Games Workshop, the parent company of the Warhammer tabletop game, has achieved a £6bn valuation and seen revenues rise by 10.9% in the past six months. Founded by gamers in 1975, the firm has transformed from a small mail-order operation into an FTSE 100 powerhouse. Its success stems from a loyal fanbase, high-quality products, and global expansion amid a booming gaming industry.
Games Workshop began in 1975 as a mail-order board games company operated by three friends—Ian Livingstone, Steve Jackson, and John Peake—from their flat. By 1983, it had created Warhammer, a fantasy war game that requires players to assemble and paint armies of miniature plastic models, often costing over £100 each. These models fuel strategic tabletop battles, fostering a hobby that includes painting, storytelling, and community events.
Today, the company is valued at £6bn, ranking as the 77th largest in the UK by market capitalisation—surpassing firms like Burberry, Whitbread, and Barratt Homes. Its revenues grew 10.9% over the last six months, driven by worldwide demand for its iconic products. As Sir Ian Livingstone, a co-founder who sold his shares in 1991, noted: “Games Workshop was founded by gamers for gamers.” He highlighted a cultural shift making gaming mainstream, with celebrities like Henry Cavill, Ed Sheeran, and Vin Diesel as fans. Cavill, known for Superman, is set to star in an upcoming Amazon-produced Warhammer film and TV series.
The firm's strengths include a vertically integrated supply chain, loyal customers, and a commitment to artists over AI. Stores serve as experiences, with staff providing advice and free models for painting, building friendships among gamers. Academic Douglas Brown called it “a gaming success story,” praising its ability to balance shareholders and fans while monetising geek culture.
Warhammer's appeal has widened, with more female fans and easier entry points like skirmish games. Historian Jordan Sorcery credited “smart business decisions,” such as requiring full armies for play. Plans for a Warhammer World in the US and global expansion promise further growth. As Euan Bennington of Derby University’s Warhammer Society said, the game offers a “sense of belonging,” especially for neurodivergent individuals seeking alcohol-free social spaces.
This success underscores the UK games industry's economic weight, exceeding sectors like fishing and steel.