Game development is a form of software development, but one whose constraints have no clean counterpart elsewhere: requirements that are discovered by playing rather than specified up front, teams in which programmers are a minority among artists and designers, and a notion of ''correct'' that ultimately reduces to whether the game is fun. The Foundations of Applied Software Engineering for Games workshop (FaSE4Games) exists to bring software-engineering methods to bear on those constraints, and to bring the resulting evidence back to the software-engineering community. The 2026 edition was co-located with the ACM International Conference on the Foundations of Software Engineering (FSE 2026) in Montreal, Canada, and held as a half-day event on July 6th, 2026. It featured one keynote, four paper presentations, and a peak of 21 participants. The contributions ranged from mining game repositories for issue-resolution patterns and multiagent reinforcement learning for automated game testing, to large language models as a source of runtime content, and agile practice in student game-design teams. This report summarises the keynote, the presented papers, the discussions they prompted, and our reflections on the edition.
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