Serious games and game-based learning have seen slow and stymied adoption in the humanitarian sector, despite their general efficacy as training tools. We looked at over 120 games released between 1990 and 2023 that dealt with topics relevant to the humanitarian sector such as disaster risk management, conflict mitigation, human rights and sustainability, and applied the following filters - serious games, games for education and training, and non-commercial games - to obtain a list of 89 serious games that were designed for awareness, education or training in the humanitarian sector. We then noted their accessibility and investigated the following information for each - year of release, developer, format, platforms, context, purpose, target audience, NGOs involved and related research papers - to understand the trends, challenges and future potential of games as a research and pedagogical tool in this field. Of particular interest to us was the subset of 31 training games aimed at professionals, policy makers and stakeholders. We noted concerning trends regarding the accessibility and longevity of games in this field, and tracked recurrent issues facing the development and dissemination of these games, such as the need for a trained facilitator, the difficulty of adapting the content to new settings, a lack of scientific frameworks to guide their design and a lack of long-term impact metrics. However qualitative surveys conducted by the game designers and some third-party researchers indicate that these games remain a valuable addition to traditional forms of education and training and help enliven a difficult topic through experiential learning. We thus propose that involving professional game designers, embracing digital formats, and investing in archiving and long-term impact studies will greatly benefit the development and accessibility of games for humanitarian education and training.