
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costliest flop
−82%
worst launch crash

The leaderboard

One row per game, ranked by total reported budget in nominal dollars (not inflation-adjusted). Official = filings, reports or court disclosures; analyst = a named firm; press = outlet estimate, treat with care. Break-even = budget ÷ ~$40 net per copy — live-service games (GTA Online, Genshin, Monopoly Go) earn far beyond unit sales. The verdict tag calls each game Profitable, a Flop, Unclear or TBD — filter by outcome with the chips. Hover a row for the full story.

Figures
Status
Outcome
# Game & studio

Best game for each question

The priciest, the best and worst return per dollar, and the unreleased budgets still growing.

Budgets side by side

Reported budget “+” = live-service budget still growing

What each launch did to the stock

Ten case studies, same four windows: announcement/trailer (buy the rumor), leak/delay (usually negative), launch week (sell the news — quality decides), and the quarter after (guidance moves the stock, not reviews). The rule of thumb: impact ≈ game profit ÷ publisher profit — $200M erased ~78% of CD Projekt and ~0% of Sony. Education, not financial advice.

What the numbers say

Frequently Asked Questions