The state of play after a truly torrid week for Xbox

None of my usual jovial ramblings this week. I doubt anybody is in the right headspace.

We knew it was going to be a dismal few days, but I didn’t expect it to play out quite like this. I’m sure those more financially astute than myself will have thoughts on what the 3,200 job cuts announced by Xbox on Monday will mean for the company’s business, but the way in which the layoffs have been handled is baffling.

In her memo to staff, Xbox boss Asha Sharma said the move is about eliminating management layers to create a “flatter organization that is built around makers,” but if you look at who has actually been put to the sword—either by sifting through WARN notices or glancing at the mausoleum that has become LinkedIn—it appears a significant chunk of those laid off are the senior staffers and team leads who will have been integral to video game production. You know, the “makers.”

I’ll have more on this next week, but multiple sources have told me that Xbox not only failed to handle the internal layoff announcement with a shred of compassion, but has seemingly condemned key studios like id Software and Zenimax Online Studios to a slow, tortuous death.

Related:‘We mean business:’ Xbox union workers fighting back with ‘Save Our Devs’ rally on July 15

If you’re interested in hearing my initial reaction to the news, feel free to read the op-ed I published earlier this week. If you don’t have the energy to pore over what’s essentially a 1,000 word rant (trust me, I get it), I’ll just leave you with this: who is going to save Xbox when there are no developers left? Because I can guarantee it won’t be the C-suite.

via Game Developer // On Monday, Xbox boss Asha Sharma set the tone for an absolutely diabolical week by immediately laying off 1,600 employees, before promising that another 1,600 people will be kicked to the curb before the fiscal year is out. The division also cut loose notable studios including Double Fine, Compulsion, Ninja Theory, and Undead Labs. The news marks the fifth major round of mass layoffs at Xbox in three years.

via Game Developer // Although Microsoft failed to disclose how individual Xbox studios would be impacted by the cuts, a WARN notice obtained by Game Developer showed that ZeniMax laid off 158 people in the U.S. state of Texas. That included a significant number of people (the majority of whom were union members) assigned to the office of Doom: The Dark Ages developer id Software—which this week launched a DLC for the popular shooter. Impeccable timing.

Related:Asha Sharma joins Federal Reserve advisory task force days after laying off thousands at Xbox

via Fortune // After announcing the largest restructure in Xbox history, Sharma sat down with Fortune to wheel out the excuses: Xbox has spread itself too thin by spending money hand over fist. A component crisis is battering the hardware business. You’ve heard them all before, but what does the future hold for the video game division? Well, according to Sharma, not much in the way of optimism. “I think our core has to be healthy, and that will be necessary but not sufficient,” she said. Talk about a masterclass in motivation.

via Game Developer // In the midst of all the chaos, unions within Xbox began fighting back across the U.S. and Canada. During a brief email exchange with Game Developer, CWA Canada president Carmel Smyth revealed every single Bethesda Game Studios employee laid off in Montreal was a union member and slammed Microsoft for engaging in what some workers purportedly claimed is essentially “psychological warfare.”

via Game Developer // As the week wore on, an email sent to Blizzard Entertainment employees by studio president Johanna Faries confirmed the division had laid off a “small number” of staff in China. It’s unclear how many roles were impacted.

Related:Eurogamer and VG247 veterans launch new independent site

via Game Developer // Another WARN notice revealed that 379 workers based at the offices of Zenimax in Maryland have been jettisoned by Microsoft. That total includes 213 employees assigned to the office of The Elder Scrolls Online developer ZeniMax Online Studios, which also faced layoffs in June 2025.

via Game File // At least 52 employees at the office of The Outer Worlds and Avowed developer Obsidian in California were also laid off. This time, a WARN notice obtained by Game File confirmed the cuts. It’s unclear how many people remain at the studio, which has been one of the most prolific under the Xbox banner.

via Game Developer // The U.S. Federal Reserve proved without doubt that comedy is all about timing by appointing Xbox CEO Asha Sharma to its new ‘Productivity and Jobs’ task force mere days after she decided to feed thousands of workers into the metaphorical meat grinder. Reboot the simulation. This one is cooked.

Xbox union fighting back with ‘Save Our Devs’ rally on July 15

Bethesda Game Studios union workers under the OneBGS banner will hold a ‘Save Our Devs’ march in protest of yet another round of mass layoffs across Xbox.

An email sent to union members by the OneBGS Mobilizing Committee (obtained by Game Developer) and multiple call-to-actions shared online have confirmed the rally will be held on July 15 the offices of ZeniMax studios in Rockville, Austin, Dallas, and Montreal.

“Microsoft and ZeniMax leadership have made the devastating decision to slash over 440 positions across BGS, ZOS, id, ZWU(QA) and ZeniMax corporate(including CTO and CSUR). Because we organized and certified our Unions, we have hard-won legal rights and protections that non-unionized studios simply do not have,” said the union.

“The company wants us to accept this as a done deal and quietly disappear. We won’t let that happen. Our next steps are to mobilize. We need every single member visible and unified.”

Related:Asha Sharma joins Federal Reserve advisory task force days after laying off thousands at Xbox

OneBGS said Microsoft has laid off 35 positions at Bethesda Game Studios in the United States and at least 12 more in Montreal.

WARN notices obtained by Game Developer have confirmed that 136 employees working at the office of id Software in Rockville have been laid off alongside 379 ZeniMax workers split across two offices in Maryland (including ZeniMax Online Studios).

Microsoft intends to cut 3,200 roles across Xbox by the end of the current fiscal year in June 2027. Xbox boss Asha Sharma said those layoffs will enable the video game division to “reset” after failing to capitalize on big bets such as Xbox Game Pass and a multiplatform pivot.

OneBGS said the cuts are being framed by Microsoft as an “entrepreneurial change in the scope of business.” The union has rejected that claim and said it will push Microsoft to relocate laid off members by placing them into open roles across Xbox.

“Microsoft and BGS are trying to frame these 35 cuts as an ‘entrepreneurial change in the scope of business,’ claiming they are transitioning from a ‘studio-based business model to a franchise-based model’ to dodge their legal obligation to bargain the decision with us. We completely reject this corporate wordplay. Changing a title on a PowerPoint slide does not erase our legal right to a say in our working conditions,” reads the email.

“While we push that legal fight forward, Microsoft is still legally required right now to sit down with us for ‘Effects Bargaining.’ This means we have the right to negotiate exactly how these layoffs impact our people, and we are heading to the table to fight for every single affected worker. We are going to be demanding preferential transfers to force Microsoft to place affected BGS workers into open roles across Xbox and Microsoft first, stronger severance and extended healthcare to ensure no one is financially abandoned, as well as recall rights to ensure our laid-off members are the first ones hired back when BGS expands.”

Related:Eurogamer and VG247 veterans launch new independent site

OneBGS said union members must show Xbox management “that we mean business” and stand in solidarity to ensure the company is forced to “think twice before ever attempting something like this again.”

“Stay strong, look out for one another, and we look forward to seeing us all marching together on the 15th,” continues the email. “Important: as certified union members engaging in protected concerted activity, we have the legal right to participate in this march without retaliation.”

Asha Sharma to advise US Federal Reserve after axing Xbox jobs

The US Federal Reserve has announced a surprise addition to a new task force meant to advise it on policy concerning productivity and jobs: Xbox CEO Asha Sharma. Sharma’s unexpected addition to the task force comes on the heels of Xbox announcing it would be laying off 3,200 employees and parting ways with Double Fine, Ninja Theory, Undead Labs, and Compulsion Games, making her the face of 2026’s largest mass layoff in the video game industry.

The task force is one of five assembled by the Federal Reserve to advise the organization—which acts at the US’ central banking system—on “the broad conduct of monetary policy.” These groups operate independently with “a mandate to follow the evidence, provide candid feedback, and produce rigorous findings for the Federal Open Market Committee.”

Sharma’s task force will specifically analyze “the economic impact of new general-purpose technologies, including artificial intelligence” in order to aid the Fed in its policy decision-making. Artificial intelligence—or at least generative AI and other transformer-based AI technologies—appears to play a major role in this task force’s work. She’s joined by Andreessen Horowitz cofounder and general partner Marc Andreesen, and Stanford University professor of economics Charles I. Jones.

Related:Eurogamer and VG247 veterans launch new independent site

Andreessen Horowitz is deeply invested in multiple AI companies, and AI company Anthropic recently hired Jones to assess AI’s impact on the economy. In 2023, Andreessen penned a “techno-optimist manifesto” where he declared that artificial intelligence is our society’s “philosopher’s stone.” This followed an earlier blog post where he declared that AI would save the world.

Sharma joins the board not just as the head of Xbox, but as the former head of Microsoft CoreAI. Before that, she was an executive at Instacart, Meta, and Porch. She certainly has extensive experience overseeing large, technology-based organizations. It just happens to be that she’s set to advise the government shortly after making deep cuts to storied game studios like Obsidian Entertainment, id Software, and ZeniMax, leaving thousands game industry professionals out of work.

The cuts aren’t technically over. Half of the promised 3,200 cuts took place this week. According to Sharma, the other half will take place over the course of its 2027 fiscal year.

Eurogamer and VG247 veterans launch new independent site

Eurogamer, RPG Site, and VG247 veterans have launched Respec, a new independent media site.

Announced today via a welcome post, the team is composed of editor in chief and co-founder Tom Orry, publisher and co-founder Alex Donaldson, editor Mikhail Madnani, contributor Rebecca Jones, and a host of freelance writers.

“There is a suggested new wisdom that the more traditional kind of video game coverage simply isn’t viable outside of the confines of established mega-sites—but we don’t think that is true,” Donaldson and Orry say in the welcome post.

“In fact, we think there’s a lot of people out there who want to read and watch good, fun gaming content with the tone and timber of the magazines of their youth or that they were too young to experience but have heard much about from nostalgic old-timers. We think that audience is best served through independence. That leads us here, putting our money where our mouth is.”

Related:Fired Marathon director says he’s settled lawsuit with Sony

Respec joins a stream of former games media staffers establishing independent sites, including the likes of Rogue, Jank, and many others, some of which have banded together to create subscription bundles.

Now, Respec’s mission is “simple,” focusing on games news, criticism, and features on the site, as well as podcasts and videos, with “no clickbait” and “no silly bollocks,” the latter referencing the publication being “unabashedly British-owned.”

The current editorial lineup aggregates the owner-operators of RPG Site, the genre-focused publication celebrating 20 years of operation in 2026, along with one of the original founders of Videogamer. The team’s experience spans across Eurogamer, VG247, TouchArcade, Inverse, TheGamer, and more.

“Alex and I have worked together for a long time and we want Respec to be the kind of site that is rare these days under corporate ownership,” Orry individually writes. “A site that has character, that leans on experience to celebrate what’s great about video games, but also isn’t afraid to lay down some hard truths.”

“RPG Site is now in its 20th year, and is how our Respec co-founder Mike and I know that fully independent sites can be successful—because we’ve done it,” Donaldson individually writes. “We own one. Indeed, that site was vital in figuring out what I wanted Respec to be—taking the tone, fun, and general madness we captured back on VG247 in its heyday and mingling it with the bootstraps structure and focus that has made RPG Site successful.”

Fired Marathon director says he’s settled lawsuit with Sony

Content notification on descriptions of sexual harassment

Christopher Barrett, the former game director of Marathon, says he has reached an agreement with developer Bungie and its parent company, Sony, to resolve a lawsuit about his “unfounded” firing, following misconduct allegations.

Via his personal account on social media, Barrett says he is “very satisfied with,” the outcome and is “grateful to everyone” who stood by him.

In late 2024, Bloomberg reported that Barrett had been fired in March of that year following a series of misconduct allegations. Barrett, who had previously served as director on Marathon and held a seat on the Bungie board before Sony’s acquisition, was reportedly accused by at least eight women of “behaving inappropriately” towards them in the workplace.

He allegedly “called lower-level female employees attractive, asked them to play truth-or-dare and made references to his wealth and power within the studio,” suggesting he could help “advance their careers.”

Related:Update: WARN notice confirms at least 52 Obsidian workers are being laid off

In addition, sources speaking to Bloomberg claim he befriended several women across various departments within the studio. He then reportedly sent a “barrage” of texts that “blurred the lines between professional and personal.”

Then, in December of 2024, Barrett sued Sony and Bungie, alleging he was fired without cause, and that both companies were withholding a $45 million payout from him. In the suit, he alleged Bungie and Sony “deliberately destroyed [his] reputation. […] Defendants did not care that none of it was true; they had blatant motivations for their brazen scheme.”

The legal battle continued in February 2025, with Sony reportedly pushing back against the claims levied by Barrett, looking to dismiss six of the seven counts in the lawsuit. Sony’s response counters Barrett’s accusations, saying the investigation against him revealed his “consistent” behavior toward the unnamed employees.

“He targeted a lower-level, female employee he wasn’t working with directly, initially engaged in friendly conversation, and progressively pushed boundaries with the employee by making subtle references to her physical appearance or expressing his interest in her romantically,” the response said at the time. “Barrett attempted to create an unprofessional level of intimacy with his victims.”

The response goes on to allege Barrett frequently brought up “inappropriate topics” toward these women, such as their physical appearance, and would text them “at all hours of the day and night.” Several texts are cited in the response, and were further corroborated by Bloomberg’s Jason Schreier.

Related:Xbox has laid off 379 Zenimax workers in Maryland

Barrett says all parties have settled

Barrett included a “parties’ joint statement” in his recent social media post, which reads:

“The litigation between Sony Interactive Entertainment, Bungie, and Christopher Barrett has been settled. For 26 years, Mr Barrett contributed to some of Bungie’s most successful games. Mr. Barrett was the original game director for Marathon and his name has been added to the game’s credits to reflect that.”

“Closing this chapter allows me to focus my attention on what’s next in my gaming journey, and I look forward to what lies ahead,” Barrett’s post concludes.

Game Developer has contacted Sony for more information on the matter.

A risk-averse video game industry is failing marginalised devs

The Arab League of Misfits is a satirical card game born out of Arabic identity, heritage, and culture. Creative director Nazih Fares assembled a team of roughly 12 people—all Arab developers from across the globe—to build out a prototype of the game.

“Everyone had this similar story, where we’re kind of detached from our country because we either got kicked out, or war pushed our parents out at some point, or we’re born abroad or raised abroad,” Fares said. “We all abounded around using humor as an ailment to everything going on. It’s our best way to unify ourselves.”

They said the team has almost a co-op structure, bringing together people from regions that don’t always have the opportunity to work in the industry. Together, they have built out a prototype of the game and started pitching for funding. It is not going well.

It’s not that the game isn’t good: Fares said the team have received positive feedback, but a game focused on the Arab world is seen as too much of a risk to those with their hands on the purse strings. Fares estimated the team has pitched nearly 50 different organizations, from regional and national funds to independent publishers and funds.

Related:EVE Online’s cross-platform game engine framework is now fully open source

Fares told Game Developer they want to provide a transparent look how that search for financial support unfolded. Right now, it’s something most developers will be struggling with, but they said it presents an even bigger challenge for people from marginalized backgrounds. Fares and The Arab League of Misfits dev team commenced their own search by approaching the national and regional arts funds, which require months of paperwork before you can even submit a funding application. They also sought to make contact with publishers and independent funds.

“We got a bunch of fast rejections, and the vibe was mostly, when you read between the lines, that yes, they want to take a risk, but the theme of our game was a bit too spicy,” Fares said

That spiciness is not necessarily in any particular theme, but simply from being an Arab game from Arab developers. It’s considered too risky to take on just by nature of the region—which is often depicted as the enemy in military shooters like Call of Duty, which generally shun realistic portrayals of the region’s people and cultures. Palestinian game developer Rasheed Abueideh came up against a similar hurdle—”too risky”—when financing Dreams on a Pillow, which tells the story of Palestinians displaced during the Arab-Israeli war.

“[Investors and publishers] demand risk to stand out, but they also systematically filter out any project that doesn’t mirror the safe gameplay angle or commonality with another hit or licensed IP,” Fares said.

Related:Rockstar accused of ignoring pay inequity, mandating crunch, and weaponizing bonuses

Game developers responding to GDC’s State of the Game Industry survey for 2026 expressed the same sentiment: Publishers want to invest in “sure things,” one respondent said. Competition is so fierce that studios often need a full demo before approaching publishers, and those demos are not inexpensive to produce. 35 percent of respondents said they are forced to self-fund—something that is simply not viable for many.

“There are all this marketing and press releases about diversity initiatives, but then [publishers and funds] just retreat to comfortable, licensed, safe [games,]” Fares said “It’s not just targeting publishers with no connection to the Arab world, but the same things happen in the Arab world as well.”

Fares pointed to the Institut du Monde Arab (IMA), which has a budget of €12 million to fund projects from the Arab world. Fares said, though, that its games projects are focused on the “high-visbility collaborations with Western mega-publishers,” like Ubisoft and Assassin’s Creed Mirage, “rather than funding or nurturing local game development even in its own turf of France.”

Related:Grand Theft Auto developers seek union recognition at Rockstar

The state of the video game industry certainly doesn’t help anyone out. With companies like Microsoft shedding studios and laying off 1,600 people in July (with 1,600 more layoffs to come) and Fortnite mega-studio Epic Games cutting a slightly lower amount in March, the industry is undergoing massive struggle. The current model is not working. There is little appetite for risk, even as industry leaders acknowledge the current crisis.

Everyone wants to hear from “new voices,” Fares said. That is, unless those new voices are considered too big of a risk.

Atari appoints Andreas Deptolla as president of Atari Europe

Atari has appointed Andreas Deptolla as president of Atari Europe.

Deptolla served as the chief technology officer at the company from August 2023 until April 2026. He’s also had a long tenure as board member of Apogee Entertainment (Turbo Overkill, Lucid), as well as Thunderful Group (Planet of Lana, Lost in Random).

Now, having relocated from the US to Germany, Deptolla says Europe carries a strategic importance for Atari, and is looking to strengthen the company’s internal and external network of talent and partners.

“Success in Europe depends on building strong relationships with publishers, studios, IP holders, and other key partners across the region, while continuing to support and develop the talented teams we already have at Coatsink, Early Morning Studio, and Stormteller Games,” Deptolla tells Game Developer.

Then, Atari Europe intends to expand those relationships by creating new opportunities for collaboration and bringing new projects to market. In regards to collaboration, Deptolla mentions having studios supporting each other on projects and developing internal tech as examples. The European teams are already collaborating with Nightdive and Digital Eclipse on projects.

Related:Blizzard eliminates ‘small number’ of roles in China

“Looking further ahead, our goal is for Europe to remain a key driver of innovation, talent, and business development within Atari. By continuing to invest in people, partnerships, and high-quality projects, we believe we can further strengthen Atari’s position in the region and create a foundation for sustainable growth over the coming years,” Deptolla says.

Regarding mergers and and acquisitions across the European region, the president of Atari Europe says the company is always open to evaluating new growth opportunities. Yet, the current focus is on strengthening its existing European studios.

This doesn’t mean that acquisitions are being put to a halt everywhere else. Last month, Atari acquired Australian mobile developer Hipster Whale in a deal that could eventually cost almost $40 million. Speaking about a broader global expansion, Deptolla says Atari has already made its way “across the water to Asia and the Pacific,” an approach the company is taking “one step at a time and where it makes sense.”

The first half of 2026 also saw the company acquiring emulation studio Implicit Conversions in April, as well as the rights to five Wizardry titles. Last year, as Thunderful was undergoing restructuring, Atari announced a $5.1 million investment. This, in turn, made Atari the owner of approximately 82 percent of the outstanding shares and votes of Thunderful.

Related:Mobile game Mario Kart Tour is winding down

The investment in Thunderful is particularly significant. At the time, Atari chairman and chief executive officer Wade Rosen considered the move an important milestone in Atari’s development with the expansion of its publishing and development capabilities in the European region.

“Thunderful is recognized for publishing and developing critically acclaimed games, and with the announced transformation plan, as well as the quality and commitment of Thunderful’s teams, we are confident that Thunderful will be returning to a profitable growth path while helping to further develop Atari operations in Europe,” Rosen said.

Xbox had laid off 379 Zenimax workers in Maryland

Hundreds of ZeniMax employees based in Maryland have been laid off by Xbox maker Microsoft following the company’s fifth major round of job cuts in three years.

A Work Adjustment and Retraining Notification (WARN notice) shared with the Maryland Department of Labor confirms that 213 people have been jettisoned at The Elder Scrolls Online developer ZeniMax Online Studios, which was also the target of layoffs in June 2025.

Another 166 people have been laid off at the offices of ZeniMax Media Inc. in Rockville, Montgomery Country. The cuts will become effective on September 4, 2026.

It’s unclear how many workers will remain at ZeniMax Online Studios following the latest round of layoffs, with the studio also losing key talent last year after Microsoft chose to cancel an in-development MMO codenamed Project Blackbird that purportedly impressed former Xbox boss Phil Spencer (thanks, Bloomberg).

In 2024, 461 employees at the studio voted to unionize with support from the Communications Workers of America. The majority of those workers were based in Maryland.

Related:Blizzard eliminates ‘small number’ of roles in China

A Microsoft spokesperson directed Game Developer to a statement shared by The Elder Scrolls Online team on Reddit when approached for comment as to how the layoffs will impact ZeniMax Online Studios.

“As we get ready to launch Season One this week, we wanted to reaffirm our commitment to The Elder Scrolls Online. Our team’s immediate focus is on launching Season One, which we’re all excited for you to jump in,” reads the post.

“Looking beyond Season One, the roadmaps we previously shared will be shifting. We want to take the time to evaluate the work in front of us and then lock down an updated schedule. While we’d love to share a concrete details today, stepping back to get our plans straight will let us come back to you with a clear timeline. This game is nothing without you, our community. Thank you for sticking with us, and for everything you bring to Tamriel.”

Microsoft announced it will be cutting 3,200 jobs across Xbox earlier this week as part of a “reset” sanctioned by newly-minted division leader Asha Sharma. The company explained 1,600 people are being laid off immediately, with another 1,600 cuts to follow before the end of the current fiscal year in June 2027.

At the time of writing, we know the decision has resulted in significant layoffs at other internal studios including Obsidian and id Software.

Mobile game Mario Kart Tour is winding down

Nintendo is winding down service for its 2019 mobile game Mario Kart Tour later this year.

Announced via a FAQ, racing will come to an end on September 29. “We sincerely thank the many players who have loved and supported the game since service began so long ago,” the company says.

Nintendo hasn’t publicly disclosed the total number of active players or downloads of Mario Kart Tour. Appmagic data sourced by mobilegamer.biz in late 2022 suggested the game earned over $220 million during its first three years, racking up over 204 million downloads along the way.

Now, as noted in a separate FAQ, an offline version of Mario Kart Tour is “not scheduled for release.” As of yesterday, Nintendo has ceased the sale of rubies, the premium in-game currency, and stopped automatic subscription renewals and new subscriptions to the game’s Gold Pass.

Nintendo has had a thorny history with the monetization for the mobile game. Originally, Mario Kart Tour featured a gacha-like mechanic where players could get random drivers, karts, and other items by spending in-game currency. The company announced its removal in 2022, replacing it with a shop featuring a rotating inventory of specific digital goodies.

Related:Blizzard eliminates ‘small number’ of roles in China

Then, in 2023, a young player under the age of 18 filed a potential class action lawsuit against Nintendo about the gacha mechanic, alleging the game had “immoral” microtransactions that have preyed on minor players. Within the suit, it was argued that Nintendo “capitalized on and encouraged addictive behaviors akin to gambling.”

Throughout 2023, Nintendo designer Shigeru Miyamoto said that phones “will not be the primary path of future Mario Games.” In September of that year, ahead of an Anniversary Tour, the company said it wasn’t planning on releasing new content for Mario Kart Tour afterward.

Back then, Miyamoto also noted that bringing the franchise to phones was “challenging” because you have to account for so many “common, generic devices,” which isn’t the case when developing for consoles.

Blizzard eliminates ‘small number’ of roles in China

Blizzard Entertainment has laid off what studio president Johanna Faries has described as a “small number” of employees in China.

An email penned by Faries and obtained by Game Developer explains the company has eliminated those roles as it works to evolve its operating model in the region. It’s unclear how many people have been impacted, but Faries claims the job cuts will enable Blizzard to strengthen its regional publishing and product management capabilities.

In the email, which was distributed to all Blizzard workers earlier this week, Faries said the 3,200 layoffs announced by Xbox boss Asha Sharma on July 6 will be “challenging to navigate” but said Blizzard’s own forward-looking strategic initiatives and priorities “remain in focus.”

Blizzard operates numerous titles in China—such as World of Warcraft, Hearthstone, and Overwatch—in partnership with local video game conglomerate NetEase.

Related:Opinion: Welcome to the house of pain, brought to you by Xbox

Xbox is currently pursuing a “reset” under new boss Asha Sharma, who claimed Microsoft’s video game division must downsize significantly after notable strategic bets—such as widespread acquisitions, Xbox Game Pass, and a multiplatform pivot—failed to pay off.

The move will result in 3,200 people being laid off before the end of the current fiscal year in June 2027. 1,600 of those cuts are being made immediately, with the remainder due to be confirmed over the next 12 months.

Although we know how many people will lose their jobs over that period, the scale to which individual studios and teams have been impacted remains unclear. Earlier today, a WARN notice filed in Texas indicated that 158 employees at ZeniMax locations in the U.S. region have been laid off—including 136 workers at Doom developer id Software.

Xbox has also parted ways with four studios including Double Fine, Compulsion Games, Ninja Theory, and Undead Labs.

Welcome to the house of pain, brought to you by Xbox

Ignore the gleaming, blood-slicked guillotine and basket overflowing with wide-eyed craniums and do your very best to craft a hit video game. The investors demand it. Succeed and you might get to spend another year in this lavish emporium of torment.

Tremendous, isn’t it? From the outside looking in, this is the reality facing thousands of Xbox workers who have been deigned necessary (for now) by a flailing corporate owner that has spent an ungodly fortune on mergers and acquisitions over the past decade only to admit it basically has no idea whether it’s actually paying off. All signs point to a very obvious answer: it isn’t.

Since Microsoft completed its near-$70 billion merger with Call of Duty and Candy Crush maker Activision Blizzard King in 2023 there have been five rounds of mass layoffs across Xbox.

It began in January 2024, when former Xbox boss Phil Spencer said the company had to eliminate 1,900 jobs to align on “a strategy and an execution plan with a sustainable cost structure.” Bleak but perhaps not unexpected. That is generally what happens when two industry titans coalesce.

Related:‘Used, abused, and discarded:’ CWA Canada slams Microsoft over handling of Bethesda layoffs

The studio closures began three months later. In May 2024, Xbox shuttered Arkane Austin, Alpha Dog Games, and Tango Gameworks—the latter of which was eventually salvaged by Krafton, but was initially slated for closure not too long after launching Hi-Fi Rush, a resounding success story according to some Xbox bigwigs.

In September that year, another 650 roles were eliminated to, in the words of Spencer, “organize our business for long term success.”

Another sucker punch was dealt a year later. In July 2025, Microsoft cut 9,100 roles across the entire company, including a reported 1,600 within its video game division (thanks, Aftermath).

Now, another year on, the company has chosen to run it back. This time, newly-minted Xbox CEO Asha Sharma—who somehow managed to convince people of her credentials with masterstrokes such as capitalizing the word ‘XBOX’—said the company is laying off 3,200 people in order to “reset.”

Why? Because Xbox is rudderless. Nobody at the top seemingly has any idea how to course correct other than to mercilessly downsize, and over 7,000 employees (that we know of) have paid the price. This is not an opinion. It is a fact. In her memo announcing the latest cuts, Sharma confirmed as much.

“To grow, we bet on Game Pass, multi-platform, and a broader portfolio of content. While those businesses have created meaningful value, they did not grow at the pace we expected,” she wrote. “As that happened, our core business weakened, and we added more teams, more investment, and more time, hoping for a better outcome. And now the industry is facing the most severe hardware crisis in its history. We must reset XBOX.”

Related:Supercell starts developer grants program for African studios

Xbox Game Studios has become a monument to suffering

Sharma’s message is an explanation. It is not someone taking accountability. Here is a leader upending thousands of lives while behaving as if this situation was somehow forced upon Microsoft. Who, I wonder, could perhaps be responsible for fuelling a memory crisis that has left Xbox gasping for air during a period when hardware sales remain in decline? Could it be well-documented AI-peddler and Xbox parent company, Microsoft? Don’t be silly.

Imagine spending billions on iconic studios and production talent if your only plan to deliver success and stability was to cross your fingers, wish upon a star, and start “hoping for a better outcome.” Absurd.

Even if you, cynically, take the view that a rightsizing of this magnitude was inevitable, Microsoft has presided over the cuts in a way that feels almost malicious. Weeks ago, the company chose to spotlight Senua and State of Decay 3 during its latest Xbox Games Showcase. I wonder what sort of message that sent to employees at developers Ninja Theory and Undead Labs? Maybe something along the lines of ‘we’ve got your back.’

Related:Xbox CEO amidst layoffs: ‘I think our core has to be healthy’

Evidently not, because now both teams have been cut loose alongside Double Fine and Compulsion Games. A reprieve, perhaps, if those four studios can make independence work—but that is by no means guaranteed in a landscape where financing is at a premium.

Microsoft often talks about how it has a responsibility to players, and Sharma’s early days have been defined by a series of easy wins designed to endear the Xbox brand to its most die-hard supporters. ‘Exclusives have returned! We dipped the logo in a new shade of green!’ The company has slammed a dead cat on the table to distract people while it drags the bodies out of the back.

In her memo to staff, Sharma said Xbox’s ongoing commitment to embodying a headless chicken has made it “harder to deliver for players,” but what about delivering for employees? I’m sure it won’t be lost on Xbox owners that it will be quite literally impossible for the company to produce video games—exclusive or not—if the entire division is in disarray. This brings me back to my first point.

Sharma explained that out of the 3,200 cuts announced this week, around 1,600 will be made immediately. The remaining 1,600 will be confirmed by the end of the current fiscal year in June 2027. That is ghoulish. Consider how you might feel attempting to write lines of code, produce concept art, support your colleagues, or even just drag yourself into the office knowing you might soon be slapped on the chopping block.

It is unfathomable and untenable. There are few certainties in life, but Asha Sharma has promised her employees that another 1,600 people will be marched up to that crimson, viscera-strewn guillotine in the next 12 months.

If they have any last words, I suspect they wouldn’t be suitable for print.

Xbox is testing a feature to digitize physical games

Xbox employees are reportedly testing a feature that would allow Xbox owners to digitize their existing physical game collections.

The news comes via The Verge, according to sources familiar with the matter. Microsoft has reportedly been working on a disc-to-digital feature, following the appearance of references to “enable Disc2Digital” in the Xbox PC app code back in May.

The reported feature will work on Xbox One and Xbox Series X discs only, excluding those for the Xbox 360 and the original Xbox console.

As The Verge explains, getting a digital copy of a game would work simply by inserting a compatible disc and installing and playing the game. The process requires a Microsoft account on an Xbox console, and will grant a so-called digital entitlement for physical games.

Said physical entitlement would be tied to the specific disc. Meaning that it will move from account to account if, for example, you swap the physical game with a friend or log in to a different Xbox profile and try to play a disc-based game.

Related:Supercell starts developer grants program for African studios

As such, the digital entitlement would be similar to purchasing a game from Microsoft’s digital store. If the game is available on Xbox Cloud Gaming and you have a Game Pass subscription, you will be able to stream it. For titles that fit the Xbox Play Anywhere category, users will reportedly be able to access them on PCs and handhelds.

However, the feature will have some limitations. It will work with discs that come bundled with a console as well as multi-disc titles, providing access to everything the disc usually offers, including downloadable content. But Xbox One discs might not work. Microsoft reportedly warned its internal testers, “It all depends on how and when the disc was manufactured and it may not have the features we need for this program.”

Lastly, discs will still work after they’re digitized, with owners only losing a digital entitlement if they loan the disc to a friend or sell the disc to someone else. The Verge claims Microsoft is currently testing this feature internally, and that the company hasn’t finalized whether the next-generation Xbox, codenamed Project Helix, will ship with a built-in disc drive or not.

The report comes amidst the news that Sony will no longer be releasing PlayStation software on physical discs from January 2028.

The pivot, according to the post on the PlayStation Blog, will mark an end to physical disc production for “all new games releasing on PlayStation consoles.”

The decision reflects changing consumer preferences and a broader entertainment industry shift away from physical software, Sony says. Whether or not Xbox will also follow suit remains to be seen.

Related:Xbox CEO amidst layoffs: ‘I think our core has to be healthy’

CWA Canada slams Microsoft over handling of Bethesda layoffs

Labor union CWA Canada has informed Game Developer that around a dozen employees have been laid off at Bethesda Game Studios Montreal following the latest round of job cuts at Xbox. All were union members.

It’s claimed those impacted were told during a short, three-minute video call, where they were prevented from asking questions and told to stay at home for the next eight weeks. They will continue to receive pay over that period.

CWA Canada president Carmel Smyth explained those who lost jobs had been working at Bethesda for up to a decade. She said employees have described the current situation at Xbox—which has confirmed 3,200 roles will be eliminated by the end of the current fiscal year (half of which are yet to be announced)—as tantamount to psychological warfare.

That’s despite a manager at Bethesda Game Studios Montreal reportedly telling staff there will be no additional cuts at the studio.

Related:Supercell starts developer grants program for African studios

“Workers say its like having a ‘sword hanging over your head’ or psychological warfare and predict even those not laid off now will already be looking for other jobs. Morale, work and game quality will absolutely be affected,” she added.

“The instability highlights a major problem with this industry, even though game use and consumer demand is consistently high, employers are ruthless. Microsoft employees believe ‘you only leave Microsoft if you quit or are laid off, only managers get to stay for a career and retire.'”

Smyth said Bethesda Game Studios Montreal workers were “used, abused, and discarded” in the span of three minutes after “giving years” to the studio.

“Your creations make millions of dollars globally then overnight a boss tells you ‘thanks, stay home, we don’t need you.’ How is it okay that one of world’s richest employers comes to Canada and treats people like that?” she continued.

The U.S. branch of CWA has also pledged to take “all necessary legal and contractual action” to defend members caught up in the Xbox purge.

“We will demand immediate bargaining—over fair severance, over vendor-contract decisions, over internal placement so that qualified employees can move into open roles, and over recall rights,” said Mike Davis, vice president of CWA District 2-13, in a statement to Aftermath. “That’s the difference a union makes. Organized workers have a seat at the table on the decisions that affect their lives and families, and that includes layoffs.”

It’s still unclear how severely individual teams and studios within Xbox have been impacted by the cuts. Yesterday, we reported that Doom: The Dark Ages developer id Software has been scythed in half. In addition, social media posts from (now former) Xbox employee indicate that ZeniMax Online Studios has been hit hard.

Related:Xbox CEO amidst layoffs: ‘I think our core has to be healthy’

Kotaku ís also reporting that between 60 to 70 people have been let go at Grounded and Pentiment developer Obsidian Entertainment.

Game Developer has reached out to Microsoft for comment.

If you’re an Xbox employee impacted by this story and would like to share your views confidentially, you can email our news editor Chris Kerr or contact him on Signal (kerrblimey.43).

Supercell starts developer grants program for African studios

Brawl Stars studio Supercell has opened applications for a developer grants program for game development studios across Africa.

Announced earlier in the week, Supercell is looking to support “exceptional” studios across Africa with equity-free grants of $20,000 to $200,000 to help them “reach their next stage of growth,” as well as strengthening an emerging ecosystem.

“Some of the most exciting creative energy and distinctive cultural narratives today are emerging from Africa, and we believe this talent will help shape the future of global gaming,” reads the announcement.

Applications officially opened yesterday, and will close on Sunday, August 9. The review period will run from August to October, with successful applicants being notified in October. Grant funding is set to begin in December.

While Supercell is primarily a mobile studio, it is welcoming applications across multiple platforms, genres, and business models. The program is meant to support studios, not individual projects, and said studios must be legally registered as such. “Applications from individual developers, hobby projects, or unregistered teams will not be considered,” Supercell adds.

Related:Xbox CEO amidst layoffs: ‘I think our core has to be healthy’

In addition, the studio’s primary operations and the majority of its team must be based in Africa to be eligible.

Supercell says that its developer grants are non-dilutive grants, meaning the company does not take equity or ownership in a studio or game as part of the program. The studios will retain ownership of their intellectual property.

Lastly, the company is expecting to select approximately three to five studios for the first cohort. Supercell recommends having the following ready before applying: a pitch deck, a gameplay trailer or video, links to previous games, a high-level funding plan and budget, and a playable build, although the latter is optional.

Aside from this grant round, Supercell has been investing in multiple studios throughout the last 10 years. The company invested $5 million in Redemption Games in 2018, picking up a minority stake. In 2021, it invested $2.9 million in Shipyard Games. Then, in May of this year, Supercell went from being a major shareholder of Metacore to acquiring the studio altogether following studio restructuring.

‘I think our core has to be healthy’

Xbox CEO Asha Sharma wants the company’s core to be healthy, amidst a debacle of 3,200 job cuts and multiple divestments.

In an interview with Fortune published yesterday—the same day as the start of what Microsoft describes as the “most significant restructure in Xbox history“—Sharma outlined a number of steps to regain that “health.” The company will experiment with business models for hardware, such as lowering the barrier to entry with “buy now, pay later” programs, and Sharma emphasized that Xbox must be available on mobile and PC to meet players where they are.

Will this be enough? Even Sharma seemed unsure. “I think our core has to be healthy, and that will be necessary but not sufficient,” she told Fortune.

Yesterday, the CEO told employees in a memo that Xbox’s operating margins are three to 10 times lower than comparable businesses. As such, Sharma said Xbox needs a new business model. She stated the company has been battered by surging component costs, overextending its studio system, underfunding its popular franchises, and relying too heavily on vendors instead of fostering a self-reliant engineering culture.

Related:IO Interactive closing Istanbul studio after regaining control of Project Fantasy

“A healthy Xbox could weather the shock of the hardware crisis. With an unhealthy Xbox, it becomes really challenging, and it accelerates a lot of the changes we need to make,” Sharma said.

The hardware crisis the CEO refers to—which involves a component shortage driven by rampant investment in AI data centers (thanks, Reuters)—has been at the hands of companies like Microsoft. In the memo to employees, Sharma said the company must reset to navigate the crisis, which has dramatically inflated memory prices and by extension console hardware.

The memory crisis isn’t the sole culprit behind Xbox’s current state. Yesterday’s job cuts marked the fifth major round of layoffs announced by Microsoft since the company acquired Activision Blizzard in 2023 for almost $70 billion. Despite taking ownership of major franchises such as Call of Duty and World of Warcraft as a result of that merger, Sharma said Xbox’s core business has “weakened” in recent years.

“It is neither possible nor desirable to own every great independent studio. We have also learned that we are not the best home for every type of studio; in a typical year, we lost 64 cents for every dollar we invested. As we reset Xbox, we will help independent creators succeed by providing open development tools and audiences to realize their vision.”

The layoffs are far from over. Xbox cut 1,600 jobs yesterday, with 1,600 more to follow during the next financial year. Multiple Xbox-owned studios have been caught in redundancies, including Obsidian and idSoftware. Meanwhile, Hitman developer IO Interactive announced the closure of its Istanbul studio, a direct result of Xbox choosing to pull financing for Project Fantasy, which was announced back in 2023. 

Related:Report: Roughly half of the id Software team have been laid off

Hitman developer IO Interactive shuttering Istanbul studio

007 First Light and Hitman developer IO Interactive (IOI) is closing its Istanbul studio. 

The news is a direct result of Xbox choosing to pull financing for Project Fantasy, an online RPG announced back in 2023. 

Although the Danish studio has regained full ownership of the project, it said it must now “find a new balance” as it charts a path forward. 

IOI had already confirmed it would be laying off an undisclosed number of workers in order to find stable footing, but has now explained it will also be shuttering its studio in Istanbul. 

“Following the end of our external finance partnership on Project Fantasy, IOI has regained full ownership of the project and our IP. We will continue to develop and fund it independently amongst our other projects. With this context, we had to find a new balance for the long-term future of the studio, focused on the success of our main internal core titles instead of external projects and potential mobile game derivatives,” said the studio in a post on X

Related:Report: Roughly half of the id Software team have been laid off

“This has meant making changes as well as proposed changes across our studios: the closure of our Istanbul studio and starting a process to part ways with colleagues who have been a meaningful part of what makes IOI what it is.”

IOI Istanbul was formed in 2023 to establish a hub for triple-A development in Turkey. IOI said the studio would play a “significant role” in the development of 007 First Light, Hitman, and Project Fantasy. It’s unclear how many employees worked at the location.

The closure was described as “necessary” by IOI. The company said it remains committed to bringing Project Fantasy to market.

“These are hard, but necessary decisions, in order to retain the long-term future of IO Interactive as one of the very few fully independent AAA developer and publisher, as well as to give Project Fantasy the best possible foundation to succeed under our own passion and direction,” it added. “Project Fantasy is a game, a world, and an IP that we are wholly committed to, and we cannot wait to share the love with you.”

Game Developer has reached out to IOI for comment.

Roughly half of the id Software team have been laid off

Doom: The Dark Ages developer id Software has reportedly been gutted during the latest round of mass layoffs at Xbox. 

Multiple anonymous sources have told Game Developer that around 50 percent of employees at the Texas-based studio have been laid off. One person claimed that equates to over 90 redundancies. 

Another source told Game Developer the studio’s QA department has been decimated by the cuts. One laid off worker posting publicly on Linkedin corroborated those claims and expressed anger at the studio being torn apart in service of “another ‘reorganisation’ of assets.”

It’s currently unclear how many of the 100-plus union members at id Software have been ousted.

The news comes just hours after Xbox confirmed it would be eliminating 3,200 roles across its video game division over the next fiscal year—starting with 1,600 cuts this week. 

In an internal email obtained by IGN, Bethesda president Jill Braff said the company—which is a sibling studio of id Software and others under ZeniMax—is being restructured around its biggest franchises. 

Related:Report: Obsidian losing around one quarter of its staff to ‘Xbox reset’

“To best position Bethesda for future growth, we are shifting from a planning model primarily centered on what’s next for each independent studio to one that focuses on our strongest franchises and determining the content roadmap that best serves our players and Bethesda as a whole,” reads the email.

A source familiar with the situation has corroborated the contents of Braff’s email and explained Bethesda will now be laser focused on Fallout, The Elder Scrolls, Wolfenstein, Doom, and Quake. They said Bethesda intends to make it easier for its development teams to collaborate but noted it will not be shuttering any existing studios.

Game Developer has reached out to Microsoft for comment. 

If you’re an Xbox employee impacted by this story and would like to share your views confidentially, you can email our news editor Chris Kerr or contact him on Signal (kerrblimey.43).

Xbox cutting 3,200 jobs and parting ways with four studios

Microsoft has commenced what it describes as the “most significant restructure in Xbox history” and confirmed it will be eliminating 3,200 roles across its video game division by the end of the current fiscal year. 

The company has laid off 1,600 workers immediately with more cuts to follow. Four studios are being jettisoned from the Xbox Game Studios ecosystem, with South of Midnight developer Compulsion Games and Psychonauts maker Double Fine both returning to independence with full ownership of their respective IP catalogs. Ninja Theory and Undead Labs have agreed to join new ownership with the financing required to bring Senua and State of Decay 3 to market. 

Arkane Lyon has begun a consultation process that Microsoft said will allow the studio to “review potential strategic options.” It’s unclear whether this will result in the closure of the Blade developer or another studio exit.  

In a message sent to Team Xbox employees earlier today (published on Xbox Wire), newly-appointed Xbox CEO Asha Sharma said the cuts are required in order to course correct after bets on Xbox Game Pass and multiplatform releases failed to pay off. 

Related:Ingress developer Niantic Spatial shuttering New Zealand office

Notably, Sharma said the company must reset to navigate a “severe hardware crisis” that has dramatically inflated memory prices and by extension console hardware. It’s vital to note that component shortage is driven by rampant investment in AI data centers (thanks, Reuters) at the hands of companies like Microsoft. 

This is the fifth major round of layoffs announced by Microsoft since the company acquired Activision Blizzard in 2023 for almost $70 billion. Despite taking ownerships of major franchises such as Call of Duty and World of Warcraft as a result of that merger, Sharma said Xbox’s core business has “weakened” in recent years.

“Since 2018, we have aggressively expanded our studio portfolio while the number of games created each month across the industry now outpaces the last ten years combined. We now find ourselves competing not only with the largest publishers, but also with smaller independent studios,” she wrote. 

“It is neither possible nor desirable to own every great independent studio. We have also learned that we are not the best home for every type of studio; in a typical year, we lost 64 cents for every dollar we invested. As we reset Xbox, we will help independent creators succeed by providing open development tools and audiences to realize their vision.”

Xbox is not cancelling any publicly announced first-party projects, but confirmed it will be downsizing across a myriad of divisions such as Activision, Bethesda/ZeniMax, Blizzard, King, and Mojang. In addition, Minecraft developer Mojang and Candy Crush studio King will now report directly to Sharma, who will also be instating a chief operating officer with end-to-end profit and loss responsibility across content, hardware, platform and services. 

Related:Enginefall developer Red Rover Interactive is making layoffs

Xbox veteran Helen Chiang, who has spent the past decade overseeing the Minecraft franchise, will step into that role and will report directly to Sharma. “[Chiang] will bring our businesses together under one operating model, making sure we make clear investment decisions, learn from our successes and failures, and hold ourselves accountable for results,” continued Sharma.

The Xbox boss added that the redundancies will enable the division to streamline operations to meet player expectations.

“Today, in some parts of the company, work passes through as many as 14 layers of management. Our platform teams are 40  percent larger than they were at the start of this generation, even as our player base and playtime have declined. That complexity has slowed decisions, blurred accountability, and made it harder to deliver for players. As we reset Xbox, we will simplify,” continued Sharma. 

Related:Cyberpunk 2077 has sold 40 million copies worldwide

“We will reduce management layers to no more than 5, and where possible, 3. We will deliver success through a flatter organization that is built around makers (individual contributors focused on building), player-coaches (leaders who remain deeply involved in the work while developing their teams), and directly responsible individuals (DRIs) who own key decisions and outcomes. And we will streamline how we work across our tools, with a cleaner code base, shared services, and 50 percent reduced vendor spend.”

Game Developer has reached out to Xbox for more information.

Rockstar workers hit back and PlayStation kills physical discs

Thirty years of hurt. Never stopped me dreaming. 

There appears to be a near 1:1 overlap between supporting England during a major football tournament and working in games. Both require a delusional sense of optimism in the face of historic disappointment and disaster. An almost unshakable ability to dream of the impossible during periods of bleak, unrelenting crisis. Despair to euphoria and then back again. 

Sounds familiar, doesn’t it?

As the industry collectively holds its breath ahead of what is widely-expected to be another brutal round of layoffs at Xbox next week, it’s worth remembering why I suspect many of you reading this ventured into video games in the first place. To craft something truly special and imbue the world with meaning. To leave your mark on those players who genuinely adore the artform. To find your community and build lifelong friendships. 

I suspect those words will feel hollow in a week’s time—perhaps they already do—but I implore anybody reading this to cling on to what you love about this space. Rally together. Support your peers. Dare to hope. Maybe one day, video games will come home again.

Related:Union workers establish hardship fund to support devs impacted by layoffs

via Game Developer // Direct-join union UVW-CWA has launched the Game Worker Hardship Fund to provide financial aid to developers struggling in the wake of mass layoffs. It will be possible to request up to $5,000 through the initiative, which aims to help with everything from medical bills and groceries to rent and work expenses.

via Game Developer // Ubisoft continues to make notable hires at the top of its revamped studio ecosystem—or, at least, what’s left of it following massive cuts. This time, the French publisher has recruited former 2K president and Amazon Games boss Christoph Hartmann to lead ‘Creative House 2,’ a new(ish) division that will oversee franchises such as The Division, Ghost Recon, and Splinter Cell.

via Game Developer // Hold your discs close, because they aren’t long for this world. Yes, as you might have heard, Sony is preparing to completely ditch physical media on PlayStation in January 2028 in response to shifting “consumer trends.” That move has gone down as well as you’d expect.

via Law360 // A federal lawsuit filed in California has accused Samsung, SK Hynix, and Micron of coordinating an exit from the “conventional” RAM market to focus on producing high-bandwidth memory (HBM) for data centers, driving up the price of components in the process. Coordinated price fixing or simply a sign of the times? We’re about to find out.

Related:Ubisoft taps former 2K president Christoph Hartmann to oversee Tom Clancy franchise

via Bloomberg // Suicide Squad: Kill the Justice League designer Johnny Armstrong and director Axel Rydby have spoken candidly about their experience attempting to drag the ill-fated live service shooter out of a gruelling seven-year production cycle. “I was following a spreadsheet, some elusive marketing-analysis spreadsheet that no one could present clearly. I kind of felt like this isn’t the gaming industry I wanted to work in,” said Rydby. It’s hard to imagine anybody dreams of becoming a game developer to acquaint themselves with Excel. Dire stuff.

via Game Developer // Grand Theft Auto VI is poised to become one of the biggest entertainment products in history when it arrives in November, but how is developer Rockstar treating those responsible for crafting the hotly anticipated title? According to multiple employees based in the UK, their reward has been a struggle against pay inequity, bonuses that can be withheld without obvious cause, and in some instances relentless crunch.

Related:Godot to ban (almost all) AI coding contributions

via The Verge // Microsoft is reportedly about to follow in the footsteps of Sony and drop support for physical software on Xbox. To soften the blow, the company is purportedly working on a disc-to-digital feature that will allow Xbox owners to digitize their physical video game collection. It’s claimed, however, that the feature will only be compatible with Xbox One and Xbox Series X | S releases.

via Bloomberg // A protracted legal dispute between the founders of Subnautica 2 developer Unknown Worlds and publisher Krafton has been laid to rest. Krafton has agreed to pay bonuses to the entire Unknown Worlds team after reaching a settlement with studio leaders that will also result in the departure of CEO Ted Gill. The bonuses will be paid in three annual instalments and result in the Subnautica 2 team receiving “significantly more” compensation than first agreed. 

Are these the 100 most influential games of all time?

This week, Kitfox Games founder and CEO Tanya Short swings by the studio to unveil the latest output from game design retreat Polaris: an expert-led list of the 100 most influential video games of all time.

Any such list is purely subjective, but unlike those made by sites like IGN, this one is assembled from the perspective of professional game designers like Brenda Romero, Derek Yu, Soren Johnson, and more. Today Short discusses the process of assembling the list, the influence of each game on the list, and Polaris’ mission to document the ethereal truths and processes of designing games.

Speaking of those ethereal truths, Short set out to explain how these games are a great tool for designers to improve their craft and grow to make influential games of their own.

For your convenience, read the full list below:

Process & Errata

Ties are listed chronologically (oldest first).

Some typos were corrected (there is no such game as Super Smash Bros 64 or Mario 64).

Related:The art of game writing in ‘non-narrative’ games ft. Emma Kidwell and Harrison Pink

When games were released multi-platform in the same year, they were counted as the same entry (for example, Catherine for PS3 or Xbox).

If someone wrote ‘series’, it was included in the most-populated entry in that series. If an exact entry couldn’t be discerned, it was combined with its most populated version (for example, Spelunky was assumed to be the most-populated, Spelunky (2008)).

In cases where there were ties between two entries in a series as ‘most-populated’, the oldest version ‘won’ the tie (this only happened once).

Pokemon Red, Blue, and Yellow were counted as a single entry.

Despite only videogames being allowed, 6 people wrote in Magic: The Gathering, so we interpreted that as Magic: The Gathering Online.

About the Game Developer Podcast

The Game Developer podcast is a bi-weekly podcast chronicling the triumphs, catastrophes, and everything in-between of game development, sharing lessons and strategies fellow developers can use to hone their craft. The Game Developer Podcast is hosted by Bryant Francis, edited by Pierre Landriau, and features music by Mike Meehan.

Follow Game Developer on Bluesky or on LinkedIn.

Ubisoft hires former 2K president Christoph Hartmann

Ubisoft has appointed former 2K president and co-founder Christoph Hartmann to lead its internal, shooter-centric division ‘Creative House 2.’

The French publisher restructured around five internal ‘Creative Houses’ earlier this year, each of which is dedicated to a unique collection of franchises and studios. 

Creative House 2 is primarily focused on competitive and cooperative shooter experiences and oversees notable brands including The Division, Ghost Recon, and Splinter Cell. It also houses internal studios such as Massive Entertainment, Ubisoft Montreal, Ubisoft Paris, and Ubisoft Toronto. 

Hartmann represents an experienced external hire for Ubisoft, with the veteran exec having previously served as Amazon Games vice president and Take-Two Interactive vice president of international marketing.

“For nearly four decades, Ubisoft has created some of the industry’s most iconic franchises and earned a reputation for building ambitious AAA experiences that have entertained millions of players around the world. It has long been a company I’ve admired for its creativity, the strength of its franchises, and, above all, the talented people behind them,” said Hartmann in a post on LinkedIn.

Related:Union workers establish hardship fund to support devs impacted by layoffs

“I’m looking forward to working with the teams across Creative House 2, supporting an incredible portfolio of AAA tactical, competitive, and multiplayer experiences, including Tom Clancy’s The Division, Ghost Recon, Splinter Cell, and March of Giants. My goal is simple: create an environment where talented teams can do their best work and continue building games that players love.”

Ubisoft’s decision to restructure its entire studio ecosystem has come at a significant cost. When announcing the move in January 2026, the publisher said it expects to make €200 million in cuts over the next two years. 

Since then, Ubisoft has proposed 200 voluntary redundancies at its headquarters in France, closed its studios in Winnipeg and Belgrade, eliminated roles at its studio in Barcelona, made further cuts within its global publishing team, and made over 100 employees redundant at Ubisoft Red Storm.

Those layoffs followed a sizeable investment from Chinese conglomerate Tencent, which sunk €1.16 billion into Creative House 1—known as Vantage Studios—to secure a 26 percent stake in the division. 

Union creates hardship fund to help devs impacted by layoffs

Union members at United Videogame Workers-CWA (UVW-CWA) have established the Game Worker Hardship Fund to provide a financial lifeline to struggling developers impacted by layoffs.

The fund will support game workers across the United States and Canada who have lost their jobs (or been impacted in other ways) as a result of the wave of job cuts that has swept across the video game industry in recent years.

Eligible applicants can request either a small cash sum of up to $1,000 or a larger amount ranging from $1,000 to $5,000. Funds can be requested for a range of reasons, including for basic life expenses such as groceries, medical bills, and rent.

UVW-CWA stressed that applicants do not need to be a member of the union to seek financial assistance through the fund. Those who wish to support the initiative financially must join the union, however, as the fund is being financed via membership dues.

Related:Ubisoft taps former 2K president Christoph Hartmann to oversee Tom Clancy franchise

Proceeds from an itch.io charity bundle being organized by Demonschool developer Necrosoft Games will also be used to bolster the hardship fund.

“In order to apply for this fund, fill out the application form. A team of volunteers from UVW-CWA will review your application and prioritize it based on need. If an application requires further clarification, we will reach out to you,” reads a post on the UVW-CWA website, explaining how to request support. 

“You may be asked to provide additional supporting evidence and to chat with an application reviewer. You will receive an email confirming whether or not you have been approved for funds. After receiving funds, we will reach out in order to document your experiences for an impact report we will make public towards the end of the year.”

UVW-CWA intends to reply to applicants based on the urgency of their request, but cannot guarantee that any individual application will be approved. You can find out more about the initiative, including how to apply, on the UVW-CWA website

Ubisoft Barcelona strikes over proposed layoffs

Ubisoft Barcelona initiated strikes yesterday, which are set to last until July 17, running on Tuesday and Thursday afternoons, over the proposed layoffs that could affect 51 workers at the studio.

The news comes from a bulletin sent to local media such as Hobby Consolas, penned by Spanish union Confederación General del Trabajo, which is organizing the strikes. (The original source is in Spanish, but Insider Gaming has published the info in English.)

The layoffs were proposed by Ubisoft earlier in the month as it shuttered its Winnipeg and Belgrade subsidiaries. A source familiar with the situation told Game Developer the company was taking action to reduce costs and focus on new strategic priorities. At the time, the layoffs were pending consultation.

Unlike Winnipeg and Belgrade, Ubisoft Barcelona is expected to remain open but will be restructured to focus solely on the Rainbow Six franchise.

Related:Godot to ban (almost all) AI coding contributions

Starting yesterday, June 30, staff at the Barcelona branch is beginning its series of strikes, demanding continuity through a binding negotiation for a new studio mandate that ensures the 51 staff are retained.

The workers are also demanding a firm commitment to shield the workforce against future collective dismissal processes for a minimum of five years, strict and immediate compliance with agreed-upon internal promotions (which were “unilaterally paralyzed by the company”), and the unblocking and formal review of the salary improvement plan, as well as the workforce’s social benefits package.

The staff is also demanding an unconditional return to the remote work model with 60 percent monthly working from home to ensure effective work-life balance. This is in reference of a widespread return-to-office mandate instated in the restructuring program announced early in the year, making it so all teams are required to work on-site five days a week.

The initiative, poised as a cost-reduction decision, was announced shortly after the company secured a $1.25 billion investment from Tencent, which acquired a stake in Vantage Studios, one of Ubisoft’s new creative houses. Then, a number of French unions that include Ubisoft workers responded to the news by staging an international strike in February.

Since then, Ubisoft Toronto laid off 40 employees, Ubisoft subsidiary Red Storm ended game development and laid off 105 workers, and 93 roles in the San Francisco branch have been on the chopping block. The company also reported its net bookings were down 54 percent year-on-year in May.

Related:Krafton and Unknown Worlds founders settle Subnautica 2 legal dispute

Godot to ban (almost all) AI coding contributions

The Godot Foundation has announced a series of upcoming contribution policy updates regarding the use of generative AI (genAI) on the free, open-source engine Godot, banning almost all use cases for code contributions, also known as pull requests (PR).

In a blog post published yesterday, the Godot Foundation recognizes a recent increase in AI-generated contributions, both by AI agents and by humans submitting AI-generated code. “AI contributions have the added pain of being demoralizing,” the post reads, referring to the maintainers who are fielding the PRs.

Godot’s policy updates come amidst studios continuing to toot the genAI horn, despite the fact that it has garnered a largely negative reception from developers in recent years, with many arguing that it is having a corrosive effect on the industry.

As for the engine, the foundation’s focus will be on ensuring all contributions “are made by humans who can take responsibility for their code,” and be able and willing to fix it when needed.

Related:Krafton and Unknown Worlds founders settle Subnautica 2 legal dispute

“AI cannot take responsibility, and we can’t trust heavy users of AI to understand their code enough to fix it,” the foundation says.

Looking ahead, the foundation wants to amend Godot’s contributing policy to band autonomous AI agent use or “vibe coding,” use of AI to generate substantial pieces of code, and AI-generated text in human-to-human communication.

However, the foundation outlines some exceptions. While it requires all code to be human authored, AI should “should be limited to menial things,” including code completion, regex, or find and replace. If someone uses AI in some capacity to author code, the person must disclose it in the PR discussion.

Regarding communication, the foundation says that maintainers volunteer their time to review a user’s issue, PR, or proposal they do not want to talk to a machine. “This is a basic principle of respect,” the post reads. Yet, machine translations “are still acceptable” as long as the original content was written by a human.

The announcement of upcoming policy updates comes weeks after Godot confirmed that it tolerates “some AI assistance,” while also rejecting the “vibe coded” tag. Back in February, Godot veteran Rémi Verschelde expressed dismay at the number of “AI slop” PRs being generated for the engine.

“Things change every day with respect to the current suite of AI tools available. We will continue taking a conservative approach in our policies towards them, but we will re-evaluate as things evolve,” the announcement by the Godot Foundation concludes.

Related:OtherSide Entertainment lays off 18 from Thick as Thieves team

PS3 and PS Vita digital stores are closing starting August 2026

PlayStation has announced it will be closing the PlayStation Store on PlayStation 3 and Vita starting this year.

In a blog post published today, Sid Shuman, senior director of Sony Interactive Entertainment content communications says the PlayStation Store on PS3 will close starting August 2026 for select markets: Mexico, Honduras, and Nicaragua.

Then, “additional Latin American and Middle Eastern countries” will follow suit starting late 2026. In all other countries, PlayStation Store on both PS3 and PS Vita will close in July 2027.

As Shuman notes, new content purchases will no longer be possible once the store closes. “To ease the transition, players will still be able to download previously purchased content after the closing date for the foreseeable future,” he adds.

As for the reason behind the decision, the senior director says that as the PlayStation Store continues to “evolve to support modern commerce systems,” including updated payment processing standards, the PS3 and PS Vita are “no longer able to support these updates at the level required.”

Related:Krafton and Unknown Worlds founders settle Subnautica 2 legal dispute

Looking ahead, Shuman says PlayStation needs to “focus more resources” on newer devices that most of its users are playing on today.

“We know this news may be disappointing to PS3 and PS Vita players who hold a special place in their hearts for this generation of gaming,” he says. “PS3 and PS Vita represent an important era in our PlayStation history, so this was not an easy decision for us to make.”

Accompanying the news was the announcement that Sony will no longer be releasing PlayStation software on physical discs from January 2028.

The pivot, according to the post on the PlayStation Blog, will mark an end to physical disc production for “all new games releasing on PlayStation consoles.”

The decision reflects changing consumer preferences and a broader entertainment industry shift away from physical software, Sony says.

“This is a natural direction for Sony Interactive Entertainment to adapt to consumer trends as the general preference for digital media significantly outpaces physical discs. This transition will enable us to align more closely with how most of our community prefers to access and play games today.”

It’s a rare occasion to see a studio simultaneously announce an end to physical media while promising support for digital stores, to simultaneously then announce the closure of digital stores.

Krafton and Subnautica 2 dev have reached a mutual settlement

Krafton has reached a legal settlement over the long running dispute with subsidiary Unknown Worlds Entertainment, best known for the Subnautica series.

“Krafton, Inc., Unknown Worlds Entertainment, and Ted Gill, Charlie Cleveland, and Max McGuire have reached a mutual settlement and agreed to dismiss all pending legal proceedings,” reads a statement from Krafton sent to Game Developer.

Unknown Worlds will continue to lead development on Subnautica 2, while Krafton is set to provide support “for the success of the game.”

The executives Gill, Cleveland, and McGuire have been in a legal dispute with Krafton since July 2025. Back then, the group alleged the parent company intentionally delayed Subnautica 2, as well as other misdeeds, to avoid an extra $250 million payout.

Krafton disputed the claim, filing its own countersuit and claiming the Unknown Worlds leader ship had abandoned the game and stole Subnautica 2 materials and documents.

Related:OtherSide Entertainment lays off 18 from Thick as Thieves team

This led to an ever increasing back-and-forth conflict that had seemingly come to an end in March when Krafton lost the lawsuit and was ordered to reinstate Gill after being ousted. It wasn’t until today, after Subnautica 2 went on to sale more than four million copies, that both parties reached a settlement.

According to Bloomberg’s interview with Gill, Krafton has agreed to pay bonuses to the entire Subnautica 2 staff.

Meanwhile, the CEO has mutually agreed to part ways. “New leadership is the best way for the studio to move forward,” he told the publication.

Gill said the developers of Subnautica 2 will be “compensated significantly more” than called for under the original acquisition agreement. Moreover, the staff is set to receive “further incentives” as the game continues to be updated.

Initially, the bonus was meant to compensate the aforementioned three top executives, as well as staff who were at the company during the 2021 acquisition. Now, Gill says everyone at the studio will receive a payout, including those who joined more recently. Said bonuses will be paid in three annual installments.

Now, Krafton and Unknown Worlds will search for a new CEO for the studio from outside of both companies, Gill said.

“We’re all super excited about Subnautica 2 and its tremendous success.”

OtherSide Entertainment lays off 18 from Thick as Thieves team

Thick as Thieves developer OtherSide Entertainment has laid off another group of employees, marking another brutal loss for the Boston, MA-based studio. According to a company spokesperson, the company has parted ways with 18 employees working on its co-op immersive sim Thick as Thieves, following the 17 layoffs we reported on earlier in June after the cancelation of a game codenamed Argos.

This means the studio’s headcount has dropped by 36 in just about a month. It’s unclear how many people remain at the company, which received a substantial investment from Swedish game conglomerate Aonic in 2023. That partnership came together shortly after Wizards of the Coast canceled a Dungeons & Dragons game in development at the studio.

The layoffs come shortly after OtherSide massively reduced the scope of Thick as Thieves, dialing back plans for a larger competitive multiplayer immersive sim and shifting focus to a smaller $5 title focused on single-player and co-op play. OtherSide’s spokesperson addressed the challenges of developing games in this genre in the statement provided to Game Developer.

Related:Ubisoft Barcelona strikes over proposed layoffs

“OtherSide’s DNA is built on immersive sim games that have lengthy development cycles,” they said. “This, unfortunately, has been an increasingly challenging space to occupy in recent years. Despite the encouraging response to the launch of Thick as Thieves‘ introductory campaign, it has become clear that the continuation of the studio in its current shape is no longer a commercially viable path.”

“We are deeply grateful to the team for their superb work and regret this outcome, having pursued every alternative to find a preferable solution.”

Rockstar accused of ignoring pay inequity and mandating crunch

Multiple Rockstar developers have accused the company of failing to address gender-based pay inequity, actively striving to facilitate crunch in the United Kingdom, and weaponizing bonus payments against employees.

In a wide-ranging interview with Game Developer, three members of the Rockstar Game Workers Union (RGWU)—who chose to remain anonymous for fear of reprisal—claimed the studio is failing the people responsible for crafting Grand Theft Auto VI, which is expected become one of the most lucrative video games in history when it launches in November 2026. 

Those who spoke with Game Developer are not part of the cohort of fired workers currently embroiled in a legal dispute with the Take-Two Interactive subsidiary over allegations of union busting. They are, however, all union members (currently seeking voluntary recognition) who feel Rockstar is letting them down. 

Discussing the state of compensation at the company, they explained how a lack of transparency around pay and bonuses can leave staff in the lurch. They claimed that, as it stands, a considerable portion of most employees’ compensation package comes in the form of bonuses that fluctuate wildly, often without obvious justification. 

Related:Grand Theft Auto developers seek union recognition at Rockstar

They claimed that lack of consistency often means the compensation received by Rockstar workers falls below the market rate when compared with adjacent industry work. 

“When the bonus is particularly good, it can be a windfall, but often the bonus is disappointing and one can end up being paid considerably less than expected for the year. The reasoning given for this is often nebulous, inconsistent between departments, even inconsistent between team members within the same department, and sometimes hinges on completely subjective or retroactive criticisms,” said one source. 

Game Developer was also told that promotions are difficult to secure at Rockstar because the studio regularly shifts the goalposts when career progression is discussed. 

“The main problem is that [bonuses and progression are] all completely discretionary for the company, and they are under no obligation to show their working,” continued one source. “Employees want good pay, and if literally anything they do that year could affect it, they will naturally feel they have to be as pliable as possible to their boss’s whims. Imagine [how you might feel if] a fifth of your salary could be withheld without any justification or based on a single surprise factor.”

On the subject of compensation, we were told the gap between median wages for different genders has actually widened at Rockstar and that initiatives aimed to address that imbalance have been scrapped. It was also claimed that nightshift workers no longer receive any extra benefits to offset their unsociable hours. 

Related:Returnal director will be ‘responsibly ambitious’ to ensure his new studio prospers

Union workers at the company said all of the above has coalesced to create a sense of imbalance and injustice within the studio. They feel some Rockstar employees are not being adequately compensated for their role in building a industry-leading title in Grand Theft Auto VI, which Take-Two boss Strauss Zelnick recently described as “arguably the most anticipated entertainment property of all time.” 

“There are those [within Rockstar and Take-Two] with hundreds of millions of pounds, there are those receiving excellent pay for their work and are grateful, and there are certainly those that are woefully underpaid for their effort and the incredible profits gained. Especially when you consider that the company gets hundreds of millions in tax breaks for their UK workers,” added one source. 

“It seems the company thinks that offering specific and limited compensation as an incentive for overtime means it no longer qualifies as crunch.”

Notably, we were informed that Rockstar attempts to normalize crunch—the widely-criticized practice of forcing employees work extraordinary amounts of overtime to bring a video game to market—by essentially baking it into the contracts of UK workers. 

Related:Telltale Games is back, but can it learn from its past mistakes?

“Crunch is prevalent enough that the company built into our contracts, as standard, an opt out of the Working Time Regulations [a UK employment right that can be vountairly relinquished by employees] that stops your employer being able to ask you to do more than about 10 hours extra each week,” explained one source. 

“The union successfully ran a campaign to inform people they could opt back in to the regulations at any time, which resulted in Rockstar management simplifying the process and removing the obligation to meet with HR.  Part of the problem with crunch is that there is not an agreed definition, and now it seems the company thinks that offering specific and limited compensation as an incentive for overtime means it no longer qualifies as crunch.”

Game Developer was told that while there are teams within Rockstar that never crunch, there are also departments that “seem to never get out of it—and often colleagues do not realize the opposite group exists.” It’s an accusation the studio has faced before.

A lack of remote working provisions is another point of contention for union members, who claim the ability to work flexibly between their homes and the office—introduced in response to the COVID-19 pandemic—enabled staff (and especially those with families) to strike a better work-life balance. Sources told Game Developer that Rockstar had “promised” full-time office work would not return, before reneging on that pledge in order to “stimulate collaboration.” 

Despite that pivot, we were informed company leaders are still able to work flexibility if they wish. Of course, the rub here is that it’s now up to those same Rockstar and Take-Two leaders accused of cultivating a sense of disparity to liaise with union members to help create better, more equitable working conditions. 

“For us workers, we have no say in who our superiors are. We must try to work with them regardless and hope that they are more interested in engaging with their employees to build some mutual trust moving forward,” explained one source. 

For better or worse, union members feel there will only be meaningful change if Rockstar and Take-Two leaders are willing to accept accountability for their alleged failings—although there’s hope that formally unionizing will perhaps encourage some welcome introspection at the top of the executive totem pole. 

Collective action, we’re told, feels like a small risk that could yield big rewards in the current industry landscape. 

“If it seems like a big risk to unionize, it is worth remembering that plenty of non-union members lose their jobs unfairly every year, the difference is that it happens with no scrutiny. And if you think organizing will not make a difference, it already has,” said one source. 

“Since October, there have been unprecedented average wage increases in represented studios, for the first time ever there is actually some financial incentive for crunch, and several other policies are changing after years of frustration. The timing is not coincidental—organizing works.”

A Take-Two Interactive spokesperson provided the following statement when approached for comment:

“We strive to make the best games possible by giving our talented teams world-class work environments and ongoing career opportunities. We have fostered a culture which is focused on teamwork, excellence, and kindness, and where we support and reward the team across all levels of the business through competitive compensation and benefits policies.  We are proud that as a result, our employee retention is well above the industry standard. We have received a request from a union seeking to discuss voluntary recognition. We value an open and constructive dialogue with all stakeholders and will arrange to meet.”

Memory manufacturers sued due to alleged price and supply fixing

Memory manufacturers, namely Samsung, SK Hynix, and Micron, are being sued for allegedly fixing component prices while reducing supply.

As reported by Law360, a federal lawsuit filed last Thursday alleges the chip-making companies have exacerbated the so-called ‘RAMpocalypse’ by fixing memory supply and prices.

For context, the memory crisis has been largely attributed to rampant investment in artificial intelligence data centers (thanks, Reuters). The likes of Valve, Xbox, and Nintendo all increased hardware pricing in recent times, noting the memory shortage as a main or prevalent factor for the hike.

Now, the class, which is represented by antitrust specialist Bathaee Dunne LLP, is alleging the three companies coordinated their exit from DDR3 and DDR4 RAM production, and pivoted to producing high-bandwidth memory (HBM) for data centers.

The claim alleges the trio cut “conventional” RAM in defiance of “all economic and business logic.” Prices have risen by around 700 percent over the last four years. The lawyers particularly point to Micron’s 2025 shutdown of its consumer-facing Crucial business at its “most profitable point in its history.”

Related:IO Interactive to lay off employees after Xbox pulls support for untitled fantasy game

The lawyers are alleging that—due to the massive amount of capital required to set up RAM fabrication, estimated to be $15 to $20 billion, as well as the time involvement—it’s hard for new competitors to penetrate the market and “discipline” the existing three companies.

Companies (like console manufacturers) are trying to navigate the memory crisis to uneven results. In its latest financial report, Sony said it plans to base FY26 hardware forecasts on the volume of memory it can procure at “reasonable prices” amid an ongoing component shortage.

“Unfortunately, the recent surge in memory and other component prices, and the changes in the market environment, including trends in the foreign exchange market and the price of oil, are all factors that we anticipate will continue over the medium to long term,” Nintendo president Shuntaro Furukawa said during a Q&A session, in which he explained the decision to increase the price of Switch 2 hardware after less than a year on shelves.

“As a result, we felt that the profitability of our hardware would suffer significantly if we maintained our existing pricing, potentially impacting our business operations over this time frame. For the sustained growth of our dedicated video game platform business, it is important to maintain a healthy earnings structure for our overall business.”

IO Interactive to lay off staff after Xbox exits Project Fantasy

IO Interactive has announced it plans to lay off an unknown number of employees after Microsoft-owned Xbox pulled funding and publishing support for its in-development project codenamed “Project Fantasy.”

The studio, which recently launched James Bond 007: First Light to critical acclaim and commercial success shared the news in a post on X. “Today we have to share some more downbeat news. A relationship with an external partner on our own IP, Project Fantasy, has come to an end,” the company said in its post. 

“This means we have to adapt to this new reality and its short-term consequences, including staffing decisions, which is what is happening as we write this update, and we are fully committed to supporting those affected through this challenging transition.”

Shortly after posting, Bloomberg News confirmed that the unnamed external partner was Xbox, which had pledged to fund and publish the unnamed fantasy game. A spokesperson for the company (which reportedly plans to lay off an unknown number of employees and shut down or spin off several studios) told the outlet that it is “taking a fresh look at where we invest so we’re focusing on our highest priorities.”

Related:Memory manufacturers sued in class action suit alleging price and supply fixing

“We’re not reducing our overall investment in games…we expect to invest about the same in content as we did last year. What’s changing is where we’re investing and the kinds of projects we’re backing.”

A similar situation played out in 2025, when Xbox halted development on Avalanche Studios’ Contraband.

IO Interactive says work on Project Fantasy will continue. “Project Fantasy is a game, a world, and an IP that we absolutely love and remain 100% committed to, now and in the future. This wonderful universe will see the light of day.”

Everything hurts and no one knows when the pain will end

“Do you think things will be better this year?”

It was February 2026, at the DICE Summit in Las Vegas. I was in the Aria hotel lobby, checking a map so I could find a friend on the labyrinthine casino floor. Out of the blue, a tall man—the owner of a small studio—approached me with this question.

This was one of three questions that have dogged at me for the last several months. Three questions that you yourself might be frustrated that you can’t give a satisfying answer to. Three questions that, in such literally unprecedented times, are the best compass I can give you to find your way.

This man seemed to hope that as a journalist, I’d have some useful forecast about the game industry’s financial woes. I didn’t answer right away—instead I racked my brain for any clue that 2026 wouldn’t be another dire year for people who make games.

But nothing came. And as I write this in late June in the shadow of mass layoffs at Destiny 2 and Marathon developer Bungie (with reported major cuts at Xbox looming in the distance), I’m glad that the answer I gave was “I don’t know.”

Related:Report: NBCUniversal could expand into games after Comcast spinoff

Had I said “yes,” that would have been a foolish promise desperately drawn from the conception that surely things couldn’t get any worse. Had I said “no,” that would have been hubris. Pretending I could predict how brutal June would be and how dire things could still get.

The headlines tell us of studio closures and multimillion dollar game sales and tales of how AI will replace labor in the same 24-hour periods. Does this also make your head spin? Does it make you turn the problem over and over in your head, searching for solutions or trying to grasp the doom we all face?

If you do, then stop with me and breathe for a moment. As I said, this was the first of three questions—the brass casing that defines our compass. Help me answer the other two, and we shall have a device that can help us deal with the moment.

So few people have caused so much suffering

“Why is the game industry still struggling?”

This question came from one of my colleagues here at Informa Festivals during a December 2025 offsite. My coworker here was still new to the ins and outs of the game industry. I proceeded to monologue for 10 minutes about inflation, AI-driven memory shortages, boom-or-bust development cycles—all the very-real conditions that have harmed our industry.

But what I wanted to say was “a group of fewer than 1,000 people made a series of horrible decisions, and the whole industry is paying for it.”

Seasoned developers and decently-sourced journalists must hold three truths in their head simultaneously: First, that economic and political factors beyond the industry’s control have created conditions that depress consumer spending and expand risk for large companies.

Related:nDreams co-founder launches indie game and music studio Atmospheric

Second, executives and studio higher-ups at Embracer Group, Xbox, PlayStation, EA, Epic Games, Ubisoft, WB Games, and beyond gambled on infinitely increasing player spending and left their companies vulnerable to weak game launches and investor withdrawals.

And third—it’s not just the bad decisions that devastated the industry. It’s their terrible behavior. The tale of the game industry’s hard times is not just one of mismanagement, but allegations of verbal abuse, sexual harassment, fraud, retaliation, and a litany of other abuses of power. Some have made public, but most proliferate in off-the-record conversations, whisper networks, and hushed conversations around industry events.

Not all of those who doomed their companies behaved in this way—but for those who did, the connection is obvious. If you’re in a position of power and have no regard for the people around you, why would you care what happens to the hundreds or thousands of people you’re responsible for?

To hold these truths in your mind is to know sorrow and anger, especially if you’ve lived them firsthand. It’s traumatic for some, and an overdose of information for those not as close to the blast zone.

Related:Supermassive Games CEO steps down following launch of Directive 8020

It’s natural to try and escape or overcome this pain, but when it is so relenting, so incessant—what can anyone do to stop it? How can anyone predict when it will end?

That leads us to our final question, one which shall be the glass casing that completes our compass.

We are all struggling to handle the pain

“How do you handle all the bad news?”

This question—posed to me by a developer at a Boston-area game dev meetup—was the most surprising of the three. It’s one each person will have their own way of answering, but I suspect too many struggle to answer this question.

That’s because this years-long crisis has either destroyed the few coping mechanisms developers had for small batches of layoffs or exposed how unprepared we were for this kind of economic destruction. And when you spend your days analyzing how we got to this mess over and over again, you risk losing sight of other people’s pain.

If it helps, I’ll bare my soul a little and share my response. I unconsciously use a visualization technique to assign images to the problems at hand, to make them somewhat tangible and hence, possible to contextualize. Ever since childhood I’ve come to affiliate all sorts of emotions with different visual scenarios in my head.

Even as I write, the rumored impending layoffs conjure the image of thunder rumbling in the distance. Every layoff announcement feels like artillery crashing down around me. And when I try to make sense of all the industry’s problems, the visual of standing around a war table of some sort puts distance between me and the terrors.

Being able to recontextualize the horrors that could otherwise drive me to despair has kept me from giving up all hope.

It is not a universal solution. But as someone professionally required to expose themselves to the unending torrent of bad news, I’ve realized this habit is my personal means—my own compass—of managing my emotions around the industry’s woes. Not everyone has found such a coping mechanism. 

The pain and complexity of our situation has left many in our community wrangling with a situation too complex for any one human mind, driving predictions of doom or manic rants about how the industry can be fixed. 

Everything hurts. No one knows when the pain will end.

I write this not just as a grim admission, but to identify the magnetic force that pulls the needle of our metaphorical compass. 

It is as much a calibration point as it is a destination, a notion that can be navigated even if it can’t be escaped. 

Hopefully acknowledging just how bad the current tides are—and neither bending towards doom nor projecting unearned optimism—can help us avoid making the callous, cruel mistakes that brought us here in the first place. 

Grand Theft Auto developers seek union recognition at Rockstar

A cohort of UK-based employees at Grand Theft Auto VI developer Rockstar Games have asked the studio to voluntarily recognize their union. 

The Rockstar Game Workers Union (RGWU) was established under the Independent Workers Union of Great Britain (IWGB) earlier this year. 

Workers in the United Kingdom have the right to organize and join a union without interference, but the IWGB has stressed that formal recognition will give members additional protections and rights while opening formal channels for collective bargaining with management.

RGWU intends to bargain over crucial issues including pay transparency, flexible working, and crunch.

The push for recognition comes amid an ongoing legal despite between the IWGB and Rockstar, which has been accused of firing 31 employees in direct retaliation for engaging in trade union activity. Rockstar denies those allegations and claims it fired those workers for leaking confidential information.

Related:Returnal director will be ‘responsibly ambitious’ to ensure his new studio prospers

An IWGB spokesperson told Game Developer that Rockstar now has 10 working days to respond to the union’s request for voluntary recognition. 

If successful, the move would make Rockstar the second UK studio with a recognised union—following in the footsteps of Disco Elysium developer ZA/UM. Rockstar employees have explained they unionized to “protect” the company and its workforce. 

“Rockstar leads the industry in the games we create. We believe it can also lead the industry in how it treats the people who make them,” said Josh Walter, a Senior QA tester at Rockstar’s office in Lincoln.

“There is so much that is special about the studio and the work we put out. We want to protect that. When people are confronted with pay disparities, excessive overtime or a lack of flexibility in arrangements, they are not in the best position to do their best work. We want to sit down with management and build a future where both the games and the conditions of the people who make them are as strong as possible.”

NBCUniversal could expand into games after Comcast split

Entertainment conglomerate NBCUniversal is mulling over a move into the video game industry following a proposed spinoff from Comcast.

That’s according to a report from Reuters, which claims the company is contemplating whether a pivot into the game sector could drive growth after its planned separation. 

Michael Cavanagh, who will lead NBCUniversal following the split, told Reuters the company will soon have the freedom to “explore adjacent businesses where we have the right to play.” 

Comcast has already explored partnerships within the video game industry through NBCUniversal, with the company having partnered with Nintendo and Illumination to turn Super Mario Bros. into a lucrative animated movie franchise.

Investors were informed of plans to split Comcast and NBCUniversal into two independent, publicly-traded entities earlier this week. 

Comcast said the move will position NBCUniversal as a dedicated “global media and entertainment company” that includes a growing theme park division, Universal film and television studios, NBC and Telemundo networks, the Peacock streaming platform, and European media business Sky.

Related:nDreams co-founder launches indie game and music studio Atmospheric

“Together, these businesses will be powered by a portfolio of world-class intellectual property, a deep content library, extraordinary content creation capabilities, and exceptional strength across sports, news and entertainment,” reads a press release announcing the move

“With iconic brands, valuable intellectual property, global distribution and leading creative talent, NBCUniversal will be strongly positioned to compete and grow in an evolving media landscape.”

Comcast chairman and co-CEO Brian L. Roberts said the move will “open up a multitude of new opportunities” for each business. Roberts will continue to be actively involved in the leadership of both companies. 

The spinoff is expected to conclude in around one year. Comcast shareholders will own shares in both Comcast and NBCUniversal upon completion.

Nintendo is increasing the price of Switch 2 in South Korea

Nintendo is raising the price of the Switch 2 in South Korea by around 15 percent.

From September 1, 2026, the suggested retail price of the console will increase to 758,000 won ($491) from 648,000 won ($420) in the region.

In a brief note to investors (via Google Translate), Nintendo said it has reviewed the price of hardware in South Korea in response to “changes in various market conditions.” 

“We sincerely apologize for any inconvenience caused to our customers and stakeholders due to this price change. We ask for your understanding,” added the company.

Earlier this year, Nintendo confirmed it would be raising the price of the Switch 2 to in key markets such as Japan, Europe, Canada, and the United States. Those price hikes came into effect in Japan on May 25, and will be rolled out in other regions on September 1. 

The decision was made a few months after Nintendo president Shuntaro Furukawa warned that an ongoing memory crisis driven by rampant investment in AI data centres might “put pressure on profitability.”

Related:Inside Skybound’s video game strategy ft. David ‘DA’ Alpert and Jon Goldman

In May, Furukawa confirmed Nintendo was rethinking hardware pricing in direct response to the war on Iran (which caused oil prices to surge) and the aforementioned component shortage. Notably, he acknowledged the move would price some consumers out of its hardware ecosystem.

“Unfortunately, the recent surge in memory and other component prices, and the changes in the market environment, including trends in the foreign exchange market and the price of oil, are all factors that we anticipate will continue over the medium to long term,” he told investors in May.

“As a result, we felt that the profitability of our hardware would suffer significantly if we maintained our existing pricing, potentially impacting our business operations over this time frame. For the sustained growth of our dedicated video game platform business, it is important to maintain a healthy earnings structure for our overall business.”

The Switch 2 sold almost 20 million units worldwide during the previous fiscal year to surpass Nintendo’s initial estimates. 

Steam Machine sticker shock and yet another Xbox price hike

The prompt arrival of a (rather slick) bladeless fan that barely takes the edge of a blistering UK heatwave was the unequivocal highlight of my week, and that should tell you everything you need to know about the headlines nestled below. 

It all started so well. A weekday BBQ to watch England absolutely smash Ghana to secure their place in the World Cup knockout round and continue a wildly positive start on the biggest stage in football under Thomas Tuchel. It was the stuff of dreams—until it wasn’t. 

A tepid draw against a stubborn opponent provided a reality check and set the tone for a week in which the newsbeat largely consisted of incredulous pricing announcements and even more layoffs. You’d think I’d be used to it by now, but as every single football fan our there will know, it really is the hope that kills you. 

On the plus side, at least we can rest easy knowing GTA VI will only cost $80. That’s a silver lining, right? 

Related:Meccha Chameleon sells 7M copies in first two weeks

via Game Developer // Sticker shock reigned supreme this week after Valve confirmed the Steam Machine—a console/PC hybrid that plugs straight into your TV—will cost a minimum of $1,049 if you opt for the entry level 512GB model. A 2TB unit will retail for $1,349, meaning gaming has now officially joined the ranks of deliriously bourgeois hobbies including padel, water polo, and croquet.

via Game Developer // A WARN notice filed in California shows Ubisoft has laid off 93 workers at its office on 300 Mission Street. The news comes shortly after Game Developer learned the French publisher is closing down its studios in Winnipeg and Belgrade as part of another major round of cuts. 

via Business Wire // If you’re after a teeny cuboid console that connects to your TV but can’t quite afford the Steam Machine (join the club), then you’ll be thrilled to hear the Nex Playground—a ditty controller-free device reminiscent of the Xbox Kinect—is finally available outside the United States.

via Game Developer // Grand Theft Auto won’t be retailing for triple figures, unless you want to splash out on the Ultimate Edition. After months of speculation as to how much the hotly-anticipated sequel would cost, Take-Two has confirmed the standard edition of Grand Theft Auto 6 will be priced at $79.99 when it arrives in November. Perhaps the real story here is that physical editions of the game will contain download codes instead of discs, so you can treat yourself to what for all intents and purposes is an empty box.

Related:VR dev Combat Waffle Studios lays off staff

via Deep Silver // A sales newsflash straight out of Czechia. Warhorse Studios award-winning sequel Kingdom Come: Deliverance II has sold more than 6 million units worldwide in around 16 months. The open-world RPG launched in February 2025.

via Bloomberg // Tencent is reportedly looking to scale back its investments in Japan—even if that means selling stakes in some studios at a loss—to refocus its portfolio around UGC platforms like Minecraft and Roblox. The pivot could mean companies such as Story of Seasons developer Marvelous might soon be cut adrift by the Chinese conglomerate. 

via Game Developer // Microsoft is once again raising the price of Xbox hardware as a direct result of a storage and memory crisis caused by AI-obsessed companies like Microsoft. “The entire consumer electronics industry is struggling with the current components crisis,” said Microsoft, without even a shred of irony. The cheapest Xbox console (the 512GB Xbox Series S) will now cost $499. Terrific. 

Related:Sony is laying off ‘most’ of the Destiny team and ‘some’ Marathon devs

 

Microsoft raises price of Xbox consoles sunsets 2TB Xbox Series X

Microsoft has announced another round of worldwide price increases for its Xbox console line, the Xbox Series X|S. Starting August 1, 2026, the price of 512GB models of the Xbox Series S will increase by $100, and the price of 1TB models of both models will increase by $150. The 2TB Xbox Series X will be discontinued.

This means the cheapest Xbox (a 512GB Xbox Series S) will cost $499.99, and the Xbox Series X will cost $749.99.

This is the latest wave of console price hikes for Microsoft—though Sony and Nintendo have also increased the price of their flagship consoles. In its previous announcements, Microsoft attributed the increase due to vague “macroeconomic conditions.” This time however, it’s being direct about the price hike: the global memory hardware shortage driven by generative AI companies’ exclusive deals with major manufacturers of DRAM fabricators.

“We hoped another price increase would not be necessary, and we have spent the last several months working with suppliers on options,” the company said in a post explaining the price increase. “Unfortunately, console storage and memory prices have increased by more than 2.5x and we expect another doubling by the fall of 2027. The entire consumer electronics industry is struggling with the current components crisis, but the effects are particularly hard on consoles. Unlike phones, computers, speakers, and other consumer devices, consoles are typically not sold at a profit, but instead for less than they cost to make.”

Related:Grand Theft Auto 6’s $80 price settles the $100 question

Xbox isn’t the only manufacturer to point to memory manufacturers’ supply shortage as the cause of its pricing woes. As Valve prepares to launch the Steam Machine, it’s been candid about how memory price increases drove them to crank up the price of the Steam OS-based device. In an interview with Gamer’s Nexus, it explained that it can’t even secure a fixed contract with memory manufacturers, who will apparently alter the price and quantity of memory chips on a monthly basis.

CEO Asha Sharma has already warned  Microsoft’s investors that the shortage could force the company to rethink its approach to its next generation console, called Project Helix. It’s one of many issues that are driving her “reset” of the video game vertical, which will reportedly be accompanied by mass layoffs.

Though it’s worth remembering that one of the biggest companies driving the push for widespread adoption of generative AI is, as we’ve noted before, Microsoft.

VR dev Combat Waffle Studios lays off staff

Combat Waffle Studios, the developer behind VR shooter Ghosts of Tabor, has laid off staff.

Announced yesterday via a LinkedIn post, CEO, creative director, and founder Scott Albright said that the studio made the “difficult decision” to reduce the size of the team.

“As part of this, we are saying goodbye to a number of talented individuals who have contributed meaningfully to our work,” Albright wrote. “We are grateful for their efforts and are committed to supporting them as they transition to new opportunities. Any studio would be fortunate to have them.”

The decision came as a result of a project cancellation, which the team was working on with an unnamed “large platform partner.”

Moreover, Albright said the actions are part of a broader effort to “align the company with the current state of the VR industry” and ensure that it is positioned for “long term sustainability.”

When it comes to sustainability, the VR industry has been anything but. Meta’s Reality Labs division, which houses game studios and the company formerly known as Oculus, recorded an annual loss of $19.19 billion during the fiscal year ended December 31, 2025. In total, the division has lost $83.6 billion in six years.

Related:Sony is laying off ‘most’ of the Destiny team and ‘some’ Marathon devs

During the past couple of years, Meta has regularly trimmed its workforce, laying off employees in its subsidiaries and shuttering multiple VR studios entirely.

Meta hasn’t been alone in this. In May, VR specialist Survios reportedly laid off the majority of its development team. Then, just mere weeks ago, the Embracer-owned VR developer Vertigo Games closed its Amsterdam studio.

Despite the grim ongoing forecast, the CEO of Combat Waffle Studios says the team’s focus remains unchanged. “Ghosts of Tabor continues to be our core product, and we will continue expanding that universe alongside our partners,” Albright says.

“We remain confident in the future of VR and our role within it.”

Sony lays off ‘most’ of the Destiny team and ‘some’ Marathon devs

Sony Interactive Entertainment (SIE), Bungie’s parent company, is laying off “most” of the Destiny team, “some” Marathon developers, and eliminating a number of roles across SIE teams that support the studio’s operations.

SIE CEO Hermen Hulst shared the news in a blog post this morning and explained those impacted at Bungie and within SIE are “being informed today.” While Hulst didn’t specify how many roles are being cut, he said a “significant number” of employees will be made redundant.

“This decision was made only after extensive discussion and careful consideration, and I want to provide some context on how we arrived here,” added Hulst. “Over the past several months, together with Bungie leadership, we reviewed the studio’s long-term direction, development priorities, resource needs, and role within our broader portfolio strategy. We explored multiple alternatives before concluding that a reduction was necessary to align the studio’s resources with its current priorities and long-term goals.”

Related:Italian studio 34BigThings regains independence from Embracer

Last month, Bungie announced it was ending live development on Destiny 2, with a June 9 update serving as a farewell. The news came after Sony’s reveal last fall that Destiny 2 was not performing to the parent company’s expectations.

As a reminder, Sony purchased Bungie for $3.6 billion in 2022, around five years after Destiny 2’s original release.

Four years later, following the news about the end of live development, Bloomberg reported that Sony was preparing to jettison a “significant” number of Bungie workers.

Bloomberg’s report also mentioned that Bungie is now pivoting its efforts to Marathon, which Hulst confirmed in today’s announcement.

Marathon remains an important part of our portfolio, and we will continue to support the team as they build on the strong foundation established in Season 1 and 2, and as they work on incubation efforts for future projects. While it’s too early to discuss, we are encouraged by the creativity and opportunities that lie ahead.”

Hulst said SIE will provide “transition support” to impacted workers and is attempting to identify relocation opportunities across SIE and the company’s global network of studios “where possible.”

“I know today’s news is deeply difficult not only for those leaving, but for those colleagues and friends that remain. Please take the time you need to process this news and support one another,” Hulst said.

Game Developer has contacted Sony Interactive Entertainment for more information on the matter.

The Gathering Arena developers have successfully unionized

Magic: The Gathering Arena developers at Wizards of the Coast and Hasbro have unionized following a National Labour Relations Board (NLRB) vote.

A cohort of workers at the U.S. company had been attempting to unionize under the Communications Workers of America (CWA) banner as United Wizards of the Coast-CWA (UWOTC-CWA) in search of generative AI assurances, layoff protections, transparency around compensation, and more.

Employees initially asked Wizards of the Coast and Hasbro to voluntarily recognise the union. That request ultimately fell on deaf ears, and some reports indicated that Wizards of the Coast was actively trying to discourage employees from unionizing. 

After failing to secure voluntary recognition, employees participated in an NLRB election on June 2, 2026 to decide whether or not to unionize. As noted on the UWOTC-CWA website, the majority of participants voted in favor of the move. 

Related:Analysts attempt to make sense of Xbox’s latest exclusivity pivot

“Today is a momentous day for the workers of Arena! After months of planning, waiting and organizing, our dream is finally a reality; the votes have been counted, and our union of UWOTC-CWA has been officially elected. From this day forward, we have a union,” reads the post. 

“To the thousands who signed our petition letter, the journalists who let us tell our own story, every person who reached out with words of encouragement, our stewards at the CWA who helped guide us, we cannot thank you enough for your support.”

UWOTC-CWA hopes it can inspire other employees across the video game industry to consider unionizing at their own workplace and is now focused on ratifying a union contract with Wizards of the Coast and Hasbro. 

Italian studio 34BigThings regains independence from Embracer

Italian studio 34BigThings has regained its independence from layoff tycoon Embracer Group.

Studio co-founder Valerio Di Donato has reacquired 100 percent of the company’s shares from the Swedish conglomerate, which acquired 34BigThings in November 2020.

The news means the Carmageddon Rogue Shift and Redout II developer has become the second-largest independent video game studio in Italy. 

34BigThings currently comprises over 70 employees and will be led by head of studio and co-founder Giuseppe Enrico Franchi in tandem with a streamlined board of directors consisting of Valerio Di Donato and CFO Daniel Giagnorio.

Franchi said detaching from Embracer will allow the Torino-based studio to chart its own future. 

“Returning to full independence gives us absolute autonomy to shape our structure, our projects, and our development approach. It’s refreshing to be steering our own ship once more,” he added.

Related:Magic: The Gathering Arena developers have successfully unionized

“This new chapter will begin with an absolute bang. Later this year, we will be announcing a major title built on one of the most important, beloved, and revered intellectual properties in the world. And that’s just the start: our production pipeline is fully charged, with another major title scheduled for 2027 followed by another groundbreaking project slated for 2028.”

Embracer has become known for mass layoffs, divestments, and studio closures since 2023, when the company initiated a debilitating restructuring plan following years of mergers and acquisitions. Those cuts have continued into 2026, with Embracer having eliminated roles at Vertigo Games, Tripwire Interactive, Crystal Dynamics, and Eidos Montreal since the turn of the year.

The conglomerate is now splitting into multiple standalone, publicly-traded companies in an effort to rightsize.

Analysts attempt to make sense of Xbox’s exclusivity shift

Microsoft built its Xbox business on the back of first-party exclusives—the likes of Halo: Combat Evolved, Forza, Fable, and Gears of War. It was a business decision that drove hardware sales, as people flocked to the console that had the blockbuster games that spoke to them. But it also created what could be described as the cult of Xbox: a brand so influential that gamers began tying their identities to it. Exclusives were a major part of that identity for decades, but somewhere along the way, Microsoft’s strategy began to shift, and it’s still shifting.

“Xbox has swung from ‘exclusives sell consoles’ to ‘let’s sell our games everywhere’ and now to a hedged middle position, and each swing tracks a different answer to the same question: what is Xbox actually for?,” Alinea Analytics head of market analysis Rhys Elliot told Game Developer. “For most of the Xbox 360 and early Xbox One era, exclusives were the whole pitch, the reason to buy the box. That model broke down when Xbox lost that generation to Sony—heavily.”

Related:Tim Sweeney says only hope for new games is to ‘connect to economies of other games’

It was a slow pivot. Microsoft first introduced its Play Anywhere program in 2016, when it released Recore on both Xbox and Windows PC. It made sense. Windows is a Microsoft product, after all. Then, Microsoft began publishing its games on Steam. By 2024, Microsoft went all in on multiplatform releases. Xbox games were no longer just Xbox games. They were PlayStation and Nintendo games, too. Elliot said that’s because “publishing revenue was simply larger than the hardware halo those games generated.”

But in June 2026, with Xbox under the new leadership of Asha Sharma, the company reversed course once again. Gears of War: E-Day would not be coming to PlayStation 5 after all—it’s an Xbox exclusive. But Halo 5: Campaign Evolved will still release on Sony’s hefty console. Makes sense, right?

“In about two years we’ve gone exclusive, to open, to selective,” Elliot continued. “This is a company trying to serve a console business and a platform-agnostic publishing business at the same time, and those two masters want opposite things.”

Xbox chief content officer Matt Booty said in an interview with Gamertag Radio in June that the division will look at exclusivity on a “case-by-case” basis. Live service multiplayer games, Booty said, will be multiplatform, and the company will “honor” the multiplatform announcements it has already made. He said Xbox is returning to exclusives to give consumers “a reason to get on board with Xbox.”

“We want them to have [a] reason to buy an Xbox, a reason to be an Xbox fan,” Booty noted. “We know exclusives are important. That’s why we’ve got Gears coming in 2026, Clockwork [Revolution] in 2027.”

Related:Former Xbox employees warn of potential for retaliation in rumored impending layoffs

There are several potential explanations for Microsoft’s Xbox strategy shift, perhaps the most obvious of which is the leadership change. Sharma replaced longtime Xbox boss Phil Spencer, and the expectation was, certainly, to make some changes and implement a new strategy. Spencer and his team, including former Xbox president Sarah Bond, went all-in on the “This is an Xbox” marketing campaign. Sharma’s appointment to the new lead role took the opposite approach: only the Xbox is an Xbox (or ‘XBOX,’ as the brand is now being styled).

“A healthy Xbox is good for everyone, competition included”

Elliot told Game Developer that Sharma’s first 100 days in charge “were about rebuilding goodwill with a core that felt abandoned by the multiplatform pivot (before decimating via the reset) and a marquee exclusive is a signal that Xbox still cares about the box.”

He said “the tell” here is in what was announced as multiplatform at the June Xbox showcase. Several games like State of Decay 3 and Spyro were confirmed as multiplatform, whereas Gears of War: E-Day and Clockwork Revolution are now exclusive. “Xbox drew the exclusivity line around two titles while happily sending others to competitors,” Elliot added. “Basically, it chose what was symbolically valuable and cheap.”

Related:Investment house Denmu announces ‘auteur-first’ $50 million fund for game devs

Economist Philip Hanspach said another potential explanation for the strategy shift relates to the theory of “two-sided markets,” which he explained as an intersection where two groups—in this case, consumers and game makers—meet. Microsoft sells the Xbox Series X at a loss, and yet still had to increase the price of its consoles because of rising component prices. That means it must convince consumers there is still value in the Xbox brand. If you could play anywhere, why would you need to buy an expensive console?

“One possible interpretation is to say that ‘because we need to increase the price of Xbox, we can’t let it degrade in attractiveness by giving up our exclusive strategy,'” Hanspach told Game Developer. “It’s remarkable for how long Microsoft let many of its leading brands languish.”

Hanspach said it’s important to consider Xbox’s role within the wider business and earnings landscape at Microsoft. It’s a very modest part of the sprawling tech giant, he said. Gaming accounts for a small percentage of the company. “I think last year, Microsoft as a whole had something like a $3 trillion valuation, which completely dwarfs Sony and Nintendo,” Hanspach said. “Another explanation that probably appeals more to the competition economists and competition lawyer audience is to argue this from the point-of-view of the ecosystem theory.

“Xbox and gaming is just one part of the Microsoft ecosystem, and it’s really about keeping people in this ecosystem. You want to strengthen Xbox to the Microsoft ecosystem and keep players engaged in it as much as possible, as opposed to focusing on the short-term gains by selling to people in the PlayStation ecosystem.”

Ditching some exclusives is not necessarily a play for revenue, Elliot said. Gears of War: E-Day isn’t realistically going to sell a significant amount of consoles to make the loss of PlayStation revenue worth it, especially now that hardware costs are increasing. Exclusivity plays are a cheap way to buy goodwill, he explained. Publishing revenue “dwarfs any hardware benefit,” and Elliot expects Xbox to eventually backtrack on some of its latest exclusivity plans: “The moment that argument gets won [or lost] is a quarter or two from now, when the cost of walking away from 90M-plus PS5 owners shows up in a report someone has to present.”

He continued: “A healthy Xbox is good for everyone, competition included, and the candour in this memo is real, it’s unusual to see a platform holder admit in writing that its own past choices hurt it. The diagnosis is mostly right. But there’s no easy cure, and the studio side worries me. A lot of fantastic developers are about to lose their jobs due to mismanagement and doing exactly what leadership (at that moment) asked from them, and that, frankly, fucking sucks. Pardon my French.”

Epic CEO says connecting game economies is industry’s only hope

Epic Games CEO Tim Sweeney wants video game companies to connect their respective games’ virtual economies. It’s the only hope for new games to succeed, he said in an interview with IGN.

“The only way that we can hope for new games coming into the market to be able to succeed when there’s so much Metcalfe’s Law at play and so many captive audiences in the really big games—you know, Fortnite, Roblox, PUBG Mobile, and a few other really huge ones—it’s got to be that those games get momentum by connecting to the economies in other games,” Sweeney said. 

“I think that can really reinvigorate the market if people are constantly looking to new games and sources of new items that they can earn everywhere and be able to really easily move together with their friends.”

It’s the sort of thing Epic Games announced with its Fortnite cosmetics—items that can move from one game to another. (That’s something Sweeney’s been talking about for years.) He thinks people want in-game stuff that is transferable between games, even games from different companies. 

Related:Former Xbox employees warn of potential for retaliation in rumored impending layoffs

Sweeney’s expectation for success hinges on players being attached to what they’ve bought in their games, like a certain Fortnite skin. And not only attached, but so deeply committed in that those cosmetics or other investments in a game are what keeps people from playing new games.

Sweeney’s conversation with IGN comes a few months after Epic Games laid off more than 1,000 employees in March, driven by a downturn in Fortnite‘s financial performance. (Despite Fortnite‘s incredible success, Epic Games laid off more than 1,000 employees in March.)

Sweeney said that with every seven to 10 years in a technology generation, “changes accumulate so much that the way people build games and play games changes.” Regardless of what the problem is, game companies can’t just throw more money at it, he said. It’s not sustainable for video games to become more expensive to make each console generation.” 

He offered some scenarios: the games that cost a lot to make but weren’t very good, and the big budget multiplayer games that are sometimes good, but didn’t have enough players. “The market dynamics prevented players from coming in simultaneously with enough scale to make it viable,” he said.

The structural change of the industry that companies should look to, Sweeney said, is the “increasingly multiplayer” nature of the industry.

“And not just multiplayer but social, where you’re getting together with your friends and then you’re deciding what to do, what to play, and how to play it,” Sweeney said. “This trend of the gaming economy shifting—some people like it and some don’t—is going more and more towards buying things in games rather than buying games. In-game economy is driving gaming, especially at scale and especially over long durations as you see with these long-lasting multiplayer games.”

Related:Investment house Denmu announces ‘auteur-first’ $50 million fund for game devs

He acknowledged that this often leads to a “winner-takes-all phenomenon.” (The winners here are often Fortnite and several others, like Roblox.) 

Back to the metaverse

Sweeney’s vision sounds a lot like the metaverse. In fact, he said as much in 2024 when speaking to The Verge—that Unreal Engine 6 and its interoperable functionality is the key to making the “metaverse” work.

He also noted it’s down to social connection, like letting Xbox players chat with PlayStation players natively.

“Not just Epic, but name all of the top game developers, I think Xbox, Epic, Roblox, Riot, Tencent, EA, all the different studios within Microsoft—we’d all be better off if we connected our stuff,” Sweeney said. “We’d all be making more money and our gamers would be happier, so it’ll be just a great outcome for the world.”

Epic Games announced earlier this month that its Unreal Engine 6 will be released as an early access product at the end of 2027. It’s expected to change the way UE6 works, moving the engine onto a new framework called Verse, which Epic Games said is “the foundation for Epic’s future programming model.” 

Related:New publisher Trailmark Games promises ‘new path forward’ for licensed games

Unreal Engine is used by so many video game makers, and the impact of these  changes to its framework will certainly impact large swaths of the industry. 

A defining feature is interoperability between games and engines; Fortnite cosmetic items will lead the way with new tools to let players bring their Fortnite skins to other games, and vice versa. It’s the first step, the company says, to “building a shared economy for smart assets: functional assets with logic and functionality that work across games, to recognize players’ time and spending in a better way.”

Ex-Xbox workers warn of potential retaliation in rumored layoffs

As reports of imminent studio closures and mass layoffs swirl around Xbox, former workers previously ousted from the company are warning that higher-ups accused of abuse may use the cuts to retaliate against complaining employees. 

Over the last week, Game Developer has spoken with four former Xbox employees who described a recurring pattern: after pushing back against their superiors’ alleged toxic behavior (many of whom were in upper management at their respective studios), either verbally or by filing complaints with Microsoft human resources, they found themselves ousted from the company. 

Their accounts suggest that retaliatory layoffs are not unheard of at Xbox-owned studios, further indicating that current Xbox devs should take action ahead of the upcoming layoff wave. 

Game Developer reached out to Xbox for comment in advance of this story’s publication. The company has yet to respond.

Related:Investment house Denmu announces ‘auteur-first’ $50 million fund for game devs

Former Halo Studios art director Glenn Israel (who has publicly accused the subsidiary’s leadership of harassment and retaliation) is one such employee. In an interview with Game Developer, he advised current Xbox employees who have previously filed complaints against their supervisors to document all relevant evidence and communications and inform their HR representatives that “redundancy will be considered a retaliatory action.”

“Make yourself aware of state and federal statutes of limitations for reporting such actions to relevant regulatory organizations, which vary from 60 to 300 days by location,” he said. “If you are laid off, consult an attorney before signing anything and at the very least secure a document retention agreement.”

Labor and employment Attorney Thomas Lenz—a former NLRB lawyer and current USC adjunct—echoed Israel’s documentation advice when asked about the topic of potentially retaliatory layoffs. He advised workers not only to preserve evidence of abuse, but also proof of their accomplishments in the workplace.

That’s not just to help them land their next job, but to aid in any challenge to the conditions of their being laid off.

“Anybody who is facing that sort of scenario is going to be thinking ‘why me? Why now? How was I chosen?'” he said. “If you’ve had a workplace issue and filed a complaint, [the idea of] retaliation is an issue that’s gonna pop in your mind.”

He described retaliation investigations as “very detail-driven.” “Hopefully people can make a smooth transition without going into legal proceedings, but if they feel they need to, having that record on file of who you are, what you’ve done, and what you’ve achieved…become relevant in a legal setting.”

Related:New publisher Trailmark Games promises ‘new path forward’ for licensed games

According to Lenz, it’s important for companies that when it becomes necessary to lay off workers, it’s important that they establish “even-handed standards” that will be clear to an arbitrator, a government agency, or a court that scrutinizes the move. “An employer looking at this decision is going to want to make sure that the criteria being used for [layoffs] are based upon what’s in the best interest of the business,” he explained. 

“They’ll also want to do a statistical analysis related to the impact of their proposed action on protected categories that would be to pre-emptively avoid discrimination [claims].”

To hear Israel and the other employees we spoke with tell it, the circumstances of their departures did not meet such standards.

Former employees allege verbal abuse and retaliation

Israel and the other former employees we spoke with (who requested anonymity for fear of retaliation by Microsoft and other prospective employers) described a recurring pattern of retaliation, where filing a complaint with HR or otherwise exercising their legal rights in the face of inappropriate behavior may have led to them being made redundant, added to a mass layoff, or pressured to leave on their own accord.

Related:Atari and MobyGames launch new career development platform called Moby Professional

The former art director also told Game Developer he’s spoken with “roughly a dozen” former Xbox employees who described similar experiences.

One of the anonymous former employees we spoke with described being caught in a major mass layoff after serving as a witness in an investigation against a studio executive who viciously berated employees in meetings. This executive allegedly attempted to identify the witnesses and was in a position of influence when the subsidiary drew up a list of employees to be laid off in a round of mass cuts.

The second anonymous source also described working under a studio higher-up that verbally abused subordinates. Their supervisor placed the source on a performance improvement plan (PIP) for “disrespecting them” in a team meeting, leading them to being cut off from Microsoft’s systems, and left with the choice to accept the plan or leave. This source then attempted to notify HR about their supervisor’s verbal abuse, but was allegedly ignored.

A third source—a veteran Xbox employee—told Game Developer they experienced intense retaliation during their time at a subsidiary studio, though it was not in response to a complaint with HR. However, they said they witnessed studio leadership retaliate against another employee after she filed ADA accommodation request for her disability.

This individual claimed executives would turn on an employee in an instant if they pushed back on poor working conditions. “If you show any signs of not drinking the Kool-Aid…we don’t want you anymore,” they said when characterizing the behavior they witnessed.

Israel offered a detailed account of his time at Xbox, noting that during one nine-month period he simultaneously served in “three director-level positions” on three different projects. Xbox recognized him with a “special service award” for pulling triple duty.

Despite that, he was laid off from the studio in late 2025, with his separation agreement stating that his role of art director was “no longer necessary.” A month after his departure, a different Halo Studios artist was promoted to the role of art director.

Israel said he was laid off after filing complaints over the alleged behavior of Halo Studios head of studio Pierre Hintze and studio art director Chris Matthews. He told Game Developer that he “witnessed firsthand or was personally subjected to numerous unethical and/or unlawful acts” allegedly committed by the two executives. 

These acts reportedly included “blacklisting, fraud regarding compensation, rampant favoritism/cronyism…and multiple harassment campaigns designed to provoke the constructive discharge of ‘unwanted’ employees otherwise in good standing.”

His conversations with the dozen other former Xbox employees seem to have left him with an unflattering opinion of Microsoft’s HR practices. He accused the company of “contriving or otherwise exploiting” layoffs to eject employees who “have filed proper and effective complaints, thereby masking these retaliatory acts with a thin veneer of ‘business justification.'”

“Do not accept this as ‘business as usual,'” he said, when asked what other advice he has for current employees feel they might be in a similar position. “It’s against the law and must stop.”

Denmu announces ‘auteur-first’ $50 million fund for game devs

San Francisco-based video game investment house Denmu has announced the founding of a new $50 million investment fund to finance and support “the next generation of iconic video games.” The firm aims to provide “development, marketing, and growth capital across a broad range of projects,” including triple-A, double-A, and indie games across all platforms and business model.

In an announcement sent to Game Developer, the firm said its investment philosophy is based on an “auteur-first” approach that prioritizes “creative vision and long-term partnerships over short-term financial optimization.” It promises to “support the people who make games across multiple projects, helping them build enduring brands and sustainable businesses,” with the goal of investing in 10 to 20 additional projects through 2028.

Denmu has already been investing in several studios and games since its founding in 2025, with unique games like The Hundred Line: Last Defense Academy, Motorslice, and Labyrinth of the Demon King already in its portfolio. It also helped fund Blue Protocol: Star Resonance and Bleach: Soul Resonance. Alongside founders Ryan You and Michael Fan, the Denmu team includes Blizzard North co-founder David Brevik, Top Hat Studios founder Joe Brown, and investment partner Devin Maa.

Related:New publisher Trailmark Games promises ‘new path forward’ for licensed games

The phrase “auteur-first” may raise eyebrows among developers who are used to individual game or creative directors being credited for work that was assembled by dozens or hundreds of people. But according to You and Fan, they aren’t just supporting games that spring from the mind of an individual lead.

“We don’t literally mean the equivalent of an auteur director in the film industry, as video games are fundamentally different from film,” said You in an email interview with Game Developer. “We’re borrowing the term to represent the type of games that we like at Denmu, those that exhibit very strong creative vision and identity.”

He pointed to The Hundred Line as an example, noting that director Kazutaka Kodaka is “usually the most visible” creative person on the team, while Kotaro Uchikoshi’s creative vision was “key” to the game’s branching narrative structure. 

“It would not feel like the same game without the deep involvement of their music director, [Masafumi Takada],” he added. It’s the combination of many people that makes The Hundred Line such an unique and iconic game.”

Fan affirmed that Denmu’s auteur definition refers to the experience of the games that make the player sense the creative energy of their developers rather than a strict adherence to French film theory. “The goal isn’t to identify the auteurs but to better understand the games,” he said. “I believe that behind every piece of art—a book, a movie, a song, a play, a sculpture, or a game—there is someone who has felt such a strong emotion and feeling that they had to communicate it to the world.” 

Related:Atari and MobyGames launch new career development platform called Moby Professional

He also described this approach as a sharp contrast to to “market-driven” projects. “We never start assessing a game by looking at a “comp chart” or a ‘“marketing matrix,’ he said. 

“We don’t assess games by checking boxes. We don’t fear something that is ‘too niche.’ And we also don’t believe that somehow, some genres are ‘dead.'”

Grand Theft Auto 6’s $80 price settles the $100 question

Rockstar Games announced Wednesday that Grand Theft Auto 6 will cost $79.99 when it’s released on Nov. 19. An Ultimate Edition of the game, with “premium vehicles, weapons, apparel, and action” will cost $99.99. The announcement, ahead of preorders opening on Thursday, answers one of the big questions surrounding the game’s release: Would it cost $100?

That answer, of course, is no. Speculation that GTA 6 could cost $100 for the base game has been rampant, with consumers worried that a three-figure price tag could raise the base price for video games across the industry. Publishers like Nintendo, Sony Interactive Entertainment, and Xbox have all raised prices on select video games—usually the big budget, blockbuster ones—to $80. 

Most games have settled around the $70 mark, but $80 games have been normalized, too. (That’s on top of hardware price increases, which have gone up significantly due to component shortages.)

Related:Microsoft CEO says Xbox must become ‘sustainable’ as it reportedly considers major spinoff

Rockstar Games also said Wednesday that physical versions of the game will not come with a disc. They have download codes inside. Both the physical and digital versions of the game will allow pre-loading beginning on Nov. 12, so it’s likely you’ll start seeing physical versions of the game on store shelves and in mailboxes before the actual Nov. 19 release date.

Whatever it’s priced at, GTA 6 is poised to be an instant mega-seller. Grand Theft Auto 5, more than a decade old, has sold 230 million copies. Rockstar Games still sells millions of copies of GTA 5 each year. The Grand Theft Auto franchise, overall, has sold more than 470 million units, according to an investor presentation in May. During that call, Take-Two Interactive CEO Strauss Zelnick called GTA 6 “arguably the most anticipated entertainment property of all time.”

Rockstar Games still hasn’t given an indication that a new version of Grand Theft Auto Online will launch alongside GTA 6; much of its marketing specifically sets expectations of “a single-player experience.” While GTA 5 continues to put up big numbers, GTA Online is driving much of the franchise’s revenue. Leaked data verified by Kotaku suggests GTA Online generates $1.3 million a day. That adds up to roughly $10 million per week.

Atari, MobyGames launch career platform called Moby Professional

Game publisher Atari and its subsidiary crediting platform MobyGames are launching a new online platform for game industry professionals called Moby Professional. It’s intended to help them seek out new jobs, network with their colleagues, and pursue business development opportunities for their studios.

Moby Professional will be offering free and premium account tiers. The free tier will let developers claim their individual profile and add details to their credits. The premium tier will cost $14.99 per month, with extra features like personalized job listings and recommendations, as well as access to industry tracking data like compensation ranges and information on professional connections at different companies.

The premium tier will be free for all users during Moby Professional’s “beta period,” which is expected to run through the end of summer 2026. That means industry professionals will have free access to the platform’s most attractive features during that time period.

Related:Report: Tencent mulling exits from multiple Japanese studios

Developers who claim their MobyGames page on either tier will be able to message each other directly, and more “customizable” means of digital connection management will be rolling out during the beta.

The platform is built on what Atari calls “the most complete, structured record of game development credits in existence,” which now documents over 350,000 games and add-ons, 1.3 million individuals, and 50,000 companies. In its announcement, Atari said it’s developed the platform in response to the last few years of industry volatility, which has included a staggering number of layoffs and studio closures.

“Over the past few years game industry professionals have endured significant volatility, including layoffs, studio closures and consolidation, a sharp rise in freelance and contract work, and a job market where even experienced professionals struggle to understand where opportunities exist and how to reach them,” the company stated. “The tools available to the games industry professionals haven’t kept up.”

“Generic professional networks don’t cater to the nuances of working in gaming, and job boards don’t capture the network and personalized intelligence that actually drives how careers move in this industry.”

Speaking to Game Developer via e-mail, Atari product manager Reece Denzel said the platform will do more than “show job openings to users.” “Our systems run known game job postings through a process that automatically surfaces context that would otherwise be difficult or impossible to compile manually,” he said. “This includes overlap with a user’s work history (which can be as granular as relevant game engines, genres, and platforms), connected people and studios, seniority, and location.”

Related:Valve is making it easier to build your own Steam Machine

Speaking of context, Denzel dove into a few additional topics in his exchange with Game Developer, stressing that the platform’s unique features make Moby Professional a platform for more than job hunting.

Moby Professional draws on deep data to help devs with their careers

Developers suffering the exhaustive, drawn-out job hunts may flinch at the notion of signing up for a $14.99/month platform just to look through more job postings. Denzel explained that accessibility to Moby Professional is something that Atari has “thought carefully” about, and its structured rollout plan is meant to help developers immediately in need of opportunities.

“The beta is free for at least 45 days, and we think developers will get genuine value from it in that time, particularly those navigating the job market right now,” he said. “Beyond the beta, we’ve also built a meaningful set of free features for all developers that will continue to expand, so there are a variety of ways to leverage Moby to support your work in the industry.”

All of Moby Professional’s additional features are drawn from the aforementioned titanic database of video game credits. Denzel said that the 25 years of data gives the company a “unique map of who made what, in what role, at which studio, and…how everything connects.” Premium users will be able to see a visual representation of that map.

Related:Report: EA conducts layoffs in Hyderabad, India and the US

“We didn’t want to just give developers another filterable list. The opportunity we saw was to take that map and make it personal so that when a new game ships, a job opens up, or something is getting coverage, a developer can immediately understand why it’s relevant to them specifically. Credits are the key ingredient in making that system work right out of the box.”

Moby Professional arrives at a tense moment for the game industry, with potential layoffs on the horizon and AI-driven memory shortages potentially blunting sales of video game hardware. While no platform can guarantee a developer a job, hopefully this one will allow industry workers a spite from sifting through the deranged, often AI-written posts that populate LinkedIn.

Alien Isolation 2 devs on the 12 year wait

The survival-horror experience can be especially tricky to nail–—but oftentimes you just need a good hook. In 2014, developer Creative Assembly briefly pivoted from real-time strategy games to develop Alien: Isolation, a survival-horror game set in the Alien universe. After its launch, it took some time to find an audience for its atmospheric, uncompromising approach, setting players against a ruthless alien foe that stalked them across a decaying space station. Today, it is widely regarded as one of the best horror games of the 2010s. Now, Creative Assembly is returning to survival horror with the long-awaited sequel, Alien: Isolation 2.

During Summer Game Fest 2026, we got an early look at Alien: Isolation 2‘s upgraded stealth-action survival-horror gameplay, set on a remote colony world that’s a new hunting ground for a hostile creature. We caught up with creative director Al Hope and animation director Simon Ridge to learn about their return to the genre and how the growing reception for the original game put the developers in a better position to deliver on their sequel.

Related:Resource management? Survival games are about time management.

Creative Assembly’s return to survival horror

“I’ve been thinking about creating a sequel even before the first game was released, but I think that time we’ve had in between games and that kind of groundswell from players over the years has really validated us and given us reassurance,” said creative director Al Hope. “I really wasn’t keen on just copying and pasting what we’d done. I really wanted to evolve the Alien: Isolation experience in a way that felt really natural and intuitive. We have the fantastic foundation of that original experience [to work on], which people really know and love.”

Much like its predecessor, Alien: Isolation 2 is a first-person survival horror experience that taps into the same tone and pacing of the original 1979 Alien film by director Ridley Scott—in which a crew of working-class astronauts must contend with an unknown, hostile entity that seems unkillable. While other games in the Alien franchise often go for the action-horror spectacle of James Cameron’s Aliens, the original Isolation‘s measured gameplay and tone were more in the vein of Amnesia: The Dark Descent and classic Resident Evil.

The original Alien: Isolation stayed true to its structure as a stealth-action survival-horror game. As protagonist Amanda Ripley, players had to use their minimal resources and wits to solve environmental challenges and maneuver past hostile enemies, including the unkillable xenomorph that lurked within the space station. The game was daunting for many players, especially with its static save stations and consistently high-risk tension throughout. It eventually found a growing audience that appreciated its style, especially the adaptive, highly intelligent enemy alien that constantly nipped at players’ heels.

Related:Analyzing Mouse: P.I. For Hire’s audacious worldbuilding – Narrative Notebook #4

With the sequel, the developers at Creative Assembly wanted to continue the original game’s approach, this time expanding on it with a new setting and a new protagonist’s story of survival. Set on a remote colony world known as Terra Firma, a team of surveyors stationed on the hostile planet—itself still in the process of being prepared for colonization—discovers a module of the destroyed Sevastopol Station crash-landed on the surface. After exploring the derelict, protagonist Blake makes an unsettling discovery that puts her in the sights of a stowaway xenomorph that’s not only on the hunt for her, but has a whole new planet to stalk prey on.

According to Hope, the appeal of making a sequel was not just to replay Alien: Isolation‘s greatest hits, but rather to expand upon its cycle of tension and release and show how that can work on a larger scale.

“We want to push it in some directions to create a new experience, which is the best of the old and new,” said Hope. “We’ve showcased that we’re going outdoors this time around, we’re mixing that with those familiar, tightly designed interior spaces, and I really love the idea that players will have those feelings of claustrophobia when they’re trapped inside, and they just want to get out, and they’re desperate to escape. Once they get outside, after the initial rush of a small victory, they start to feel quite exposed and vulnerable, and they want to get back inside. There’s this lovely seesaw of emotion that runs through the game, which we can play with to give people a thrilling ride. Within this new space of the sequel, with a new world and a new protagonist, Blake, we just really had a fantastic opportunity to make something very special.”

Related:The art of game writing in ‘non-narrative’ games ft. Emma Kidwell and Harrison Pink

The growing horror genre

The 2010s were a particularly interesting period of growth for horror games. While Alien: Isolation 1 initially received mixed reviews, it earned a reappraisal from audiences, offering a slow burn of appreciation for its uncompromising approach. Alien: Isolation also released during a point where livestreamed entertainment was still growing, and horror games especially became a notable genre for players who wanted to see real-time experiences.

This reappraisal of the original game, 12 years after release, was one of the core reasons the sequel got the green light. Animation director Simon Ridge agreed with Hope’s thoughts on the growing audience for the original game’s survival-horror style, adding that, ultimately, the extended wait for the sequel gave the developers more feedback and a larger audience to inform their plans for Isolation 2.

“What was such an important part of that first game was that cat and mouse gameplay with the alien itself, and to the point about time passing since the original game, I think it’s allowed us to see that audience appreciation in action,” said Ridge. “As you said, if we had gone straight into the sequel right after the first game, we wouldn’t have had this great opportunity to get perspective and see so many players over the years who really appreciated what worked well with the game. That really informs us of how you build upon it in a meaningful way as well, because you say you get that confirmation of what people like about it, and that helps us build a better experience for the sequel.” 

Another interesting point Hope added during our interview was that, in addition to the horror genre seeing a rise in recent years, there’s also been an explosion of livestreamed entertainment on YouTube and Twitch, which horror games have benefited from. Alien: Isolation 1 in particular became a hit for livestreamers, which the devs credit for adding to the mystique, and best highlighted how the dynamic encounters with the alien shifted with every playthrough. 

In the upcoming sequel, Hope stated that the developers want to lean into those gritty, player-made survival stories. In particular, it was an opportunity for the developers at Creative Assembly to finally act on the growing momentum for one of their most original games.

“We were a little anxious as to whether there’s an audience out there that would be into this type of horror game again, but it’s been so fantastic over the last decade seeing people connect with it and for that audience to grow even more,” said Hope. “Today, people are still discovering it for the first time, and it still holds up really well as a fantastic experience. This continuous momentum has been really rewarding, and I guess, it’s the thing that gives us our foundation for the sequel. Alien: Isolation was by no means a perfect game, of course, but I think it did many things really well, and we want to build on those strengths for Isolation 2.”

Valve is making it easier to build your own Steam Machine

The Steam Machine is the talk of the town, largely because Valve’s bitesized PC-console hybrid is going to cost a small fortune. Even if you do have over $1,000 to drop on the device, you’ll still need to navigate a randomized reservation queue designed to stop scalpers.

In short, it’s going to be very expensive and rather difficult to get your hands on Valve’s latest hunk of video game hardware, but the company has a solution: build your own.

During a recent interview with The Verge, Valve programmer Pierre-Loup Griffais explained the company has been focused on improving SteamOS to bolster compatibility with desktop hardware.

SteamOS is a Linux-based (Proton compatible) operating system developed by Valve that has been optimized specifically for gaming. It provides full access to the Steam ecosystem and powers hardware such as the Steam Deck, Steam Machine, and Legion Go S.

Starting with the recent release of SteamOS 3.8.10, Valve had deployed a range of compatibility updates to allow users to cobble together their own Steam Machine “using whatever PC parts you want.”

Related:Report: EA conducts layoffs in Hyderabad, India and the US

Griffais explained the operating system is now more compatible with recent Intel and AMD platforms. He also confirmed Valve has a “growing team” working on Nvidia driver support for SteamOS and said the company is collaborating “very closely” with the tech giant.

Although Nvidia support might not arrive this year, it’s something Valve is working on in the background. 

According to Griffais, Valve is committed to ensuring it’s possible (and relatively straightforward) to run SteamOS on most PC hardware—with the company focused on streamlining a rather finicky installation process (that has so far required the use of a Steam Deck recovery image) and delivering a winning user experience on console-like PC setups.

“If you have something that is similar to the use case of a Steam Machine, where you have a PC that’s gonna be plugged into a TV, and has a single hard drive that you’re not going to try and dual boot […] you can put SteamOS on there, and you’ll have an experience that is very similar to a Steam Deck docked or a Steam Machine, with some caveats [like a lack of HDMI-CEC support], of course,” said Griffais. 

“[But] the core bits of the experience are there. The SteamOS graphics driver, the shader precompilation […] you can get at all of that with the SteamOS.”

Given RAM isn’t getting any cheaper, it might not be that much more affordable to engineer your own Steam Machine—but it’ll at least be an option if stock is in short supply.

Related:Ubisoft eliminates 93 roles in San Francisco

Steam Machine pricing starts at $1,049 for 512GB model

The Steam Machine—Valve’s bite-sized SteamOS-based console/PC hybrid hardware—is now available for pre-order, and lands with a price tag more comparable to a dedicated video game PC than a TV-based console. The price tag raises interesting questions about Valve’s ambitions for video game hardware, and reflects how AI-driven component shortages are choking the affordability of all computer hardware.

Valve is releasing two versions of the Steam Machine with different built-in memory sizes. A 512GB Steam Machine costs $1,049 ($1,128 with a Steam Controller), while a 2TB Steam Machine costs $1,349 ($1,428 with a Steam Controller).

The pricing does reflect the device’s hybrid nature. Like the Steam Deck, the Steam Machine is a Linux-based device that runs PC games on SteamOS, either through a native version or a compatibility layer called Proton. It can easily be used like a console in front of a TV, or at a desk like a personal computer. It can play more types of games than a $500 digital-only PlayStation 5, but isn’t as powerful as a prebuilt PC meant for video games, like the $1,800 ROG Strix G15DS

Related:We tested the Steam Controller

Unlike a traditional PC, the smaller form factor makes it easier to place in different home enviroments.

Valve has acknowledged that an ongoing shortage of memory and other hardware components driven by obsessive demand from generative AI companies has driven up the price of the Steam Machine and its predecessor, the Steam Deck. It’s unclear what original price point Valve hoped to sell the device at, though an interview with Aftermath and a blog post from the company offer some clues.

The blog post details why Valve doesn’t think of the Steam Machine as a traditional console, with one major element being that the company isn’t selling the hardware at a lower price to drive software adoption. “The traditional console model is to sell hardware at a loss and make up the revenue with subscription services or by selling games that are locked-in to the hardware,” the company stated. “We think this can make sense for a single business in the short term but that open ecosystems are better for customers over the long term.”

Meanwhile according to Aftermath, Valve engineer Pierre-Loup Griffais and designer Lawrence Yang suggested that the $200 price increase of the Steam Deck OLED (a 43 percent increase) as “a ballpark estimate of how much the Steam Machine’s target had moved.”

That may mean Valve originally hoped to sell the Steam Machine for anywhere from $200 to $500 cheaper, depending on how it measured the price increase and the cost of components, assembly, and shipping.

Related:‘Millimeters matter:’ Making the Steam Controller ‘just work’ on day one

Godot tolerates ‘some AI assistance’ but will reject ‘slop’

Godot veteran Rémi Verschelde has stressed the free, open-source game engine is not being “vibe coded” after some users expressed concern over its current generative AI policy.

As it stands, the guidelines covering pull requests (PR) discourage generative AI usage and prohibit contributions made entirely using tech such as ChatGPT, Claude, Grok, and more. Yet, use of the divisive technology is permitted in some instances, including for translation purposes and single-line code completion. 

“We acknowledge that AI can be useful, but we are convinced that human effort results in better and more relevant contributions,” read the current guidelines. “If you do use AI, we expect that you put in effort to proofread and improve anything it generates, and that you disclose what you used AI for. As maintainers spend significant time reviewing your code, please make sure that the code you submit is well-tested and functional. Please be respectful of their time and only submit something you have put thought and effort into.” 

Related:French union STJV to commence national strike outside Quantic Dream

Verschelde—who has spent almost a decade working on the engine and co-founded major Godot backer W4 Games—has moved to provide additional context and claimed the Godot foundation and maintainers remain “fairly critical” of generative AI usage.

“I see some concerns raised about Godot’s policy on contributions using AI. TL;DR: Godot isn’t vibe-coded. As a whole, the Godot foundation and maintainers are fairly critical of AI usage, and don’t make nor accept vibe-coded contributions. Godot doesn’t include AI features nor intends to add any,” he said in a thread on Bluesky

“Our policy tolerates some AI assistance in the contribution process (‘some’ is load-bearing: debugging, searching for information, surgical changes to existing code).I know it’s already crossing the line for a number of people, for valid reasons, and I fully respect that position.” 

In February, Verschelde said “AI slop” pull requests had become overwhelming for those attempting to maintain the engine. To address that issue, he explained Godot is preparing to roll out a more detailed generative AI policy that will be published soon. “It’s a bit more restrictive, but not strictly a blanket ban,” added Verschelde. 

He also suggested the idea that Godot is now “full of slop” is a wild misconception. 

“Any slop PR is automatically rejected, as simple as that,” Verschelde continued. “All other PRs are submitted by humans who are expected to take responsibility over the code they submit, and they undergo a PR review by expert maintainers to ensure quality. They need to understand it, test it, be confident in the implementation, be willing to help maintain it if it’s merged.

Related:‘Larger budgets and longer schedules do not lead to better games:’ Thank You For Your Application recoups dev costs in 22 hours

“Likewise, they need to be able to assert copyright over it. That precludes any substantial vibe-coding. If a PR has an AI disclosure, or signs of undisclosed AI usage, it gets scrutinized more as we mechanically trust it less (especially from new contributors).” 

Verschelde explained Godot maintainers merged around 47 pull requests with AI disclosures out of 3,700 over the past two release cycles—so around 1.27 percent. That included some submitted by Verschelde himself, who has been experimenting with the technology to better understand its impact.

“I’m well aware that AI is a sensitive topic, and that some of you may be upset to learn that Godot even tolerates some of it,” said Verschelde. “I believe we have a fairly pragmatic stance that keeps AI at arm’s length, based on our experience maintaining Godot for 12 years. I know that won’t satisfy everyone.”

French union to commence national strike outside Quantic Dream

French labor union Le Syndicat des Travailleureuses du Jeu Vidéo (STJV) is calling for a national strike across the country’s video game sector on June 25, 2026, in protest of major layoffs that continue to decimate companies such as Ubisoft and Quantic Dream. 

STJV said an “exceptional disastrous situation” requires an equally exceptional response and explained the French video game industry is currently in a critical condition. 

The strike will begin with a picket outside the Paris office of Detroit: Become Human developer Quantic Dream, which last month cancelled Spellcaster Chronicles and confirmed it was preparing to downsize. According to STJV, the studio could eliminate around 115 roles—representing a quarter of its workforce in France. 

STJV members include employees at notable French companies such as Ubisoft, Don’t Nod, Quantic Dream, and Spiders—all of which have been accused of mismanagement by the union in recent years.

Related:‘Larger budgets and longer schedules do not lead to better games:’ Thank You For Your Application recoups dev costs in 22 hours

As instability and upheaval continues to engulf studios across the video game industry, STJV has called on rank-and-file employees to hold management to account for a crisis it claims was avoidable. 

“After years of warnings about particularly difficult working conditions, and after securing convictions against numerous companies for their illegal activities and shortcomings, studio closures and layoff plans are now multiplying in France and abroad. Let’s not fool ourselves into thinking these factors are unrelated,” said the union in a statement shared online.

“The failure of our leaders to train and retain a skilled workforce, their repeated abuse against workers, their deep-seated stance against unions, their incompetence in project management, and their inability to listen to warnings have all directly led to the current situation. This crisis was avoidable, but our bosses chose to drive blindly towards disaster.”

STJV is also demanding the French government stop subsiding video game companies without adequate oversight, and claimed the rise of generative AI tools and an overreliance on outsourcing mean working conditions will only continue to deteriorate.

“We know that this situation will only repeat itself and even worsen if habits and processes are not fundamentally changed. Workers must have a voice so that management stops imposing foolish and harmful decisions that lead to the predictable failure of projects, which endangers workers. Democracy must prevail in the workplace,” added the union.

So You Want RAM in 2026. Have You Considered Therapy?

March 2026 — prices updated. This is a fast-moving market; check WhereIsMyRAM for current availability before purchasing.

There is a particular kind of helplessness that comes from shopping for PC components in 2026. You load up a price comparison site with entirely reasonable expectations.

You’ve done your homework. You know what you want. You’re not a noob, after all — you’ve been dropping cash on components longer than Shatner’s been wearing that toupee.

You understand that DDR5 is the present and the future, and that a nice 32GB kit at DDR5-6000 is the sweet spot for a modern gaming rig.

Then you see the prices.

Then you close the laptop.

Then you sit quietly for a while. A laugh rises from somewhere you don’t want to examine. This, apparently, is your trivial existence.

Welcome to the RAM crisis of 2025-2026, brought to you entirely by artificial intelligence — or more specifically, by the companies building the infrastructure that runs artificial intelligence, who have hoovered up the global supply of DRAM like a data centre Dyson and left the rest of us rummaging around in the couch cushions for whatever’s left.

How We Got Here: A Brief History of Getting Absolutely Fleeced

For context — because context makes the grief more vivid — DDR5 was genuinely affordable as recently as early 2025. A 32GB DDR5-6000 kit could be had for around £80-90. Yes, you read that right. Boy our ancestors had it good.

Then the numbers started moving.

By the end of the third quarter of 2025, DRAM prices had increased a staggering 172% year-over-year. DDR5 RAM prices surged between 80% and 130% in the two months between September and November 2025 alone. Some 64GB DDR5 kits that were priced at £150 ballooned to over £400. Memory that cost £95 in mid-2025 now sells for over £184.

The reason is simultaneously simple and infuriating. The world’s RAM market is controlled by just three companies — SK Hynix, Samsung, and Micron — who together account for more than 90% of global DRAM production.

OpenAI’s Stargate Project alone was reported to consume up to 40% of global DRAM output

All three looked at the AI data centre boom, noticed that hyperscalers like Microsoft, Amazon, and Google were desperate for memory and had essentially unlimited budgets compared to a bloke trying to build a gaming PC, and made an entirely rational business decision: make less of what you want, more of what they want.

OpenAI’s Stargate Project alone was reported to consume up to 40% of global DRAM output, requiring approximately 900,000 wafers per month. For comparison, your gaming PC requires approximately 32GB. The Stargate Project requires approximately “all of it.”

Framework, the modular laptop maker beloved by PC enthusiasts, confirmed it was forced to increase the price of DDR5 memory upgrades by 50% as it simply could not absorb the cost increase. Micron exited the consumer memory market entirely, killing its Crucial brand — one of the few consumer-facing arms of a major DRAM manufacturer, which had historically acted as a price anchor keeping competitors in check.

Samsung halted new DDR5 orders to “reassess pricing structures.” SK Hynix announced its entire HBM, DRAM and NAND capacity was sold out through 2026. And here you are, just wanting to run Baldur’s Gate 3 without the texture streaming stutters.

DDR5 vs DDR4 in 2026: The Question Nobody Wanted to Ask

Here is the question that would have seemed absurd eighteen months ago: is DDR4 actually the smarter buy right now?

The answer, maddeningly, is maybe.

The case for DDR4 in 2026 rests on three things: price, capacity, and platform availability.

Price: DDR4 is cheaper than DDR5 right now — but less dramatically so than you might expect, and for a counterintuitive reason. There is an unusual price inversion in the market: DDR4 used in budget devices now trades at approximately $2.10 per gigabit, while server-grade DDR5 sells for around $1.50 per gigabit. As manufacturers deprioritise DDR4 production in favour of DDR5 and HBM, DDR4’s own supply is tightening. The price floor isn’t as low as you’d hope.

Capacity: This is where DDR4 makes its strongest argument. For the same money that buys you 32GB of DDR5 right now, you can frequently get 64GB of DDR4. And 64GB of RAM is genuinely useful — not just for gaming, but for the increasingly common scenario of running games alongside streaming software, Discord, a browser with seventeen tabs, and whatever background nonsense Windows 11 has decided to do today. If memory capacity matters more to you than raw bandwidth, DDR4 makes sense.

Platform: If you’re building a new system from scratch, you’re on DDR5 — Intel’s 12th gen onwards and AMD Ryzen 7000 onwards both mandate it. But if you’re upgrading an existing Intel 11th gen, 10th gen, or AMD Ryzen 5000 system, DDR4 is your only option anyway, and the question becomes whether to upgrade the whole platform or just add more sticks of what you already have.

The case against DDR4: You’re buying into a deprecated standard. Manufacturers are actively reducing production. In two or three years, when you want to upgrade again, you’ll be fishing in an even shallower pool. DDR5 is the platform for the next decade. Buying DDR4 in 2026 feels a bit like buying a very good horse in 1920.

What Are the Smartest Options Right Now?

Since prices are moving constantly, specific kit recommendations will date faster than this article can be updated — so here are principles rather than part numbers.

If you must buy DDR5 now:

Prioritise DDR5-4800 or DDR5-5600 over DDR5-6000+. The faster kits use “binned” chips — selected for their overclocking headroom — and tighter-timing modules have seen the most abrupt price rises precisely because they use premium chips that manufacturers can also sell into server configurations. DDR5-4800 is noticeably cheaper, and the gaming performance difference between 4800 and 6000 is real but modest. You’re not leaving much on the table.

4 DDR5 RAM sticks. Now that’s luxury (Image credit: Trident)

32GB (2x16GB) remains the sweet spot for gaming. 64GB at current DDR5 prices is genuinely painful and only worth it if you’re doing content creation alongside gaming.

G.Skill, Kingston Fury, and Corsair Vengeance have maintained relatively better availability than smaller brands. Check stock daily rather than assuming availability — the market is moving.

The eBay angle — seriously consider it:

This is the move that sounds strange until you do the maths. Buying a second-hand DDR5 system — an old office workstation that shipped with a Ryzen 7000 or Intel 13th gen processor — and cannibalising its RAM is frequently cheaper than buying new DDR5 sticks retail. The RAM was purchased before the price spike, installed, lightly used in an office environment, and is now available at a fraction of current retail pricing. The PC it came in either goes back on eBay for parts or becomes a second machine.

Used DDR5 RAM from reputable sellers with return policies carries a reasonable risk profile. Memory either works or it doesn’t — run Memtest86 for a few hours and you’ll know within an afternoon.

If you’re on an older platform:

Adding more DDR4 to an existing system is almost always the right move over a full platform upgrade right now. The cost of a new Intel 14th gen or AMD Ryzen 7000 motherboard and DDR5 kit vastly outweighs any performance gain you’ll see in games. DDR4 at 3600MHz on an existing Ryzen 5000 system with a good GPU will still play every current game well. Upgrade when the RAM market normalises, not while it’s at peak derangement.

When Does This End?

The honest answer is: not soon, and probably not as soon as the optimists are claiming.

IDC has warned that the shortage could persist well into 2027, calling it an “unprecedented memory chip shortage with knock-on effects that could persist well into 2027.” Epic Games CEO Tim Sweeney has warned that RAM price increases will be a real problem for high-end gaming for several years.

The structural problem is that AI demand isn’t a spike — it’s a baseline shift.

The more cautious view: relief is probably not before the second half of 2026, when production is expected to start catching up with AI demand. The slightly more pessimistic view, backed by IDC: even with manufacturers ramping production, DRAM output growth of more than 20% in 2026 may not be sufficient to offset AI-driven demand.

The structural problem is that AI demand isn’t a spike — it’s a baseline shift. The Stargate Project doesn’t complete and then stop needing memory. Every new AI model, every expanded inference cluster, every additional data centre represents permanent ongoing demand. Manufacturers aren’t going to dramatically increase consumer allocation while hyperscalers are willing to pay premium prices for everything coming off the production line.

Analysts warn this could be a prolonged “supercycle” of memory price hikes rather than a short-term spike. If you were planning to wait for prices to fall back to 2024 levels: keep waiting, but don’t hold your breath.

The Uncomfortable Truth About Where This Is All Going

Here is a thought that the PC gaming community is understandably reluctant to sit with: the AI data centre boom that is destroying RAM prices is being built, in significant part, to power the services that will eventually replace the need to have expensive RAM in your gaming PC at all.

GeForce NOW is currently streaming games at up to 4K/120fps. Shadow PC offers a full cloud gaming desktop. Xbox Cloud Gaming has gone from a joke to a genuine option. PlayStation’s cloud offerings are expanding. None of these services require you to own DDR5-6000 or any RAM at all — they require you to own a reasonably capable internet connection and a device with a screen.

The Cloud is coming, and with it a storm of lag and latency (Image credit: NVIDIA)

The same AI infrastructure that is currently making your RAM unaffordable is simultaneously becoming the backbone of the cloud gaming services that make local RAM increasingly optional. This is, depending on your outlook, either a beautifully ironic market correction or the most depressing sentence in the history of PC gaming.

We are not here to tell you to give up. We are PCZ. The PC platform remains the best gaming platform ever created. Local hardware is still superior to streamed hardware for latency, for modding, for ownership, for the satisfaction of building your own machine and watching it boot for the first time.

But the trajectory is clear, and the AI companies buying all the RAM are inadvertently funding the infrastructure that will, eventually, make owning RAM optional. Whether you find that liberating or appalling probably depends on how recently you checked DDR5 prices. Whichever way things go, Jensen will still be laughing.

The PCZ Verdict: What Should You Actually Do?

Three scenarios, three answers:

If you can wait — wait. The second half of 2026 is the earliest realistic point at which prices might moderate. If your current system is playable, keep playing it. Nothing releases in the next six months that will require more RAM than you already have.

If you can’t wait and need to buy now — consider the eBay cannibalisation route seriously. It’s unconventional, it works, and it’s frequently the cheapest path to DDR5. If that’s too much faff, buy DDR5-4800 at 32GB from a major brand, accept you’re paying a crisis premium, and move on.

If you’re on an older platform — add DDR4, don’t upgrade. The performance gap between “enough DDR4 at 3600” and “DDR5 at crisis pricing” is not worth the money right now. Upgrade the platform when RAM comes back to earth.

And if none of that is appealing: NVIDIA GeForce NOW Ultimate is £17.99 a month. We’re not saying it. We’re just saying it’s there.

Last Updated: March 2026. Prices move daily — check current DDR5 availability at your preferred retailer before purchasing. For an explanation of what DDR5 is and how it compares technically to DDR4, see our DDR5 RAM Guide.

The Sofa Sultan’s Guide to PC Gaming on Your TV

Whoever said you couldn’t have your cake and eat it clearly never had a 65-inch OLED and a gaming PC in the same postcode.

While building my latest monster rig, the thought struck me like a bolt of pure, synaptic lightning: why am I gaming hunched over a desk in what is essentially a glorified cupboard, when I have a spectacular OLED television sitting pride of place in the living room doing nothing more demanding than hosting a rotating cast of consoles? This felt like a waste of everyone’s time. The TV’s time. My time. The sofa’s time.

I felt like a trail-blazer. A pioneer venturing boldly into uncharted waters. A visionary who had arrived, perhaps slightly late, at an idea that seemed so blindingly obvious in retrospect that it barely qualified as a revelation. And yet — here we are.

PC gaming on your living room television has historically been a bit of a weird science experiment — the kind that looks brilliant on paper and ends up being a compromise-riddled disaster in practice. Too fiddly. Too many cables. Windows doing Windows things. Your other half questioning your life choices as you wheel an office chair into the living room at eleven o’clock on a Tuesday.

These days, however, things are genuinely different. High refresh rate TVs with ultra-low input lag and dedicated PC modes have become commonplace. Steam’s Big Picture mode has evolved into something slick enough to make console owners nervous. And once you’ve experienced a properly configured gaming rig pumping pixels through a next-generation OLED from the comfort of a proper sofa, you will look at that spindly desk and that aggressively ugly gaming chair with the go-faster stripes and ask yourself some very serious questions about the choices that led you there.

Make no mistake: PC gaming with a monster rig on a quality OLED sporting G-Sync or FreeSync is a near-erotic experience. Perfect blacks, stunning colour accuracy, excellent HDR, impressively low input lag. All from the lazy, laid-back comfort of your squishy sofa.

I’ve had my gaming rig plumbed into a 65-inch OLED for well over a year. I’ve made the mistakes so you don’t have to. This is what I know.

Step One: Do You Actually Have the Right TV?

Before we go any further — what television are you working with? Because if it’s a mid-range 60hz panel from 2018 with the input lag of a tired postman, none of what follows is going to help you and you should probably stop reading now and go buy a better TV instead.

For a genuinely good PC gaming experience on a television, you need a set that supports at least 120hz refresh rate, Variable Refresh Rate (VRR), and either FreeSync or G-Sync compatibility. Without these three things, you’re missing the foundations that make the whole arrangement worthwhile. Input lag on a TV without Game Mode can be anywhere between 20ms and 100ms — the difference between a responsive gaming experience and feeling like you’re controlling your character through a letter box filled with treacle.

Samsung S95F QD-OLED – the current king of the gaming TVs (Image credit: Samsung)

If you’re in the market for a TV specifically for this purpose, the best choices right now are Samsung and LG. Both manufacturers have invested heavily in gaming features, and both offer genuinely exceptional input lag figures in Game Mode. The current top picks are the Samsung S95F (my personal setup, and it is an absolute weapon) and the LG G5. High-end OLEDs and Mini-LED panels from both brands are all excellent for gaming. One practical note: spring is an outstanding time to buy, as last year’s models get heavily discounted to clear space for new stock. Patience is occasionally its own reward.

Step Two: Does Your GPU Actually Have the Legs?

A 4K television is only as good as the hardware pushing pixels into it. If you’re running a GPU that was cutting-edge in 2018, you’re going to spend a lot of time watching a very expensive television display a very unimpressive frame rate. We’ve written at length about the GPU pricing situation and it remains grim reading, but investing in the right card makes all the difference here.

Make sure your graphics card can handle upscaling to 4K — either through raw horsepower or through supported upscaling technology like NVIDIA DLSS or AMD FSR. A GTX 1060 trying to drive a 4K OLED through the latest open-world epic is a sad sight for everyone involved. Nobody wants that. The TV doesn’t want it. The GPU doesn’t want it. The game certainly doesn’t want it.

Ideally you want an RTX 3080 or better for comfortable 4K gaming, or an RTX 4070 or above if you want to take advantage of DLSS 4’s Multi Frame Generation without weeping at your frame counter.

Step Three: The Cable That Actually Matters

Get a certified Ultra High Speed HDMI 2.1 cable. Not a regular HDMI. Not whatever came in a box with something else. A proper, certified HDMI 2.1 cable, which supports the full 48Gbps bandwidth needed for 4K at 120hz with HDR.

What to look out for when buying a proper HDMI 21. cable (Image credit: HDMI.org)

This is non-negotiable. Everything else in this guide assumes you have one. Without it you’re capping yourself in ways you may not immediately notice but will absolutely feel. They cost about a tenner. Spend the tenner.

Step Four: Sorting the Keyboard and Mouse Problem

Let’s address the elephant in the room — or rather, the keyboard on the sofa. Using a wired mechanical keyboard and mouse when sitting eight feet from your PC case is, to put it diplomatically, a pain in the backside. USB extender cables run around the skirting boards are manageable; wire spaghetti tangled around your feet while trying to game is not.

The honest answer: go wireless. A quality wireless keyboard and mouse combination removes the cable problem entirely and is the upgrade that transforms the sofa gaming experience from “workable” to “actually rather pleasant.” The Logitech MX Keys and a decent wireless mouse are a solid starting point.

For those who must keep their wired peripherals, a decent lap tray is the best available compromise. Unglamorous. Effective. Done. Be warned, however: the market for lap trays that properly accommodate a full-size keyboard is, inexplicably, a wasteland. Budget accordingly and expect to make sacrifices.

For most gaming though — and this is the honest advice — pair an Xbox controller via Bluetooth. Xbox controllers have the broadest compatibility in the PC gaming ecosystem, require essentially no configuration, and are genuinely the right tool for sofa gaming. They simply work, which in the conte

Step Five: Getting Windows Behaving Itself

Windows was not designed with television-scale displays in mind, which you will notice approximately four seconds after connecting your PC to your TV for the first time when everything is either microscopic or inexplicably enormous.

First, label your HDMI input as “PC” in your TV’s settings. On most modern TVs this unlocks 4:4:4 chroma subsampling, which significantly improves text clarity and colour accuracy. It’s a small thing that makes an enormous difference to readability.

Next, enable Game Mode on the television. This bypasses a lot of the TV’s image processing pipeline — the sharpening, the motion interpolation, the various “enhancements” the TV applies by default that look fine for broadcast television and feel horrible for gaming. Game Mode turns all of that off and gets the image from your GPU to your eyes as quickly as possible.

In Windows Display Settings, set everything to its native maximum resolution and refresh rate. Don’t let Windows make decisions for you here; it will make bad ones.

Set Windows Scaling to 200% — or higher if you’re sitting more than a few metres back. You’re no longer eighteen inches from a monitor; you’re eight feet from a television. Text that looked perfectly legible at your desk will be illegible from the sofa without appropriate scaling. Don’t skip this.

Finally, disable Windows Auto Manage Colour Settings. This setting can silently override your carefully configured colour output and produce results that range from mildly wrong to deeply upsetting. Find it, turn it off, thank yourself later.

Step Six: Configuring NVIDIA Correctly

Assuming you’re running NVIDIA — and statistically speaking, you probably are — getting the NVIDIA app settings right is where most of the picture quality magic actually happens.

For a Samsung OLED like the S95F, the correct output settings are: Colour format: RGB, Colour depth: 10-bit, Dynamic range: Full. However — and this is important — check your specific TV’s specifications before committing to Full range, as some panels perform better with Limited range. Get this wrong and your blacks will either be crushed to nothing or lifted into a milky grey. Neither is enjoyable.

Once you’ve set your dynamic range in the NVIDIA app, match the HDMI Black Level setting on your TV to whatever you’ve chosen. Full range in NVIDIA should correspond to Full (or “Normal”) in your TV settings. Mismatching these two settings is one of the most common causes of washed-out or crushed images in TV gaming setups, and it’s entirely avoidable.

Getting these settings right is crucial to the whole set up (Image credit: NVIDIA)

Set Scaling Mode to Aspect Ratio — this ensures the image fills the screen correctly without stretching.

Under Output Colour Settings, set to “Handled by NVIDIA” and uncheck “Override to Reference Mode.” Colour depth should be set to the highest available (32-bit).

Set a global FPS cap a few frames below your display’s maximum refresh rate — so if you’re running 120hz, cap at 117fps. This keeps you within the VRR range and prevents the occasional flicker that can occur when frame rate briefly exceeds refresh rate. Also enable V-Sync globally — counterintuitive when you’re using FreeSync or G-Sync, but this is actually how the VRR system is designed to function correctly in this configuration. Trust the process.

Take advantage of DLSS 4.5 by setting it as the preferred upscaling method in your global NVIDIA settings. Preset M is optimised for Performance/Balanced modes, offering better overall image clarity and higher FPS. Preset L is designed for Ultra Performance mode, providing better stability at lower render resolutions, though it is slightly heavier on performance and can be softer.

Finally, allow the NVIDIA app to auto-tune your GPU for optimal performance, and set your Windows Power Profile to Prefer Maximum Performance. You didn’t build a gaming PC to let it coast.

Step Seven: Taming HDR

HDR on a PC connected to a television is either glorious or a catastrophic mess of blown-out whites and muddy midtones, depending entirely on whether you configure it correctly. There is very little middle ground.

The correct sequence matters here. Enable HDR in Windows first, then go to your TV’s settings. In the TV’s picture settings with HDR content active, set: Brightness and Contrast to maximum, Peak Brightness to maximum, Dynamic Contrast to off, Sharpness to 0 (or 10 on newer LG panels, which use a different scale), and disable any energy saving options — these will dynamically dim your panel at the worst possible moments.

Set Dynamic Tone Mapping to off and enable HGiG (HDR Gaming Interest Group) mode if your television supports it. HGiG tells the TV to let the game handle the tone mapping rather than applying its own on top, which produces significantly more accurate and intentional HDR presentation. Most modern gaming TVs support it. Use it.

Now run the Windows HDR Calibration tool and follow the steps. This takes about three minutes and meaningfully improves the HDR calibration for your specific display. It is not optional if you want HDR to look its best.

Step Eight: Sorting the Audio

If you have a Dolby Atmos-capable soundbar connected to your TV, you face a choice about signal routing that’s worth thinking through before committing to a cable run.

The cleanest Atmos setup is to run your PC’s HDMI output directly into an HDMI input on the soundbar rather than through the TV — provided your soundbar supports HDMI 2.1. This keeps the full audio bitstream intact and avoids any potential processing or latency introduced by the television passing audio through to the bar. If your soundbar only has HDMI 2.0 inputs, skip this and run through the TV instead, using eARC for audio return.

Online resource for older versions of the Dolby Access app (Image credit: uptodown)

For Dolby Atmos on Windows, you’ll need the Dolby Access app. Here’s something the official documentation won’t tell you: older versions of the app (v3.x or earlier builds such as v3.14 or v3.0.2204.0) are significantly more stable than current versions for PC gaming Atmos passthrough. Modern versions have introduced licensing changes that cause intermittent issues for some users. If you find Atmos misbehaving, rolling back to an older version is worth trying. The gaming community has documented this extensively and the older builds are not hard to find.

A word of warning: the Windows Store will automatically update the app to its latest version, and no — you cannot turn this off. More Windows nonsense to contend with, as if you needed any more. The best you can do is delay the update by up to 90 days in Windows Update settings, and keep a downloaded copy of your preferred older version ready to swap back in when Microsoft inevitably decides to be helpful on your behalf.

Step Nine: The Living Room Experience

Use Steam Big Picture mode as your default interface on Windows startup. This transforms your PC into something that behaves like a console in the best possible sense — a clean, controller-navigable library that presents your games without forcing you to interact with the Windows desktop from eight feet away. Nobody wants to try right-clicking a Start menu from the sofa. Nobody.

I am no longer constrained by console frame rate limitations. The ability to sit back on the sofa and experience games at their absolute visual ceiling — on a screen the size of a pub wall, in a room with actual heating and a comfortable seating arrangement — is genuinely difficult to go back from. Once you’ve experienced Red Dead Redemption 2 or Baldur’s Gate 3 on a 65-inch OLED at maximum settings, a monitor in a spare room feels like watching through a porthole.

Keep your GPU drivers updated at all times. On a TV setup especially, driver updates frequently include improvements to HDR handling, VRR compatibility, and display detection. The one time you ignore an update is the one time it contained a fix for the exact flickering issue you’ve been living with for three months. Update the drivers.

The Honest Bit at the End

Are there downsides? Yes, a few worth being honest about before you start dismantling your desk setup.

Keyboard and mouse gaming from the sofa, even with a good wireless setup, is never quite as precise as a proper desk arrangement. Competitive multiplayer at high sensitivity is awkward. Some games weren’t designed to be played from a distance and no amount of scaling adjustment fully compensates for a UI built for a 27-inch monitor at arm’s length.

Windows and HDMI also have a complicated relationship. Display Port — the connection used by virtually every PC monitor — is a fundamentally more stable signal pathway than HDMI. On a TV you don’t have that option, and the result can occasionally be a black screen on wake, an HDR handshake that needs renegotiating, or a refresh rate that’s silently dropped itself back to 60hz without telling anyone. None of these things happen often with a properly configured setup, but they happen. Keep calm, check your display settings, and carry on.

Overall though? With the right television, the right cable, and the configuration detailed above, this is the finest way to experience games from the comfort of a living room. The image quality of a high-end OLED at this size, with your gaming PC running at full capacity, is genuinely something to behold.

Now you just need to figure out what to do with that desk. And you can finally — finally — get rid of that ridiculous gaming chair. The one with the go-faster stripes. You know the one. It’s time.

Recommended TVs: Samsung S95F / LG G5 OLED. HDMI 2.1 cables: look for “Ultra High Speed” certification on the packaging — anything else is not guaranteed to support full 4K/120hz bandwidth.

Why Games Criticism Has a Problem

Let’s talk about trust. Specifically, about the question of whether the relationship between mainstream games media and the people who actually play games has broken down to the point where the reviews are now actively misleading rather than merely occasionally wrong.

Two games. Two review scores. Two wildly different outcomes.

And sitting in the middle of it all, looking increasingly uncertain about the whole enterprise, is IGN — the world’s most visited gaming website, which in the space of a few months managed to be significantly more enthusiastic about a game that shut down in forty-five days than about one that sold three million copies and is sitting on a Mostly Positive rating on Steam from hundreds of thousands of actual players.

A remarkable achievement. Not a good one, but remarkable nonetheless.

Let’s examine the evidence.

Exhibit A: Crimson Desert

Crimson Desert launched in March 2026 to the kind of anticipation that only six years of development and some genuinely extraordinary pre-release footage can generate. Pearl Abyss had spent half a decade transforming what began as an MMO prequel into a standalone single-player action RPG of enormous ambition. The early clips had the internet comparing it to Red Dead Redemption 2. The pre-orders surged past 400,000 on visuals alone.

IGN’s review-in-progress, after 110 hours with the game, settled on 6 out of 10. The verdict: an extremely ambitious open-world adventure, undermined by bad writing, infuriating puzzles, and a combat system that frustrated as often as it delighted. Fair enough observations, several of which other critics made too.

The reviewer also apparently hit a major quest bug that lost him hours of progress, which is the kind of thing that will test anyone’s patience and which Pearl Abyss subsequently patched — though the review score, naturally, was not subsequently patched. Metacritic landed at 78 — not a disaster, but below what the pre-release hype had promised.

Being able to befriend cats was always going to win over players (images credit: Pearl Abyss)

Then something interesting happened. Players got their hands on it.

Steam’s review score, which opened in mixed territory around 51%, began climbing. Pearl Abyss — to their considerable credit — responded to feedback with unusual speed, dropping a patch addressing over 100 issues within the first week. The score climbed to 66%, then 77%, then beyond. At the weekend peak, SteamDB recorded over 6,000 positive reviews in a single day against approximately 150 negative ones — a 98% approval rate. The concurrent player count held steady around 200,000 daily, peaking near 250,000. The game sold over three million copies.

The community verdict, in short, was emphatic. This was a game that rewarded patience and exploration in ways that a review-window playthrough — however thorough — couldn’t fully capture. The vast open world, the layered systems, the sense of discovery that deepened with time: these are qualities that don’t yield their best in the first 110 hours, let alone the first twenty. One community member on Metacritic put it more bluntly: “This review will age like sour grapes.” As of now, that prediction looks reasonable.

Exhibit B: Highguard

Highguard launched on January 26, 2026, to the kind of anticipation that only an awkward reveal at The Game Awards — where it replaced the expected triple-A announcement in the coveted final slot — and six weeks of developer silence can generate.

The team at Wildlight Entertainment, alumni of Apex Legends and Titanfall, had built a 3v3 PvP raid shooter with mounted combat, destructible environments, and a high-fantasy-meets-guns aesthetic that immediately drew comparisons to Concord. None of those comparisons were meant kindly.

IGN’s verdict: 7 out of 10. Better than Crimson Desert, apparently — a game which, to recap, sold three million copies and has hundreds of thousands of daily active players. Several other critics were similarly measured — Game Informer called it a “promising contender,” while PC Gamer published a piece explicitly titled “Highguard Deserves a Chance,” scolding the gaming community for writing it off before giving it a fair hearing. The tone was that of a disappointed parent asking the children to be nicer to the new kid at school.

What are you smiling about? (Image credit: Wildlight Entertainment)

The gaming community’s response was to give it a very fair hearing and then leave.

Highguard peaked at over 97,000 concurrent Steam players within its first hour. Within 48 hours it had lost 90% of them. Steam reviews opened at “Overwhelmingly Negative.” The developer laid off most of their staff sixteen days after launch.

The servers were shut down on March 12, 2026 — less than fifty days after release. In their closing statement, Wildlight noted that over two million players had stepped into Highguard’s world. Two million people tried it. Two million people decided against staying.

The critics said: give it a chance. Two million people gave it a chance. They all left.

The Uncomfortable Question

The same publication scored a game that players abandoned en masse higher than a game that players are actively enthusiastic about in their hundreds of thousands. The professional verdict and the player verdict were not merely different — they were almost exactly inverted.

Something doesn’t add up (Images credits: Pearl Abyss / Wildlight Entertainment)

This is not a new phenomenon. The disconnect between critic scores and player reception has been growing for years, to the point where Metacritic’s separation of critic and user scores has become a frequently cited symptom of a wider cultural gap.

But the Crimson Desert and Highguard situation is a particularly clean example of the problem because the two cases sit right next to each other in time, involve some of the same reviewers, and tell contradictory stories.

The criticism most often levelled at Crimson Desert — that the writing is weak and certain systems are over-complicated — is accurate. These are real issues. But a game that sells three million copies and generates near-unanimous enthusiasm from players who have spent significant time with it is not a 6 out of 10 in any meaningful sense of that number.

A 6 out of 10 communicates “below average.” Crimson Desert is not below average. It is an imperfect masterpiece of open-world design that happens to have a bad story, which puts it in the company of approximately half the greatest games ever made.

The defence of critics here — and it is a legitimate defence — is that reviews are necessarily time-limited, written under embargo pressure, and reflect the game as it existed at a specific moment. Pearl Abyss’s responsiveness to feedback changed Crimson Desert meaningfully in the first week. A review written before those patches captures a different product. This is a genuine problem with the current review ecosystem rather than evidence of individual incompetence.

A game that two million people tried and immediately abandoned is not a 7 out of 10.

But that defence does not extend to Highguard. A game that two million people tried and immediately abandoned is not a 7 out of 10. It is not a game that deserves a chance that ungrateful gamers refused to give it.

It is a game that two million people gave a chance, found wanting, and walked away from in an industry where the competition for attention has never been more intense. The players were not wrong. They were not impatient. They were not review-bombing out of cultural grievance. They played the game, and then they stopped playing it, and then the servers shut down.

So What Are Game Reviews Actually For?

Here is the honest answer, which the industry rarely acknowledges: professional game reviews are largely written by people whose relationship with games is fundamentally different from the people reading them.

A professional reviewer plays games under pressure, to deadline, across genres they may not have chosen, in conditions that bear little resemblance to the circumstances under which their readers will encounter the same game. They have played everything. Their frame of reference is the entire history of the medium.

Opinions vary wildly (Image credit: Metacritic)

Their tolerance for friction is calibrated by having played through thousands of hours of friction professionally. Their enthusiasm is tempered by having seen every genre convention executed a hundred times.

By the time a professional reviewer sits down with a new open-world action RPG, they have played so many open-world action RPGs that they are essentially reviewing the genre’s relationship with itself rather than the game in front of them. This is useful information. It is not the same information most players are looking for.

Most players are not this. Most players are buying a game to spend sixty or eighty hours with something they’ve chosen based on a specific kind of enthusiasm. They are not comparing Crimson Desert to every open-world game ever made. They are comparing it to the last few games they played and asking whether this one is fun. The answer, for most of them, appears to be yes.

This does not make critics useless. It makes them useful for different things than we typically ask of them. A critic who says Crimson Desert’s writing is poor is telling you something true and worth knowing before you buy. A score that implies the game is below average is not.

Where Should Gamers Actually Look?

The honest answer is: multiple sources, weighted appropriately.

Steam reviews, filtered to “Recent” rather than “All Time,” give you the closest thing available to a real-time consensus from people who have actually paid for and played the game. They are imperfect — review bombing exists, day-one technical frustration skews early scores, cultural pile-ons happen — but the signal-to-noise ratio improves substantially if you read the actual text of reviews rather than just the percentage. A hundred reviews saying “the controls are clunky but the world is incredible” tells you more than a single number.

Metacritic’s user score is worth checking alongside the critic score, specifically to identify the gap between them. A wide gap in either direction is itself informative. Crimson Desert’s gap — critic score 78, user score climbing toward the same number after initial mixed reception — tells a story about a game that requires time to reveal its quality. A wide gap in the other direction tells a story about a game the industry is more excited about than players are.

OpenCritic is worth bookmarking as an alternative aggregator that includes a “recommended by critics” percentage alongside the score, which is sometimes more revealing than the number itself.

YouTube long-form content — not review videos, but “X hours later” retrospectives from players who have lived with a game — is increasingly the most reliable source of information about whether a game is actually worth your time. These creators have no review embargo, no deadline, and no incentive to compress their assessment into a score. They will tell you whether the game gets better or worse after twenty hours, which is information that professional reviews structurally cannot provide.

And for the specific question of whether a live-service multiplayer game is worth your time? Look at the player count graphs on SteamDB. A game that retains players is a game people are enjoying. A game that loses 90% of its player base in forty-eight hours is not a game you want to invest time in, regardless of what anyone scored it.

Could the System Actually Be Fixed?

It’s worth asking, if only because the current arrangement clearly isn’t working as well as it should, and “read Steam reviews and hope for the best” is a fairly underwhelming conclusion to a systemic problem.

The most obvious reform would be to move away from single-reviewer scores entirely. A game as large and systems-dense as Crimson Desert probably shouldn’t be assessed by one person’s 110 hours — it should be assessed by several people with different play styles, different genre preferences, and different tolerances for narrative weakness, whose collective experience produces something closer to a rounded picture. The aggregate of three or four considered opinions, with a written discussion of their disagreements, would almost certainly reflect reality better than a single number attached to a single experience under deadline pressure.

A “living review” model has also been proposed in various corners of the industry

Some outlets already gesture toward this with “staff picks” or “verdict” sections where multiple voices weigh in before a final score is assigned. It’s a start. The problem is that the entire review economy — the advertising deals, the Metacritic bonuses baked into developer contracts, the day-one traffic spike that makes reviews commercially viable — runs on the single number. The number is the product. The nuance is the packaging. Reforming the number means reforming the business model, which is a considerably larger project.

A “living review” model has also been proposed in various corners of the industry — an initial assessment published at launch, updated at thirty days, updated again at ninety. This would have served Crimson Desert considerably better: the launch review captures a buggier, less polished version of the game; the thirty-day review captures Pearl Abyss’s rapid-response patching; the ninety-day review captures the game that hundreds of thousands of players are enthusiastically logging into.

The problem, again, is commercial. The traffic that makes a review valuable arrives in the first 48 hours. A ninety-day update gets roughly the same number of clicks as a correction notice — which is to say, almost none.

None of this is impossible. All of it would require the industry to prioritise accuracy over traffic, which is asking rather a lot. But the gap between what professional reviews deliver and what players actually need is wide enough now that something, eventually, will have to give. Whether that something is the review model or the audience’s remaining trust in it is the question nobody at the major outlets seems particularly keen to answer.

The Verdict

Professional game reviews are not useless. They are written by knowledgeable people who play games carefully and articulate their observations with more sophistication than most player reviews manage. They are worth reading.

They are not, however, the final word on whether a game is worth your time, your money, and the sixty hours of your life you might spend with it. They are one data point in a picture that requires several. A critic who plays Crimson Desert for 110 hours and scores it 6 out of 10 has told you something. A quarter of a million players logging in daily and generating a 98% positive review rate have told you something considerably more.

The gaming community’s relationship with professional criticism is currently somewhere between mistrust and contempt, and a significant portion of that sentiment is earned. Not because critics are corrupt or incompetent, but because a scoring system that puts Highguard above Crimson Desert has something structurally wrong with it — and the players, who are ultimately the ones whose experience of these games actually matters, can see that clearly even if the institutions cannot. IGN’s Metacritic page will not be updating its scores. The servers for Highguard, however, are also not updating anything, on account of being switched off.

Read the critics. Read the player reviews. Check the concurrent player counts. And then make up your own mind — which is, after all, what you were going to do anyway.

Crimson Desert is available now on Steam. Highguard shut down on March 12, 2026. Check out our Crimson Desert launch feature.

How Modern Gaming Learned to Pick Your Pocket With a Smile

Let us begin with a number.

£70. That is the base price of a new AAA game in 2026. Not the complete price. Not the price that gets you everything. The price that gets you in the door, at which point the real transaction begins.

There is the season pass. There is the premium cosmetic currency, sold only in quantities that don’t align with the prices of anything in the store, so you always have some left over and always feel, faintly and correctly, that you’ve left money on the table. There is the battle pass. There is the limited-time collector’s edition, which contains the base game, three skins, a digital artbook destined to survive in a downloads folder until the account is eventually forgotten, and forty-eight hours of early access to content that should simply have been in the game.

The £70 is the entry fee. The complete experience costs more, delivered in portions, on a schedule designed by people who read psychology papers professionally. You are not buying a game. You are beginning a subscription to the idea of a game, with the actual game arriving in instalments over the following two years, each one accompanied by a limited-time event and an event-exclusive skin that expires before you’ve had time to decide if you want it.

How did we get here?

The Reasonable Proposition

In the early days of online gaming, the transaction was clean. You paid money. You received a complete product. The publisher made one attempt to earn your money, at the point of sale, which meant their commercial interests were aligned with yours: make the best game possible, sell it to as many people as possible, done.

The subscription model was the first disruption, and it was entirely reasonable. World of Warcraft charging a monthly fee for an online world requiring constant server infrastructure, community management, and regular content updates made obvious sense. The fee funded something real. Players understood this and broadly accepted it, because it was a fair exchange.

Image credit: Riot Games

Then came free-to-play, and for a while it was genuinely good. League of Legends, Team Fortress 2, and their contemporaries offered complete gameplay experiences at no cost, with cosmetic purchases for those who wanted them. The pitch was honest: play for free, pay only if you want to look different. The model worked because the cosmetics were optional in a real sense and the gameplay was unaffected. This period, approximately 2009 to 2015, represents the best version of what games monetisation could be.

And then someone showed someone else the loot box data, and everything went sideways.

The Psychology Experiment Begins

Loot boxes didn’t arrive as a cynical manipulation. They arrived as a natural extension of cosmetic sales: rather than buying a specific item, you bought a box containing a random item from a pool. This seems unremarkable until you understand what it exploits.

Variable reward schedules are more compelling than fixed reward schedules. This is a foundational finding of behavioural psychology, documented extensively in gambling research, and the reason slot machines exist. The dopamine release associated with potential reward, the moment before you open the box, is larger than the dopamine release associated with certain reward. You are not being manipulated by accident. The compulsion to open boxes is the product. The item inside is the excuse.

The lesson the industry took from this was not “stop doing loot boxes.” The lesson was “stop putting gameplay advantages in loot boxes, and stop being that obvious about the economics.”

When Star Wars Battlefront II launched in 2017 with loot boxes containing statistical gameplay advantages, the response from players was so severe that it became front-page mainstream news, which is not a thing that happens to games. EA’s stock fell measurably. Regulators in Belgium and the Netherlands investigated and subsequently banned loot box mechanics as gambling under consumer protection law. The public reckoning was genuine and produced real consequences.

The lesson the industry took from this was not “stop doing loot boxes.” The lesson was “stop putting gameplay advantages in loot boxes, and stop being that obvious about the economics.” Cosmetic-only loot boxes continued substantially undisturbed. The FIFA Ultimate Team pack, the Overwatch loot box, the Apex Legends Apex Pack — these remained in place because regulators had not, at that point, addressed cosmetic-only random reward systems. Some jurisdictions have since moved further. Others have not.

The Battle Pass: Monetisation That Looks Like a Feature

The battle pass arrived as a clean solution to the loot box problem and is, in most respects, fair. Fortnite popularised the model in 2018: pay £7-10 at the start of a season, complete challenges during that season, unlock cosmetic rewards progressively. Fixed cost, predictable rewards, no randomness. Reasonable.

The criticism is subtle, which is why it’s worth making explicitly. The battle pass is designed around FOMO — Fear Of Missing Out — as a primary engagement mechanism. Season rewards expire at season end. If you don’t play enough to complete the pass, rewards disappear. If you miss a season entirely, those cosmetics are gone permanently. The system creates a recurring obligation to engage that a traditionally sold game never did.

Image credit: Epic Games

“I feel like I have to log in every day or I’ll miss something” is a sentence no healthy entertainment relationship should produce. It is the language of compulsion rather than enjoyment. The battle pass model manufactures that sentence deliberately. The engagement is the point because engagement is what the seasonal content calendar sells to advertisers, partners, and investors.

The secondary issue is economic. Fortnite players who engage seriously with seasonal content are spending more annually on a technically free game than they would spend buying four traditionally priced games. The optionality is theoretical. The social architecture of live-service games, where cosmetic identity is how other players see you and peer engagement with the content is built into the experience, makes “just don’t buy it” a less meaningful prescription than it appears.

The Content Calendar and Its Discontents

The battle pass enabled the games-as-service model in which a single game title becomes an indefinitely extended platform with content released on seasonal calendars designed to maintain engagement and revenue indefinitely.

Image credit: Bungie Inc.

Destiny 2 is the canonical example. A game launched in 2017 that, by 2026, has accumulated so much seasonal content that the studio had to start deleting (“vaulting”) old material to prevent the game from becoming administratively ungovernable. If you took a year away from Destiny 2, you returned to find content you had paid for removed from the game, story context you had missed permanently unavailable, and a meta-game that had shifted entirely in your absence. The game did not merely move on. It actively punished absence.

This model produces a relationship with entertainment that feels less like leisure and more like maintenance. Players describe live-service obligations in terms that would be alarming if applied to anything other than a video game. They log in not because they want to play but because they cannot face the consequences of not playing. The entertainment product has produced anxiety in its users. This is, to put it diplomatically, not what entertainment is for.

The Counter-Arguments, Taken Seriously

The industry’s defence of modern monetisation is not entirely without merit.

Live-service games genuinely require ongoing funding. The servers that run Destiny 2, the development teams creating seasonal content, the community infrastructure — these are real costs requiring real revenue beyond a one-time purchase made years earlier. The economics of modern game development at AAA scale are genuinely challenging, and a one-time £50 purchase in 2016 cannot fund eight years of ongoing development.

Though it is worth noting that the same period has seen GPU prices reach levels that would have seemed satirical in 2020, suggesting that the cost of being a PC gamer has increased significantly at every level of the stack, not just software.

The fact that live-service games are expensive to maintain does not obligate players to accept monetisation systems

Additionally, adults can make their own financial decisions, cosmetic purchases are optional in a technical sense, and nobody is required to buy anything. Also true.

The counter to both: the economics argument conflates a business problem with a consumer problem. The fact that live-service games are expensive to maintain does not obligate players to accept monetisation systems designed around variable reward schedules and manufactured scarcity. There are other funding models. Some studios use them successfully.

The “nobody is forced to buy” argument ignores that the social architecture of multiplayer games creates real, if informal, pressure that transforms theoretical optionality into practical obligation. Children playing Fortnite among peers who have current-season cosmetics are not in a free, pressure-neutral environment. The choice is optional in the same way that keeping up with fashion trends is optional: technically true, socially complicated.

The Signs of Recovery

There are reasons to be cautiously optimistic, and they deserve acknowledgement.

The commercial success of Elden Ring, Baldur’s Gate 3, and Hades — all complete products at fixed prices with no live-service component — has demonstrated that the market for finished games without ongoing monetisation remains enormous. Larian Studios’ decision to release Baldur’s Gate 3 as a complete game rather than a seasonal service was publicly stated as a philosophical position, and the commercial result vindicated it entirely.

Regulatory pressure has increased. Belgium and the Netherlands moved first on loot boxes. Further jurisdictions have investigated. The UK Gambling Commission reviewed gambling-adjacent game mechanics. The legislative environment has already changed publisher behaviour in markets where regulatory risk is material.

Baldur’s Gate 3 proved gamers were willing to pay for premium, non live-service experiences (Image credit: Larian Studios)

Player awareness has increased considerably. The 2017 Battlefront II moment was a turning point because it happened at sufficient scale and visibility to produce genuine accountability. The gaming community, on balance, understands the psychology of these systems better than it did ten years ago, which makes the systems somewhat less effective and somewhat more embarrassing to defend.

The Verdict

Gaming monetisation isn’t reverting to the economics of 1995. The revenue differentials are too significant, the industry too structurally dependent on recurring income, and the live-service model too deeply embedded in how major studios plan their businesses.

But the evidence of the last three years suggests a more honest equilibrium may be forming — one in which complete product games and live-service games coexist in a market that understands the difference, where regulatory pressure constrains the worst excesses of variable reward design, and where studios who treat players as customers rather than revenue streams find substantial commercial success.

The test is simple. Does playing a game feel like entertainment or obligation? Does it produce enjoyment or anxiety? If it’s entertainment, whatever the monetisation model, it’s working for you. If it feels like maintenance, if you are logging in to avoid missing out rather than because you want to play, something has been done to you by the design that you did not consent to.

The reasonable proposition became a psychology experiment became the product. Whether it can find its way back to something that respects the person playing is the question the next decade of the industry will answer.

Either way, PCZ will be watching, complaining, and probably buying at least one battle pass out of morbid curiosity. We are only human.

Pearl Abyss Are Showing What Good Relations Looks Like

Something unusual happened in gaming this March. A studio launched an ambitious, messy, visually extraordinary open-world game. The community played it, had opinions about it — strong ones, in both directions — and communicated those opinions with the volume and specificity that modern gaming communities are capable of. And then the developer actually listened. And then they did something about it. Rapidly.

Pearl Abyss released Crimson Desert on March 19, 2026. In the sixteen days that followed, they pushed five separate updates. Not acknowledgement posts. Not community managers saying “we hear you” with the hollow warmth of a corporate chatbot. Actual patches. Actual changes. Things the community flagged on Tuesday that were fixed by the weekend.

Patch 1.00.02 arrived two days after launch. The bear that could one-shot you instantly was fixed. The tutorial gaps were addressed. The QTE difficulty was adjusted. Patch 1.00.03 followed three days later with control improvements, inventory storage additions, and fast travel tweaks that players had specifically asked for.

Changes so comprehensive it read less like a patch and more like a love letter to the community’s Reddit threads

Then came 1.01.00, the biggest of the lot — roughly a hundred patch note entries, five new summonable mounts, dramatically reduced loading times, and a suite of quality-of-life changes so comprehensive it read less like a patch and more like a love letter to the community’s Reddit threads. As of April 4th, Patch 1.02.00 has just dropped with storage capacity expanded to a thousand slots and movement control options specifically added to accommodate players who missed the original sprint system.

The game’s Steam rating moved from Mixed to Very Positive within its first week. That is not a coincidence. That is the direct result of a developer paying attention.

The Glass House Problem

Into this heartwarming narrative of developer responsiveness strode Michael Douse, Publishing Director at Larian Studios, with a take warm enough to qualify as a weather event.

On March 28, as Crimson Desert was busily climbing Steam’s rating system on the back of Pearl Abyss’s aggressive post-launch support, Douse posted to X: “Crimson Desert is fun to play, but it is such a cynical amalgamation of borrowed mechanics. It is Now That’s What I Call Gaming plucked off a gas station shelf, for better & worse. Expect a lot more of this in premium & F2P. There is less risk in it.”

He then somewhat walked it back — acknowledging it’s no more cynical than other open-world games, that it’s fun, and that it might get its Dragon’s Dogma: Dark Arisen moment. So partial credit for self-awareness. But the gas station line was already out there, doing damage.

Baldur’s Gate 3 suffered similar criticism (Image credit: Larian Studios)

The irony is beautiful enough to frame. Baldur’s Gate 3, which Larian made and Douse publishes, has itself been the subject of an almost identical criticism — that it sets unrealistic expectations for the rest of the industry. That a studio with BG3’s specific advantages in funding, timeline, and creative freedom represents a standard most developers cannot replicate, and complaining that games don’t meet it is an unfair benchmark. You may have heard this argument. It was quite loud for a while.

So for Larian’s publishing director to turn around and criticise another game for borrowing mechanics is a particular kind of irony. The man is standing in a glass house throwing a stone, pausing to admire his throw, and then throwing several more.

All Great Games Are Borrowed

More substantively: the “amalgamation of borrowed mechanics” critique is wrong as a general principle, and wrong specifically applied to Crimson Desert.

Gaming is fifty years old. Every game worth playing is built on the bones of everything that came before it. The Legend of Zelda borrowed from Adventure. Dark Souls borrowed from King’s Field. Baldur’s Gate 3 borrowed from Divinity: Original Sin 2, which Larian also made, which borrowed from Baldur’s Gate 1 and 2, which borrowed from Dungeons and Dragons, which borrowed from Chainmail, which was itself a wargame. There is no original sin in game design because originality is a continuous process of recombination, not a blank page.

Half-Life borrowed the tram sequence from Myst, the headcrabs from Aliens, the narrative-first philosophy from LucasArts adventure games, and the scripted sequence concept from film. It then combined these borrowed elements into something that changed the medium permanently. Nobody called it cynical. They called it one of the greatest games ever made.

Even the mighty Minecraft was ‘inspired’ by another (Image credit: Mojang Studios)

Grand Theft Auto III borrowed the open world from Driver, the mission structure from earlier GTA games, the city density from Midtown Madness, and the sandbox freedom from Shenmue. The Witcher 3 borrowed the open world from Oblivion, the moral complexity from its source novels, and the conversation system from Mass Effect. Minecraft borrowed from Infiniminer. Portal borrowed from Narbacular Drop. Fortnite borrowed its entire battle royale mode from PUBG, and nobody at Epic was shy about this.

Crimson Desert’s borrowing is if anything less cynical than most, because it borrows primarily from itself. The economic systems, the trade mechanics, the feel of character movement — much of this comes from Black Desert, Pearl Abyss’s own MMO. A studio iterating on its own work and applying what it’s learned to a new context is not cynicism. It’s craft.

Meanwhile, In Bethesda

Let us pause briefly to appreciate what developer-community relations look like on the other end of the spectrum.

Bethesda Game Studios is currently developing The Elder Scrolls VI. It was announced at E3 in June 2018. It consisted of a logo and some mountains and a title card. In the eight years since, there has been nothing. No screenshots. No gameplay. No story details. No platforms. No window. No confirmed engine. No confirmed setting. Nothing. A logo and some mountains in 2018.

A pretty image, but nothing more than that since 2018 (Image credit: Bethesda Softworks / Instant-Gaming)

When asked about Elder Scrolls VI in a recent interview, Todd Howard expressed what can only be described as a wish that the announcement had never happened. “Just pretend we didn’t announce it,” he said. “It doesn’t exist. No one’s heard a word.” Which is exactly the kind of reassuring message you want to hear from the person theoretically making the game you’ve been waiting eight years for.

Bethesda’s approach to community communication operates at roughly the speed of continental drift. They treat patch releases like sovereign acts requiring international consensus. Starfield launched in a state that required significant post-launch work and received it slowly and sporadically.

The difference between a studio that treats its players as active collaborators and a studio that treats them as an audience to be managed

Bugs that players flagged in 2023 were addressed in updates that arrived in 2024, as though the development team was navigating the comments section via registered post. The contrast with Pearl Abyss’s near-daily responsiveness to Crimson Desert’s community isn’t subtle. It is the difference between a studio that treats its players as active collaborators and a studio that treats them as an audience to be managed.

To be fair to Bethesda — and this is the last fair thing we will say about this — they are making an enormous, complex game under genuine constraints that aren’t entirely visible from the outside. Elder Scrolls VI will come eventually. It will probably be very good. But the communication style, the silence, the studied vagueness, the apparent mild irritation that players keep asking about a game they announced to those very players eight years ago — none of this suggests a studio that has learned anything from how developer-community relationships have evolved.

What Pearl Abyss Has Actually Done

The numbers tell a clear story. Crimson Desert went from Mixed to Very Positive on Steam within days of launch. Not because the game suddenly became a different game. Because the developers responded to what players were saying and made visible, meaningful changes in real time.

They removed AI-generated assets that the community flagged. They added the mounts players asked for. They gave players the ability to hide headgear in cutscenes because enough people mentioned it mattered to them.

The changes are coming thick and fast, just a few from patch 1.02.00 (Image credit: Pearl Abyss / Steam)

They added Classic movement controls because some players missed the original sprint system. They expanded storage to a thousand slots because inventory management was a consistent community complaint. They fixed the instant-kill bear. They reduced the arm wrestling QTE difficulty because apparently people found fighting an arm wrestling minigame more frustrating than fighting the actual bosses, which is a fair point.

None of these changes required Pearl Abyss to compromise their vision. They required Pearl Abyss to be listening when their players spoke, and to be willing to act on what they heard. This is not a revolutionary concept. It just feels like one because so few studios actually do it.

The Question That Actually Matters

Does the Crimson Desert model represent a new standard? Should it?

The answer to both is yes, with a caveat. The caveat is that not every studio has the capacity to push meaningful patches at weekly intervals. Smaller teams can’t always respond this fast, and players should calibrate their expectations to the scale of the operation they’re supporting.

But the principle — that developers should treat community feedback as meaningful data rather than noise to be managed — is not a resource question. It’s a priority question. Bethesda has more resources than Pearl Abyss. Their post-launch communication choices are not a function of capacity. They are a function of approach.

Impressive sales numbers tell the real story (Image credit: Pearl Abyss)

What Crimson Desert has demonstrated is that the relationship between players and developers doesn’t have to be adversarial. Players aren’t demanding perfection at launch — they know that’s not realistic. What they’re asking for is evidence that someone on the other side of the screen is paying attention. That the feedback disappears into a ticket system somewhere rather than a void. That when the community identifies a problem, the developer acknowledges it as a problem worth solving.

The studios that understand this are the ones building genuine communities around their games. The studios that don’t are the ones trying to explain, eight years after announcing a logo and some mountains, why they’d really rather you just pretended the whole thing never happened.

Can the Test of Time Update Save Civ VII?

Here is a number: 471. That is how many hours of Civilization VI sit on my Steam account, accumulated across years of late nights, cancelled weekend plans, and the specific moral failure of saying “one more turn” at 1am on a Tuesday and meaning it. It is a number that represents hundreds of genuine, absorbing, joyful gaming sessions. A relationship, frankly.

Here is another number: 18. That is how many hours of Civilization VII sit on my Steam account. Those 18 hours were played in something between confusion and disappointment, like arriving at a party you’d been looking forward to all year and discovering it’s mostly a PowerPoint presentation about supply chain mechanics.

Firaxis’s answer to that disparity is called the Test of Time update. It’s a massive, free, expansion-sized overhaul planned for Spring 2026 that promises to fundamentally reshape how Civ VII feels to play. The ambition is genuine. The timing is either admirably tenacious or exactly fourteen months too late, and the jury is out on which.

Let’s talk about how we got here.

The Launch: A Study in How Not To Do It

Civilization VII arrived on February 11, 2025 with the sort of fanfare befitting a new entry in one of PC gaming’s most beloved franchises, and was received with the sort of reviews that make PR teams go very quiet at their desks.

The game launched to a bleak 44% Steam rating as early players savaged it. By May, Steam reviews had dipped to “Mostly Negative,” and the ongoing player count was barely cracking 10,000. For comparison, the nearly decade-old Civilization VI was still pulling 30-40,000 players at any given time. Civ V, which came out in 2010, had more concurrent players on Steam than Civ VII. That second fact deserves to be read twice and then stared at in silence.

The critical score from reviewers was decent. The user score was not. On Metacritic, the game sits at a User Rating of 3.8. On Steam, it settled into a “Mixed” rating based on 47% of reviews being positive. These are the numbers of a game that has genuinely upset a large portion of the people who bought it, not merely a game that didn’t quite click.

The question is whether the upset was justified. The answer is: mostly yes, with some important nuance.

The UI Was a Statement of Intent — Just Not a Good One

Let’s begin where Civ VII most immediately let itself down, because the first impression was appalling and first impressions matter.

The user interface at launch looked, not to put too fine a point on it, like an early access game made by a studio that had never seen a PC monitor before. Basic information was buried, missing, or presented in a way that implied the design team had confused “clean” with “empty.” One more turn wasn’t even available on release. Longstanding systems like proper map trading, AI diplomacy depth, and victory tracking felt half-built or absent.

The Civilopedia, Civ’s legendary in-game encyclopaedia that has helped confused players since 1991, was neutered to the point of near-uselessness. You could not efficiently manage your cities from a city list because the city list barely functioned. You could not at a glance understand what your empire was doing because the game would not tell you clearly.

The UI was immediately criticised and still needs work a year later (Image credit: Firaxis Games)

The UI on launch was described as looking like an indie game made in the early 2000s, not a AAA title in the 2020s. That is, if anything, slightly generous. It was a UI that seemed to have been designed for a console release first and then ported to PC as an afterthought, which is an interesting choice for a game in a franchise that has always been a PC-first institution and charged PC players accordingly.

The basic gameplay sins are fixable. Firaxis has been fixing them, update by update, for fourteen months. But the UI was a statement of priorities on day one, and priorities don’t get patched out. They have to be rebuilt.

The Age System: Bold, Interesting, and Largely Resented

Here is where Civ VII gets more complicated, because the Age system is not a bad idea. It is an idea that was executed poorly, communicated worse, and then defended by the developers for far too long in the face of overwhelming evidence that it wasn’t working for the people buying the game.

The concept: rather than leading a single civilisation from stone age to space age, you guide a leader through three distinct historical ages. Antiquity covers the ancient world, the Exploration Age the age of sail and discovery, and the Modern Age the industrial era onwards. Each age has its own mechanics, its own units, its own structure. When you transition between ages, your civilisation changes entirely.

The intended effect was a sense of civilisations rising and falling across history. Your ancient Rome becomes your Renaissance Spain becomes your Industrial-era America. History in layers. The rise and fall of empires as a mechanic rather than a backdrop.

The actual effect was that players felt they were being asked to start over every time they’d just started to care about something, while their carefully built cities reset to towns and their accumulated relationships with city-states vanished as if they’d never existed. As one Steam reviewer put it: “Civilization VII doesn’t let you build an empire that will stand the test of time. Your empire will fall, off camera and without drama or even player involvement, at predetermined intervals.”

The leader-civ disconnect compounded this considerably. In Civ VII, leaders and civilisations are completely decoupled. You can play as Benjamin Franklin leading the Mongols. You can play as Augustus Caesar leading Hawaii. There is no inherent relationship between the historical figure you’ve chosen and the civilisation you’re playing. Freely combining historical leaders like Augustus, Ben Franklin, and Isabella with different historical civs like China, Hawaii, and Mexico is a strange pill to swallow for a series that is so painstakingly detail-oriented.

Good idea, poor execution (Image credit: Firaxis Games)

The argument for this system is historical flexibility and strategic experimentation. The argument against it is that it makes the entire thing feel like a dress-up game rather than a historical simulation, and that the emotional connection to a civilisation over a full campaign, which has always been the soul of the series, is severed at regular intervals whether you want it to be or not.

Firaxis also managed to design the age transitions in a way that felt punishing rather than exciting. At the start of each new age, the game scatters all your units around even if they were organised under military commanders. City-states simply disappear at the beginning of each age. Religion, which exists primarily in the Exploration Age, simply stops being relevant. Faith no longer exists as a resource. These aren’t design refinements. They’re design amputations.

The Legacy Path system, Civ VII’s replacement for traditional victory conditions, was supposed to give structure to each age. In practice, consistent feedback from players described the structure as feeling “railroady,” forcing you into a narrow set of objectives that didn’t always align with your actual empire’s strengths or your unique situation on the map, making the endgame feel like a race toward a predetermined checklist rather than a culmination of your civilisation’s story. The sandbox had been turned into a guided tour.

The creative director, Ed Beach, has since acknowledged that the team “violated the 33-33-33 rule” for sequels and “didn’t realise quite how strongly players identified with” keeping one civilisation throughout a game. That’s a gracious admission. It would have been a more useful realisation in 2023.

The Monetisation Question

There is a third category of complaint, less existential than the age system but more immediately insulting: the day-one DLC structure.

This is a practice that is difficult to defend with a straight face

Civ VII launched at £69.99 for the standard edition. It also launched with a Deluxe Edition and a Founders Edition. Some of the content was pre-installed on your computer and required payment to unlock. This is a practice that is difficult to defend with a straight face, and the Civ community, which tends toward the patient and thoughtful end of gaming fanbases, declined to try.

Players pointed to day-one monetisation, including pre-installed DLC requiring payment to unlock and upgrade packs that felt like content amputated from the base game, as evidence that the commercial model had been designed around extraction rather than generosity. Given that Firaxis has since offered substantial free content including free leader packs, a free DLC collection, and now what amounts to an expansion-sized overhaul at no charge, the initial approach reads in retrospect as a significant miscalculation of community goodwill.

Has Civ VII Been Here Before? Sort Of.

The Civ community’s argument for optimism is the precedent of previous entries. Both Civ V and Civ VI launched to criticism and became beloved games over time. This is true, and worth taking seriously.

Civ V’s launch in 2010 removed the “stack of doom” mechanic that had defined Civ for decades, and the community was furious. The AI didn’t know how to handle the new one-unit-per-tile system. Diplomacy was broken. Large swathes of mechanics were underdeveloped. With the Gods and Kings and Brave New World expansions, Civ V became genuinely great, a game that still pulls more than 15,000 concurrent Steam players today.

Civ VI continued to improve long after it’s own rock release (Image credit: Firaxis Games)

Civ VI launched in 2016 to a more positive initial reception, but the base game was also a work in progress that reached its definitive form with the Rise and Fall and Gathering Storm expansions. The Gathering Storm era Civ VI is one of the finest strategy games ever made.

The difference is one of degree. Civ VI launched with 78% positive reviews in its first month and 87% positive in its second. Civ VII would have needed to kill for a 75% positive review ratio and didn’t come close. The problem isn’t that Civ VII launched rough and needs polish. Civ games always launch rough. The problem is that Civ VII’s core mechanical philosophy was the thing players objected to, and you can’t patch out a philosophy. You have to rebuild around it.

Enter Test of Time

Which brings us, finally, to the reason we’re all here.

The Test of Time update is a massive, free, expansion-sized overhaul tentatively scheduled for Spring 2026. It is built on three major pillars designed to reshape the entire gameplay experience from start to finish.

The first and most significant pillar is the one that should have been in the game from day one: the ability to play as one civilisation continuously through all the ages. In the Test of Time update, there is now a new choice to make during the Age Transition process: select a new civ, as you do today, or continue playing as the same civilisation into the next age. This is not a separate game mode. It is an option that sits alongside the existing age-switching system, letting players choose their own approach.

To make this work, Firaxis has had to fundamentally rethink how civs operate across ages. Each civilisation has an Apex Age, the sole age where it was at the height of its power. Outside the Apex Age, a civ retains a core, defining part of its kit.A new Syncretism mechanic will once per age allow you to adopt a unique unit or infrastructure from a different civilisation currently experiencing its own apex age. Rome in the Exploration Age, denied its ancient legions, might borrow the Norman Motte and Bailey to compensate. It’s inventive. It’s exactly the kind of creative problem-solving the age system needed from the start.

The second pillar is a complete rework of victories. Legacy Paths are gone. In their place is a more freeform system where Military, Cultural, Economic, and Scientific Victories are now point-based models of Dominance. To achieve Victory, you must reach a specific point threshold over the second-place player and maintain that lead for a countdown, with the threshold decreasing as the game progresses to allow early victories for players who dominate convincingly.

Test of Time will be making some pretty meaningful changes (Image credit: Firaxis Games)

The third pillar replaces Legacy Paths with a new system called Triumphs: optional challenges tied to six playstyle attributes that reward completion with instant empire bonuses or strategic cards. Classic Set Triumphs represent the same goals as the original Civilization VII Legacy Paths for those who enjoyed that system, while the new ones offer more variety and player choice.

Together, Firaxis says these updates are similar in scope to an expansion in terms of gameplay systems and functionality, and will fundamentally change the way Civilization VII feels and plays from start to finish. The update is free.

The last two words there are worth dwelling on. After the day-one DLC fiasco, Firaxis is delivering what amounts to their biggest update ever at no charge. Make of that what you will.

Will It Actually Work?

Here is the honest assessment, delivered with the warmth of someone who wants it to succeed and the scepticism of someone who has been disappointed before.

The Test of Time update addresses the right problems. Playing as a single civilisation through all three ages was always the obvious fix for the emotional disconnection that gutted the game’s soul. The victory rework addresses one of the most persistent structural complaints. The Triumphs system looks thoughtful and flexible. The changes are ones that players have been screaming about since before the game even launched, which raises the question of why the screaming had to go on for fourteen months before Firaxis acknowledged it, but that’s a conversation for a different article.

The concern is not whether these changes are good. They look genuinely good. The concern is whether the game’s relationship with its community can be repaired by an update alone, however substantial.

As one long-time Civ fan put it on the CivFanatics forums: the fundamental changes to the game have mentally shifted the franchise “from being ‘that thing you love that’s basically a hobby’ to ‘a new game with new mechanics that might be good or might not be good, but really you’ve got tons of other games to play.’” That is the most honest articulation of the problem. The test is not whether Test of Time improves the game. It almost certainly will. The test is whether it can make the people who walked away want to come back.

The earlier Civ games that recovered from rough launches had a crucial advantage: they were rough in the sense of incomplete, not rough in the sense of philosophically misaligned with what their audience wanted.

The people who are still playing Civ VII will benefit enormously. The people who bought it, bounced off it, and went back to Civ VI, which remains one of the most player-retaining games on Steam despite being nearly a decade old, may look at the update notes with interest and choose not to reinstall. That is the result of fourteen months of erosion, and it is the result Firaxis will spend the rest of 2026 trying to reverse.

The earlier Civ games that recovered from rough launches had a crucial advantage: they were rough in the sense of incomplete, not rough in the sense of philosophically misaligned with what their audience wanted. Civ V’s launch issues were about execution. Civ VII’s were about design intent. Execution can be polished. Design intent has to be walked back, and walking back design intent in a public-facing way, which is essentially what Test of Time represents, is a thing that takes time and goodwill that not every studio gets.

Firaxis may have enough residual goodwill. The Civilization name still means something, and the community, while disillusioned, has demonstrated through fourteen months of continued feedback that it wants the game to succeed. That’s not nothing. That’s actually quite a lot.

The Verdict — or Rather, the Verdict We’ll Give in Spring

The Test of Time update has the right ideas. Whether it has them at the right time is something we’ll know soon. The update is due this spring, which by the time you’re reading this, may be any number of weeks away or may have just arrived.

What we can say is this: if you bounced off Civ VII and the single-civ option was any significant part of why, Test of Time is reason enough to reinstall. If the hollow age transitions killed the campaign feeling for you, there is now a version of the game that does not do that. If the Legacy Path victory railroading made you feel like you were playing against a checklist rather than writing a history, it’s gone.

If what you actually want is Civ VI with updated graphics, Test of Time cannot help you. Civ VII is still a fundamentally different game, with fundamentally different priorities. Some of those priorities, freed from the worst of the launch’s missteps, are genuinely interesting.

My 471 hours of Civ VI aren’t going anywhere. But for the first time in fourteen months, I’m considering whether Civ VII might finally be ready to earn a few more than 18.

Come on, Firaxis. One more turn.

Why Facing Worlds Is The Greatest FPS Map Of All Time

Picture this. It is 1999, or possibly 2000, and I am standing in a bedroom that smells of warm plastic, teenage body odour and raw ambition.

A heady musk.

There are six hulking PCs in the room, machines that by any standard of domestic architecture simply shouldn’t be there. They are the colour of old teeth, and once fired up, they’ll be wheezing, clicking, and thwumping like a pack of asthmatic robots who’ve just run a marathon.

Each of them weighs more than a medium-sized dog. Their arrival involved, in no particular order: a motorcade of patient and probably bewildered parents’ cars, several failed attempts to get a CRT monitor up a narrow staircase, and at least one moment of quiet physical danger that nobody mentioned again.

Getting the machines into the room is the easy part. The network is the thing.

Getting multiple computers to talk to one another via an IPX protocol in 1999 is not a task for the faint of spirit, and it is emphatically not a task for me. Fortunately, every group of college friends in the late nineties contained at least one person who had read the right magazines. Not PC Zone, you understand. PC Format.

The kind of meticulous, specifications-first, review-scores-in-a-table publication for a person who approached PC gaming as a technical discipline rather than an entertainment one. Our group had exactly such a person, and while the rest of us hauled machines up staircases and argued over the best desk, floor or rickety shelf real estate for their precious PC, he was already in the network settings, nodding slowly at things only he could see.

I don’t have any pictures of my LAN parties, sadly. But here’s a rubbish AI re-creation to give you a vague idea.

He would explain what he was doing, occasionally. He would use words like subnet and protocol and IPX frame type in sentences that were grammatically coherent and completely unintelligible to the rest of us. I would nod. I would adopt the expression of a person for whom this information was confirmatory rather than new. I understood nothing. I understood less than nothing. I was simply grateful that someone in the room had apparently read the right things in the right order and was now applying that knowledge to a problem I could not have begun to solve, while I sat on the edge of a bed and contributed moral support and the occasional cup of tea.

The ping would fail. He would reboot something. The ping would fail differently. He would open a configuration file and change a number in it with the calm authority of a surgeon and the mystifying confidence of someone who genuinely knows which number to change and why. At some point, through a process that felt less like networking and more like negotiation with an indifferent universe, the machines would find each other.

And when they did. When the LAN lobby populated with the names of our machines, each one a small monument to teenage humour that cannot be reproduced in a family publication. When the game could see everyone and the server was up. When all that effort, all that hauling of beige architecture across a city on a Saturday afternoon, all those nodded agreements with things I did not understand, collapsed into a single moment of possibility.

There is nothing quite like it. Modern gaming, with its seamless online lobbies and one-click matchmaking and cross-platform party systems, has absolutely no idea what it took away when it made things convenient.

The game we loaded first, almost without discussion, was Unreal Tournament.

The Map. The One.

Unreal Tournament shipped in 1999 from Epic Games and Digital Extremes with a suite of multiplayer maps that were, collectively, the finest selection any FPS had ever bundled into a single box. There were Deathmatch maps of staggering quality. There were Domination maps. There were the frantic indoor arenas of Duel and Team Deathmatch, all corridors and plasma splatter and the particular sound of the Flak Cannon doing what the Flak Cannon does to a person who has just walked around a corner.

But there was one Capture the Flag map that made all the others feel like a warm-up act.

CTF-Face. Known to absolutely everyone who played it as Facing Worlds. Two towers, planted on an asteroid, floating against a backdrop of Earth that is so beautiful and so completely irrelevant to what you are about to do that it almost functions as irony. Between those towers: a long, exposed walkway across open space, offering cover precisely to the extent that open space ever offers cover, which is to say none whatsoever. Your flag sits at the top of each tower. Theirs sits at the top of the other. The distance between them is long enough to feel genuinely hostile and short enough to feel entirely achievable.

There is no element of Facing Worlds that requires explanation. There is no mechanic that punishes a new player for not knowing the map.

The map works for the same reason a chess board works. Symmetrical, clean, instantly comprehensible. You understand everything you need to understand about Facing Worlds within ten seconds of spawning. The strategy is not hidden in the geometry. The geometry simply asks you what kind of player you are going to be today. Are you an attacker? Then you cross that walkway, accept that you are visible from both towers the entire time, and move fast. Are you a defender? Then you hold the high ground, pick up the Sniper Rifle that spawns reliably at the top of your tower, and make the walkway inhospitable to people with a flag. Are you a disruptor? Then you find the route underneath the walkway, the channel that runs below the open space, and you do something unexpected to somebody who thought they had accounted for the angles.

There is no element of Facing Worlds that requires explanation. There is no mechanic that punishes a new player for not knowing the map. You spawn. You understand. You act. Everything after that is execution and decision, and that is exactly as much as a multiplayer game should ask of anyone.

Then You Turn On Low Gravity

The Mutators system in Unreal Tournament was, and remains, one of the most quietly brilliant design decisions in FPS history. Mutators were game modifiers you could stack before a match: InstaGib, which replaced all weapons with a single instant-kill rifle and produced matches of extraordinary, screaming intensity. BigHead, which did what it says and was not as good as InstaGib. Vampire, which gave health for every kill and turned matches into a kind of extremely violent self-improvement seminar.

And Low Gravity. Which changed everything about Facing Worlds specifically, and about the FPS genre’s relationship with three-dimensional space generally.

Under normal gravity, Unreal Tournament is a fast, horizontal game. You move across surfaces quickly. Jumping is a tactical option but not a primary one. The combat plane is largely flat. This is fine. This is great, actually. But Low Gravity converts Facing Worlds from a two-dimensional problem into a three-dimensional one, and the result is something that competitive multiplayer design has spent twenty-five years failing to replicate intentionally.

The walkway between the towers, already a site of frantic conflict, becomes something resembling organised ballet with rocket launchers. Players arc across it in long, looping trajectories. A jump from the walkway edge, under normal gravity, deposits you on the asteroid surface below and out of the action. Under low gravity, that same jump becomes a repositioning tool. You can drift above the walkway. You can angle a leap to carry you, slowly, magnificently, across a gap that should be impassable. You can be shot at in mid-air by a sniper who has never felt less confident in their geometry.

The sniper, who under normal conditions owns the high ground completely, discovers that they now also need to account for people drifting laterally above the walkway at angles that the Sniper Rifle was not entirely designed to track. The attacker, who under normal conditions runs a known and well-covered path, can now attempt approaches that no defender has mentally rehearsed. The defender at the base of the tower discovers that the definition of “base of the tower” has expanded to include the airspace immediately above it.

It was chaotic. It was wonderful. Nobody was completely sure what they were doing, which paradoxically made everyone equally capable of doing it.

A Word in Defence of Simpler, Fairer Games

Modern competitive first-person shooters have, with the very best intentions, become elaborate systems for ensuring that experienced players win. This is described as “depth” and “skill expression” and “a rewarding mastery curve,” and it is, in practice, a mechanism for making the game significantly less enjoyable for anyone who plays less than thirty hours a week.

Call of Duty’s operator system. Apex Legends’ legend abilities and their synergies and counter-synergies and the meta that changes every six weeks and requires a YouTube education to understand. The operator perks in modern Rainbow Six that mean a player with 800 hours has access to a toolkit that a new player simply doesn’t. These systems are sold as depth. What they are is gatekeeping with a loyalty programme attached.

Unreal Tournament did not do this. The entire arsenal was available from spawn. Every weapon on every map was accessible to anyone who found it. The Flak Cannon was as devastating in the hands of a person playing their first match as in the hands of a person playing their five hundredth, assuming both of them pointed it in approximately the right direction, which is the only assumption Flak Cannon requires. The skill ceiling was high. The skill floor was not a cliff face requiring ropes.

The golden age of PC FPS magic (Image credit: Epic Games)

The result was that sessions felt, match to match, genuinely variable. The person who was best at UT that afternoon was not always the person who had played most. They were the person who was best at UT that afternoon, which is a subtly different and considerably more satisfying proposition. On any given Facing Worlds low gravity session, the scoreboard at the end could look like anything. You could have a brilliant match against people better than you and feel competitive the entire time. You could have a brilliant match against people worse than you and realise you were better today than you thought. The gap between participation and excellence was wide enough to be aspirational rather than discouraging.

You can find the argument for this in our Top 20 Retro PC Games piece, which makes it for Half-Life and Doom and TIE Fighter, but it applies most cleanly here. These games trusted you to find your own level and get on with it. There was no algorithm deciding you were beneath certain opponents. There was a map and a weapon and four people in a room who had carried a computer an unreasonable distance to be there.

A Note on the Bots, Which Were Brilliant and Deserve Credit

One of the aspects of Unreal Tournament that has aged most graciously is also the one least remembered in retrospective coverage: the bots.

Not as an afterthought. Not as a thin stand-in for online play. The bots in UT were configurable to a degree that contemporary AI opponents still do not match without significant engineering effort. You could set them from Novice through Average, Adept, Skilled, Masterful, and Godlike. You could give them names. You could adjust the team compositions. You could fill a Facing Worlds lobby with bots at exactly the difficulty level where you learned something from each match without being systematically obliterated by every one of them.

Bot settings in Unreal Tournament 2004 (image credit: Epic Games)

What this meant, practically, is that Unreal Tournament was always playable. The LAN party scenario required a minimum of four human beings, two car trips, and the patience of a networking saint. But on a Tuesday evening, alone, you could load up a CTF match on Facing Worlds with eight bots at Skilled difficulty and have a genuinely good time that taught you something. The game worked without other people. It worked better with them. That distinction, between a game that requires other people and a game that is enhanced by them, is one the industry has steadily moved away from, to everyone’s detriment.

The current fashion is live-service games that are technically playable solo but feel hollow without an online lobby. Unreal Tournament was the opposite. It felt complete with bots and transcendent with friends. When the four machines in that bedroom finally found each other on the network and you loaded Facing Worlds low gravity at midnight, you weren’t fixing a broken experience. You were elevating an already excellent one.

How to Recapture It in 2026

The good news is that Unreal Tournament 1999 is, unlike several of the games on our 25 Best PC Games of All Time, entirely accessible. Epic has made UT99 available as a free download, and the community at OldUnreal.com maintains updated patches that bring the game to modern resolutions, fix online connectivity, and generally ensure the experience doesn’t crumble under the weight of twenty-five years of operating system changes. Download the patch. Run it. Load CTF-Face. Add the Low Gravity mutator. Spend the evening. You are welcome.

For those who would like their retro experience with a slightly more contemporary frame, Unreal Tournament 2004 on Steam remains available at a price that will make you momentarily question whether you’ve misread it. UT2004 expanded on everything UT99 established: more vehicles, more maps, a more polished bot system, and Onslaught mode, which remains one of the finest large-scale multiplayer modes ever designed. CTF-Face gets a proper remake in UT2004 in the form of CTF-Face3, which preserves everything essential and updates it for the era’s somewhat more demanding visual expectations.

If you want something built for 2026 hardware that captures the same philosophy, the pickings are relatively slim but not nonexistent. Quake Champions maintains the arena FPS tradition with character abilities that are less egregious than they sound and an emphasis on movement and mechanical skill that puts it considerably closer to UT’s ethos than anything in the battle royale or hero shooter space. It is free to play, which is either an invitation or a warning depending on your relationship with that phrase, and the core game is strong enough to justify the download even with appropriate scepticism about the business model.

Diabotical from GD Studio deserves mention for attempting to revive arena FPS with full bot support and a philosophy of accessibility that would have been at home in 1999. Its player numbers are modest, because the world has moved on in ways that arena FPS advocates find professionally frustrating, but what’s there is good.

Quake Champions follows a similar ethos to OG UT (Image credit: iD Software)

And if you simply want the feeling, the specific texture of a multiplayer FPS match where nobody has an unfair systemic advantage and the map can be understood at a glance, the honest recommendation is to install OldUnreal’s UT99 patch, load Facing Worlds, set bots to Skilled, add Low Gravity, and remember that games do not have to be complicated to be extraordinary.

They just have to be good.

Unreal Tournament (1999) is available as a free download with the community patch at OldUnreal.com. Unreal Tournament 2004 is on Steam. Quake Champions is also on Steam and free to play. Image credit: Epic Games.

See also: The Top 20 Retro PC Games Everyone Should Play and The 25 Best PC Games of All Time.

Warhammer Classics: The PC Games That Mattered

There is a box in your parents’ loft, or in a Tandy bag in that awkward cupboard you never open, next to a dire warning about the Millennium Bug, containing a CD wallet.

Inside that CD wallet, between a scratched copy of Unreal Tournament and something your mate burned for you containing a hacked Medal of Honor .exe and a lo-fi gif of a fat guy falling over, there is a Warhammer game.

You played it for an entire summer. You cannot remember which one. You think there were Skaven in it. Or possibly Orks. The box art had a lot of red on it. This describes approximately nine different Warhammer games released between 1995 and 2002, which is both the problem and the point.

Warhammer has been on PC for thirty years, spanning more genres than most franchises attempt in their entire lifetime, and until very recently a significant number of the best games in that history were simply unavailable. Not delisted in the modern sense, where a game disappears from a storefront amid a licensing dispute and everyone writes a Reddit post about it. Gone in the older, more permanent sense. The publishers no longer existed. The rights had scattered across multiple parties in multiple countries. The games themselves required operating systems that haven’t been current since the turn of the millennium.

Today, publisher SNEG, in partnership with Games Workshop, has put over twenty of these games back on Steam under the Warhammer Classics label, updated for modern systems. The collection spans from 1995’s Shadow of the Horned Rat through to relatively recent titles like Battlefleet Gothic: Armada, and includes seven games making their Steam debut for the first time. The question is whether they’re worth your time, your money, or merely your nostalgic goodwill. The answer, as with most Warhammer things, depends entirely on which ones you’re talking about.

The Golden Age: 1995 to 2000

The mid to late nineties were the period when Warhammer on PC was genuinely pioneering, producing games that competed with the best strategy titles of an era already overflowing with excellent strategy titles. This was the decade of Command and Conquer, StarCraft, Total Annihilation, and Age of Empires. Standing out in that company required something specific, and the best Warhammer games of the period had it. The licence wasn’t decoration. It was the design.

Shadow of the Horned Rat (1995) is the oldest game in the collection and the one with the most complicated relationship with the word “playable.” Mindscape’s real-time tactics game put you in command of Morgan Bernhardt’s Grudgebringer mercenaries across a campaign of escalating brutality, and it was punishing in a way that modern difficulty discourse has no adequate framework for. Units that died were gone permanently. Resources were scarce. The interface was a product of an era when usability was considered a secondary concern to ambition.

It was also, quietly, one of the first games to attempt what the Total War series would later perfect: real-time tactical battles with regiment-level control on 3D terrain. The ambition outstripped the hardware of 1995 by a considerable margin, which is exactly the kind of failure that becomes interesting in retrospect.

Horned Rat gameplay (Image credit: Games Workshop / SNEG Games)

Artem Shchuiko, co-founder of SNEG, the publisher behind Warhammer Classics, confirmed that Shadow of the Horned Rat was the hardest title to restore. “It uses a software-based 3D renderer, relies heavily on registry paths across multiple folders, has game logic split across different libraries, and originally came with a very problematic Windows 98-era installer,” he told PCZ. “We also spoke to some of the original developers, and they confirmed that it was an extremely difficult project even at the time. And even in the current state, we are not 100% happy with the result compared to other games.”

That honesty is refreshing, and rare enough that it deserves singling out. Shadow of the Horned Rat is a historical document more than a recommendation. Play it to understand where Warhammer on PC started. Do not play it expecting a comfortable evening. Do not play it at all, frankly, unless you have the specific kind of patience that most people surrendered sometime around 2010 when games stopped punishing you for existing.

Dark Omen (1998) is the sequel that got it right. Where Shadow of the Horned Rat was an ambitious mess, Dark Omen was an ambitious success, refining the formula with improved 3D terrain, a more manageable interface, and a campaign that balanced genuine tactical depth with the kind of atmospheric storytelling the Warhammer Fantasy setting demanded. PC Gamer US called it one of the better strategy games on the market at the time. GameSpot nominated it for Best Game No One Played, which is the most bittersweet award in gaming and one that Dark Omen thoroughly deserved.

The difficulty remains formidable. Your army degrades across the campaign as units take losses you cannot fully replace, creating a slow squeeze that rewards careful play and punishes overconfidence with a ruthlessness that would make a FromSoftware designer nod approvingly. SNEG left the difficulty untouched. “Our goal with Warhammer Classics is preservation first,” said Shchuiko. “We want players to experience these games in a form that is as close as possible to the original releases, including the challenge level.” Good. Anyone who plays Dark Omen and complains it’s too hard is wrong in the specific way that people who complain Dark Souls is too hard are wrong.

Dark Omen also required the most complex rights negotiation of any title in the collection. “We had to gather the rights from two additional parties on top of Games Workshop in order to bring it back,” Shchuiko explained. The fact that it took multiple separate agreements to make a 1998 strategy game available for purchase again tells you everything about why game preservation is harder than it sounds and why most publishers don’t bother.

Chaos Gate (1998) is the cult classic, and its inclusion here is the announcement that will produce the most audible reaction from the specific subset of PC gamers who remember it. A turn-based tactical game in the X-COM mould, Chaos Gate put you in command of Ultramarine Space Marines across fifteen missions of squad-level combat against the forces of Chaos. Limited in scope, constrained to a single faction, and featuring AI that contemporary publications diplomatically described as “hampered.” Also deeply atmospheric, mechanically satisfying, and featuring a Latin chant soundtrack so memorable that the 2022 sequel remastered it as a selling point. The AI, wisely, they left alone.

“Some requests are simply difficult to fulfil because there is no access to the original source code. That naturally limits how far we can go with certain improvements or fixes.” — Artem Shchuiko, SNEG

SNEG had prior experience with Chaos Gate through GOG. “We were involved in bringing the game back on GOG, so we already had a good understanding of players’ expectations,” Shchuiko said. “Some requests are simply difficult to fulfil because there is no access to the original source code. That naturally limits how far we can go with certain improvements or fixes.”

The absence of source code is a recurring theme in game preservation that deserves more attention than it typically receives. These games were made in an era when archiving source code for potential future use was not standard practice. Companies closed, hard drives were formatted, backup tapes degraded or disappeared. The people doing restoration work are frequently reverse engineering binaries to fix problems that would have been trivial with the original code. It is the digital equivalent of restoring a painting when someone has eaten the original.

Final Liberation: Warhammer Epic 40,000 (1997) is the one for the grognards. A hex-based, turn-based wargame faithful enough to the Epic tabletop rules that playing it was genuinely cheaper than buying the miniatures, which was and remains a low bar but one worth acknowledging. The live-action cutscenes, featuring impressively committed actors in full Imperial and Ork costume, remain some of the most entertaining FMV sequences of the nineties, a decade not exactly short on entertaining FMV sequences. The tactical depth was considerable. The presentation was earnest in a way that the irony-saturated modern games industry has largely abandoned, presumably after someone calculated the ROI on sincerity.

The Middle Period: Competent, Patchy, Occasionally Excellent

The collection’s middle tier contains games that range from solidly enjoyable to historically interesting to present largely because they exist and someone had the rights.

Warhammer 40,000: Rites of War (1999) transplanted the 40K universe into a Panzer General-style hex wargame with Eldar as the protagonists, which was a more interesting choice than the Ultramarines again and produced a game that strategy enthusiasts still speak well of. Mark of Chaos (2006) attempted to do Total War before Total War did Warhammer, with mixed results that were more impressive in ambition than execution. SNEG noted it required significant work for UI scaling on modern displays, which is the polite way of saying it was designed for a monitor resolution that now only exists in museums.

Fire Warrior (2003) is the curious inclusion. A first-person shooter set in the 40K universe, built on an engine that was adequate for 2003 and is rather less than adequate now, featuring a campaign that was serviceable but unremarkable in an era when Halo and Half-Life 2 were redefining what shooters could be. It’s here, it’s playable, and the people who remember it fondly remember it with a fondness that is more about the 40K aesthetic than the shooting mechanics. SNEG flagged it as particularly difficult to restore due to UI scaling. For what it’s worth, you were always shooting Tau in the back of the head, which remains an objectively correct activity regardless of engine quality.

40K Rites of War gameplay (Image credit: Games Workshop / SNEG Games)

Dawn of War and Dawn of War II, both appearing here in Anniversary Editions, need less introduction. Relic’s real-time strategy games are the most commercially successful Warhammer PC titles ever made, the games that proved the licence could support a genuine blockbuster, and the primary reason most people under thirty-five have any awareness of Warhammer 40K as a video game property at all. Their inclusion in the Classics label feels slightly odd given they were never unavailable, but Anniversary Editions with consolidated content are welcome regardless. If you haven’t played Dawn of War, the failure is yours and this is a good moment to correct it.

Man O’ War: Corsair is the one that benefits most from this initiative. A naval combat game set in the Warhammer Fantasy universe, originally released in a state that the community had strong opinions about. Shchuiko noted it was one title where the original development team directly contributed to the restoration, addressing long-standing community issues and moving the game to a newer version of Unity. If you bounced off it at launch, the current version is reportedly a different proposition. Whether naval combat in the Warhammer Fantasy setting is your specific entertainment requirement is between you and your interests, but it’s no longer broken, which is a genuine improvement.

The Ones You Can Probably Skip

Not everything in a twenty-plus game catalogue is essential, and pretending otherwise would be the kind of dishonesty that PCZ finds genuinely distressing.

Chainsaw Warrior and Chainsaw Warrior: Lords of Night are digital adaptations of a Games Workshop solo board game. They are fine for what they are. What they are is a card game about fighting zombies in New York that can be completed in the time it takes to drink a cup of tea, and then its sequel. If this sounds like your specific entertainment requirement, they exist and are priced accordingly. For most people browsing the Warhammer Classics label looking for the next Dark Omen, these are going to produce the specific expression of a person who has opened the wrong door.

Legacy of Dorn: Herald of Oblivion is a gamebook adaptation. A digital Choose Your Own Adventure in the 40K universe. It is exactly as substantial as that description implies, and if you require further guidance on whether this is for you, consider whether you have ever voluntarily read a gamebook and enjoyed the experience. If no: carry on. If yes: here you go.

Talisman in its various forms is a digital board game that produces strong opinions in people who played the physical version and mild confusion in everyone else. The Horus Heresy variant at least provides 40K flavour. Whether digital Talisman in 2026 is a compelling use of an evening is a question you need to answer honestly about yourself, preferably in private.

Blood Bowl: Chaos Edition and Blood Bowl 2: Legendary Edition are excellent games that are already well established on Steam and don’t particularly benefit from the Classics label beyond consolidated presentation. If you haven’t played Blood Bowl, you should. It is American football with Orks and a casualty rate that the NFL would find concerning, and it is one of the genuinely good things Games Workshop has done with its IP over the years. But you don’t need the Classics label to find them.

The Preservation Argument

The genuinely important thing about Warhammer Classics is not any individual game in the collection. It is the principle.

Game preservation is a problem that the industry has been content to ignore for decades while the community has been left to solve it with increasingly desperate measures. ROMs, emulators, fan patches, and abandonware sites have kept more gaming history alive than any publisher initiative, and the legal status of most of these efforts ranges from grey to deeply uncomfortable. When a publisher makes the effort to properly restore and sell classic games, it matters, because every successful preservation release is evidence that the commercial argument exists, and commercial arguments are the only ones publishers actually hear.

Mark of Chaos Gold Edition (Image credit: Games Workshop / SNEG Games)

The commercial argument is not overwhelming. Shchuiko was candid about this. “These games are not generating fortunes,” he said, “but they do have strong communities and real demand from people who want to revisit the games they played 20 or 30 years ago. We are those players ourselves.”

The fact that SNEG are players of the games they’re preserving is visible in the approach. The work varies significantly by title, from graphical wrappers and compatibility fixes to deep reverse engineering for widescreen support and UI scaling. None of these are full remasters. None of them pretend to be. They are, in the best cases, careful restorations that make historical games playable on modern hardware without altering what made them historically interesting. The distinction matters more than the marketing language around it.

The rights situation alone justifies considerable respect for the effort involved. Every game in the collection had its own ownership puzzle. Some rights were acquired from individuals, others from trusts, others through licensing arrangements with existing digital distributors. “For some games, like Final Liberation or Chaos Gate, we licensed rights from GOG,” Shchuiko explained. “Funnily enough, back when my partner and I were working at GOG, Oleg actually signed the original agreement to acquire those rights from a US trust. Every title had its own story, and untangling the rights was often one of the hardest parts.”

The question of what’s missing is also worth noting. Shchuiko confirmed there are classic Warhammer games they wanted to include but couldn’t. “A good example is the early 1990s Space Hulk games, which are very important titles in Warhammer video game history. We are confident that we will be able to bring them back one day, but preservation takes time.” The early Space Hulk games are, for the record, extraordinary. If you’ve played them, you know. If you haven’t, they’re worth knowing about regardless of when they become available again.

The Games Workshop Question

There is an elephant in the room, and the elephant has a Games Workshop licensing agreement.

Games Workshop has historically been one of the most liberal IP licensors in gaming, which sounds like a compliment until you look at the results. The Warhammer name has been attached to dozens of games of wildly varying quality, to the point where searching “Warhammer” on Steam produces a wall of titles ranging from the sublime (Total War: Warhammer III) to the forgettable (pick approximately fifteen of the others at random and you’ll have made a defensible selection). The sheer volume has, over time, diluted the brand’s association with quality in a way that benefits nobody except the accountant who signed the licensing deals.

When asked whether Warhammer Classics risks being associated with that quantity-over-quality reputation, Shchuiko’s response was measured and fair. “Warhammer Classics is built around games that have already proven themselves over time. These are titles that still have strong communities, nostalgic value, and players who have been asking to see them return for years.”

That’s the right instinct. The Classics label is explicitly backwards-looking, curating games that earned their reputation decades ago rather than adding to the modern pile. Whether the label maintains that curatorial discipline as it expands will determine whether “Warhammer Classics” comes to mean something specific and trusted, or simply becomes another shelf in an already overcrowded shop. The inclusion of Chainsaw Warrior is, diplomatically, an early test of that discipline.

What to Actually Play

Dark Omen is the standout and the reason to engage with this collection at all. The finest Warhammer Fantasy strategy game of the nineties and a genuine piece of PC history, still difficult, still atmospheric, still rewarding in a way that modern games rarely attempt. If you play one game from this collection, it’s this. Clear some time.

Chaos Gate is essential for anyone who enjoys turn-based tactics, especially with a 40K bias. Think X-COM in Terminator armour with a Latin choir. Limited in scope, genuinely deep in execution, and far better than its obscurity suggests. The 2022 sequel, Chaos Gate: Daemonhunters, is excellent and partly exists because the community kept the memory of the original alive for twenty-four years. That says something.

Man O’ War (Image credit: Games Workshop / SNEG Games)

Final Liberation is for the strategy purists. Hex-based, turn-based, faithful to the tabletop in a way that will delight grognards and politely repel everyone else. The FMV cutscenes alone are worth the purchase as a cultural artefact. Men in foam Space Marine armour have never been more earnest.

Dawn of War in its Anniversary Edition remains one of the best real-time strategy games of the 2000s. If you somehow missed it, correct the error here. Dawn of War II is a different game in the same universe, more squad-based and RPG-adjacent, also excellent, and the two together represent an embarrassing amount of quality for the price of a round at a London pub.

Shadow of the Horned Rat is for historians, masochists, and people who have played Dark Omen so many times that they want to understand the ground it stood on. Approach with respect, low expectations of enjoyment, and absolutely no time pressure. It will punish impatience more enthusiastically than anything else in the collection.

Everything else ranges from decent to disposable. Man O’ War deserves a look if naval combat in the Old World sounds appealing and you have patience for a game that had a troubled launch. Blood Bowl is already on Steam and always worth playing. The rest of the collection is there for completionists, franchise devotees, and people who have specific nostalgic commitments that no amount of objective criticism will dislodge, which is a perfectly fine reason to buy something.

The CD wallet in the loft can stay there now. Most of what was in it is available for considerably less than the cost of replacing it, and it works on computers that actually exist. The summer you can’t quite remember can be yours again for a few quid on Steam. Make the most of it, Marine.

Warhammer Classics is available now on Steam. Interview conducted with Artem Shchuiko, co-founder at SNEG. All game images are property of their respective developers and publishers.

See also: The Top 20 Retro PC Games Everyone Should Play | The 25 Best PC Games of All Time

When Does a Console Become a PC?

Let us begin, children, with a simple question. What is a console?

Go on. Take a moment. It sounds easy. It’s not easy. It is, in fact, a question that starts reasonable and becomes increasingly destabilising and irritating the longer you sit with it, like trying to define whether a hot dog qualifies as a type of sandwich.

You start with a confident answer. The confident answer develops holes. The holes get bigger. By the end you are staring at your PlayStation 5 with the unsettling feeling that you have been lied to, not maliciously, but consistently and at considerable scale, for approximately thirteen years (and why are my hands covered in ketchup?).

The occasion for this existential spiral is Project Helix, the codename for Microsoft’s next Xbox, confirmed at GDC last month with the kind of careful understatement that large companies use when they are about to say something significant that they’d rather didn’t sound too significant. Project Helix will run on Windows 11. It’s rumoured it will play PC games from Steam, Epic, GOG, and wherever else you have accumulated a digital library of things you own but never play. It will also, of course, play Xbox games.

It will cost, by current estimates, around £850, which is the price of a reasonable entry-level gaming PC and which Microsoft is hoping you will read as a coincidence.

It is not a coincidence. Project Helix is a PC. And the interesting thing is not that Microsoft built a PC and called it a console. The interesting thing is that they are barely even pretending otherwise, which makes them the first console manufacturer in thirteen years to extend this basic courtesy to the customer.

But before we get to Project Helix, we need to answer the question. What is a console? Because the answer depends entirely on which decade you are standing in and which manufacturer you are looking at. And unless your name is Nintendo, there is very little to physically separate your system from the humble PC, other than a great deal of carefully managed spin about what is actually powering your plastic brick of choice.

Definition One: A Console Is Special Hardware That Does Things a PC Cannot

This was the correct definition from approximately 1977 to 2012, and it was genuinely true, and it made consoles interesting in a way that had nothing to do with marketing.

The Atari 2600 had a custom chip called TIA that handled graphics and sound in ways desktop computers of the era simply could not replicate at the same price. The NES had bespoke silicon that extracted 8-bit magic from constraints that would have floored a generic computer. The SNES had the Super FX chip, which developers literally soldered into cartridges to add 3D rendering capability the console was never supposed to have. The PlayStation had the GTE, a geometry transformation engine that made early 3D possible on hardware that cost £299 in 1995. If any of this is making you nostalgic, our retro PC games list will finish the job.

These were not PCs with a different logo on the front. These were architecturally distinct machines that required specialised knowledge to program, that could do things equivalent desktop hardware could not, and that justified their existence as separate categories of device on purely technical grounds.

The PlayStation 3 carried this tradition to its magnificent, maddening extreme. The Cell Broadband Engine was a processor co-developed by Sony, IBM, and Toshiba that bore essentially no architectural resemblance to anything in a desktop PC. It had one primary processing core and seven Synergistic Processing Elements running in parallel, a design philosophy derived from supercomputer research, and a learning curve so severe that developers spent three years writing letters of complaint before producing games that justified the whole miserable exercise. Naughty Dog’s work on Uncharted 2 and The Last of Us on Cell hardware remains one of the most impressive feats of programming ever committed to consumer silicon. The machine was genuinely exotic. Genuinely different. Genuinely a console, in the truest sense of the word.

The PS3. Curvy, exotic, and utterly impenetrable. Seven Synergistic Processing Elements of pure drama. (Image credit: Sony)

Then the PlayStation 4 arrived. AMD x86 processor. AMD Radeon graphics. Standardised memory architecture. The Cell Broadband Engine was retired without a funeral and everyone quietly agreed not to discuss it at family occasions. The PS4 was, beneath its matte black exterior and carefully cultivated air of exclusive mystery, a mid-range gaming PC from 2013. A good one. A well-curated one. One that came with a very nice controller and excellent exclusive games. But a PC. Recognisably, undeniably, structurally a PC.

The Xbox One was also a PC. The Xbox Series X is a PC. The PlayStation 5 is a PC. They are all PCs. Under the bonnet, beneath the boot sequences and proprietary stores and carefully licensed storefronts, there are x86-64 processors doing x86-64 things and AMD graphics cards rendering AMD frames. The jig, as they say, has been up since 2013. Nobody has wanted to say it directly because saying it directly is awkward for companies selling you the dream of a dedicated gaming machine. But there it is. You deserved to know.

So if Definition One no longer applies to Sony or Microsoft, what are we left with? We are left with Nintendo, who have been watching this conversation from across the room with the expression of someone who knows something the rest of us do not.

Definition Two: A Console Is Whatever Nintendo Is Doing, Which Is Completely Different and Always Has Been

Here is where the argument gets interesting. Here is where one of us, in the internal debate that produced this article, had to concede a point, which was deeply unpleasant and will not be happening again.

Nintendo is not making PCs. Nintendo has not been making PCs. Nintendo is currently making something that is architecturally closer to a high-end Android tablet than to either a gaming PC or a PlayStation 5, and this is not an insult. It is a description. The Switch 2 runs on a custom NVIDIA chip built on ARM architecture: the same fundamental instruction set as your smartphone, your tablet, and approximately every piece of mobile computing hardware manufactured in the last decade. It has 12GB of LPDDR5X memory, which is laptop RAM, designed for low power consumption rather than raw bandwidth. The whole thing weighs 415 grams, which is about the weight of a very determined sandwich, and it can be lifted with one hand because Nintendo designed it to be lifted with one hand.

Nintendo is doing something genuinely different. Not different in the way that Sony and Microsoft do different, which is different marketing materials for the same fundamental hardware decisions. Differently different. Architecturally, fundamentally, from-the-ground-up different in its priorities and its engineering philosophy.

Nintendo play by their own weird set of rules, but it works (Image credit: Wikipedia)

The reason is straightforward and Nintendo has been consistent about it since approximately 2006: they are not trying to win a specs race. They gave up on the specs race when they looked at the costs involved in competing with Sony and Microsoft on raw performance terms and decided, with the calm clarity of a company that had been making games since 1889 and understood perfectly well what actually mattered, that they would rather make something people wanted to carry on the bus. The Wii was underpowered and sold 101 million units. The Switch was underpowered by contemporaneous standards and has sold over 150 million units. Nintendo has been wrong about many things over the years, but they have been comprehensively, expensively, embarrassingly right about this one.

The Switch 2 is therefore the only current major gaming platform that can legitimately claim to be something other than a PC in different packaging. It is a mobile device that sometimes connects to your television. It is a handheld that periodically pretends to be a home console. It plays Mario, which is the single most compelling exclusive software argument in the history of gaming and renders approximately every other platform comparison irrelevant.

If you ask whether the Switch 2 is a PC in fancy clothes, the answer is: no, it is a phone in fancy clothes, which is not the same thing, and which somehow makes it more honest than everyone else while simultaneously being very strange. Nintendo has no definition of a console. Nintendo has a definition of a Nintendo, and it works, and we should leave them to it before they do something unexpected with a new peripheral.

Definition Three: A Console Is a Managed Experience Delivered by Hardware That Is Definitely Not a PC, Please Stop Asking

This is where Sony lives. This is the definition they would offer if you produced a microphone in their direction, except they would not use the words “PC hardware” because that would undermine twenty years of brand positioning, so they would say something about “custom silicon” and “the PlayStation experience” and gesture firmly away from the AMD logo embossed on the chip inside the machine.

The PlayStation 5 is a genuinely excellent product by Definition Three. The boot experience is fast. The DualSense controller is the best input device ever attached to a games console, and we will have that argument with anyone. The first-party games are solid to exceptional. The user interface is clean and logical and mercifully free of anything that looks like a Windows dialogue box. When it does not work, which happens considerably less often than any PC, it fails in predictable ways resolved by predictable means. This is the promise of the curated platform. Sony builds the garden. You play in it. The garden is very nice. Several of the best PC games ever made arrived on PlayStation first, which tells you everything about how the garden is tended.

The PS5 cannot play PC games not because the hardware cannot run them, but because Sony has chosen not to allow it

The catch, which Sony would prefer you not to examine before purchasing, is that the garden runs on x86-64 soil with AMD bedrock and RDNA roots. Everything growing in it could, in principle, grow in your PC garden too. The exclusivity is not technological. It is contractual, curatorial, and commercial. Sony has decided what you can play on their hardware, and the decision is enforced by business relationships and store policies rather than by anything the chip itself requires. The PS5 cannot play PC games not because the hardware cannot run them, but because Sony has chosen not to allow it, which is a very different thing and worth being clear about.

This definition of a console is therefore: a PC, managed by a company with strong opinions about what you should be doing with it. That is still a legitimate value proposition. Plenty of people want someone to have strong opinions on their behalf. Interior designers exist for exactly this reason. The managed experience is not worthless. But it is a customer service philosophy delivered by x86 hardware, not a genuinely distinct category of machine. The exotic beast has been replaced by a well-organised filing cabinet. The filing cabinet is excellent. It is still a filing cabinet.

Definition Four: A Console Is Whatever We Say It Is, and We Say It Is a PC Now

Ladies and gentlemen, Project Helix.

Microsoft confirmed at GDC that its next-generation Xbox runs on a custom AMD chip with RDNA 5 graphics, 48GB of GDDR7 memory, and Windows 11 as its operating system. It will play Xbox games natively. It will play PC games from Steam, Epic, and any other storefront that cares to show up. It will have an Xbox Mode interface sitting over the top of Windows and making it look like a console dashboard, in the same way that putting a bow tie on a labrador makes it look slightly more formal while remaining fundamentally a labrador.

Jason Ronald, Microsoft’s VP of Next Generation, was admirably direct at GDC: “The days of people defining themselves as console or PC gamer don’t really exist anymore.” This is technically an observation about player behaviour. It is also Microsoft quietly saying: we are done pretending. We are a software company that makes Windows. We are going to sell you a Windows machine. We are going to put a nice interface on it and call it an Xbox. You are welcome.

Project Helix is, therefore, the fourth definition of a console: a PC that has stopped calling itself a PC because the word “PC” does not shift units in the living room market. Except this time, unusually, Microsoft has stopped hiding it. The curtain has been pulled back. The wizard is visible. The wizard is running Windows Update.

The Awkward Part: Will It Actually Work?

Here is where optimism and track record have a difficult conversation.

The console player seeking a simple, managed, plug-in-and-play experience is getting a Windows machine. Windows is not simple. Windows is a forty-year operating system that contains multitudes, not all of them welcome, including a significant number of background processes, update mechanisms, and decisions that surface at inopportune moments with the specific energy of a cat sitting on a keyboard during an important meeting. Microsoft’s Xbox Mode layer may smooth this into something approaching console serenity. The history of Windows on non-traditional form factors suggests cautious scepticism is the appropriate response, and we are nothing if not appropriately sceptical.

The PC player, meanwhile, looks at a $999 fixed-spec machine and asks what exactly it offers over building their own system at equivalent cost, with the flexibility to upgrade individual components in two years rather than buying a whole new box. The answer may be genuinely compelling for players who want a living room machine without the cable management theology that PC gaming occasionally requires. It may also not be compelling enough when the alternative is an unapologetic PC that does not have a console identity crisis twice a year.

Look! It’s a console! It’s a PC! It’s a…hybrid! Who the hell knows. (Image credit: Microsoft)

The worry, stated without diplomatic softening: Project Helix could end up being the worst of both worlds. Not the best of both worlds, which is the marketing pitch, but the worst, which is the risk. Console players may find Windows lurking under the Xbox Mode veneer at precisely the wrong moment. PC players may conclude that a managed ecosystem at $999 is a significant amount of money for flexibility they are not being given. The middle ground between console simplicity and PC capability is genuinely difficult to occupy, and the history of devices that have tried is not universally encouraging.

Valve is attempting exactly this with the Steam Machine, having already done it partially and successfully with the Steam Deck, and Valve has spent a decade building SteamOS into something that actually behaves itself in a living room context. Microsoft is proposing to achieve the same result using an operating system with a rather more complicated relationship with the concept of staying out of your way. The Zune was, in its time, a perfectly good MP3 player. We are merely noting that history exists.

Additionally, Microsoft’s recent stewardship of the Xbox brand has contained enough misfires that any announcement from them arrives with a reasonable expectation of scepticism attached. The gradual dissolution of console exclusivity. The Game Pass economics. The Activision Blizzard acquisition followed by the layoffs. The general impression of a platform that was not entirely sure what it was for or who it was for. New Xbox CEO Asha Sharma has described Project Helix as part of the “commitment to the return of Xbox,” which is, again, the kind of language you use when the brand went somewhere it needed to return from, and the candour about that is genuinely appreciated. And a reminder that the RAM shortage currently pushing prices through the roof is not going to make a $999 device any easier to swallow.

The Verdict

So. What is a console?

In the original sense: a purpose-built machine with architecturally distinct hardware that can do things a PC cannot. That console is dead. It died in 2013 and Nintendo was the only one at the burial, and Nintendo promptly left to go and do something completely different with mobile chip architecture, which is very Nintendo.

In the modern sense: a managed PC experience designed for the living room, with someone else’s decisions about the software environment built in as a feature rather than a constraint. That console is alive, doing extremely well commercially, and is called a PlayStation 5.

In the Project Helix sense: a PC that has decided to be honest about it, for better or worse, at a price that will make you sit down quietly for a moment.

The most truthful version of a modern games console, it turns out, is the PC you already own, or the one you could build for the same money. But Project Helix is the first console to agree with you on that point out loud, and there is something almost refreshing about it, in the way that it is almost refreshing when someone finally admits they have been doing something you have known about for years.

Whether almost refreshing is worth $999 is a question we will answer definitively when the thing actually exists and we can tell you in a review. Until then: the console is mostly a PC in fancy clothes. It always was, since 2013. Project Helix has simply arrived at the party without the fancy clothes on. If you want a flavour of how GPU manufacturers have been playing fast and loose with the truth on performance for years, this particular honesty from Microsoft is more remarkable in context than it might appear.

As for Nintendo? They’ve been dressed batshit crazy since day one. And that is fine, we all have that one weird friend we like to indulge once in a while.

Project Helix is expected to launch in 2027. Estimated price: $999 / £850.

How to Build a Gaming PC in 2026: Beginner’s Guide

You want to build a gaming PC. You also don’t want to spend a buttload of cash on several RGB-clad doohickies only to blow the lot up because, while you are demonstrably a nerd, you’re not entirely sure you’re the right kind of nerd for this.

Then again, maybe you’ve watched a YouTube video where some smarmy Gen-Zer snaps components together in forty-five minutes with the confidence of someone who has done this several hundred times (and had endless reshoots and edits if needed) and you’ve thought: how hard can it really be?

The answer is: not very, actually.

Building a PC in 2026 is genuinely more approachable than it’s ever been. Connectors are largely standardised. Components are increasingly designed with builders in mind. The tools required fit in a pencil case. And the satisfaction of watching something you assembled with your own hands boot for the first time is a feeling that no pre-built can replicate.

What IS complicated is knowing what to buy, why to buy it, and what the marketing is trying to get you to overspend on.

A confession: the first time most people build a PC, they spend approximately forty-five minutes staring at the CPU cooler backplate, utterly convinced they have made a terrible mistake that cannot be undone and may have violated a warranty. They then discover it’s completely fine, the bracket is simply that colour, and they feel simultaneously foolish and relieved.

This is a universal experience. It happens to everyone. The backplate thing specifically happens to almost everyone. You’re going to be okay.

Building a gaming PC in 2026 is simultaneously easier and more confusing than it’s ever been. Easier because connectors are designed to only fit the right way, toolless installation is standard on most decent cases, and the community resources available online are extraordinary.

A self-built PC outperforms an equivalently-priced pre-built, with complete control over every component

More confusing because component naming conventions remain a deliberate act of hostility toward the human brain. “AMD Ryzen 9 9950X3D” is a product name constructed by people who have never had to say it out loud in a shop. Intel’s current lineup reads like a corporate document filing system. Neither company employs anyone in naming whose specific job is to make the customer feel welcome.

None of this should stop you. A self-built PC outperforms an equivalently-priced pre-built, gives you complete control over every component, and produces a specific satisfaction when it boots for the first time that unboxing something assembled by strangers can never replicate. Let’s get into it.

The Eight Things You Are Actually Building

A gaming PC has eight core components. Here is what each one does, explained without condescension.

The CPU (Central Processing Unit)

The brain of the operation. Handles everything that isn’t graphics: game logic, AI, physics, audio, the seventeen browser tabs you have open, and whatever Windows has decided to do in the background without asking. For gaming, two options dominate: AMD’s Ryzen 7000 and 9000 series, and Intel’s Core Ultra range. Both are good. The CPU wars of 2020-2022, when AMD were beating Intel comprehensively in gaming and Intel were reportedly crying into their roadmaps, have settled into something approaching civilised competition. Pick based on price and what GPU you’re pairing it with.

Current sweet spots: AMD Ryzen 5 7600X for a budget build, AMD Ryzen 7 7700X or Intel Core i5-14600K for mid-range, AMD Ryzen 9 9950X for a high-end build where you want to feel nothing when you use it.

If budget allows, AMD’s X3D processors are worth serious consideration for pure gaming performance. They stack additional cache directly on the processor die, which reduces latency in ways games benefit from disproportionately. You’ll sacrifice a little multi-threading performance in productivity applications, but for gaming specifically the Ryzen 9800X3D is currently the best consumer CPU money can buy.

The GPU (Graphics Processing Unit)

The most important thing you will buy. Makes the pictures. Everything else in a gaming PC exists to support this one component, so choose wisely: this decision has a longer tail than any other in your build.

The honest answer in 2026 is that NVIDIA is the correct choice for most PC gamers, and the gap between green and red has rarely been wider. DLSS 4.5, the latest version of NVIDIA’s AI upscaling technology, introduced a second-generation Transformer model for Super Resolution and 6x Dynamic Multi Frame Generation, producing noticeably sharper, cleaner images in Balanced and Performance modes than anything that came before it.

Path tracing, the lighting technology that makes current-generation games look genuinely cinematic rather than merely impressive, runs best on NVIDIA hardware and in several titles is effectively an NVIDIA-exclusive feature. If you want your games to look the way the developers intended them to look, an RTX 50 series card is where that happens.

AMD’s RX 9000 series remains credible at the value end where NVIDIA’s budget offerings are thin, and FSR continues to improve. But if you’re spending serious money on a GPU, spend it on NVIDIA. The technology advantage is real, current, and decisive.

One caveat: GPU prices are elevated across the board because AI companies are buying silicon faster than it can be manufactured. We’ve covered this in our GPU price analysis and DDR5 RAM crisis piece. The pattern is identical. Previous-generation RTX 40 series cards at discount can represent strong value if RTX 50 series pricing gives you pause.

The Motherboard

The thing everything else plugs into. Must be compatible with your CPU. The socket type must match: Intel Core Ultra uses LGA1851, AMD Ryzen 7000 uses AM5, AMD Ryzen 9000 uses AM5. Check the motherboard’s supported CPU list before buying. B-series boards are fine for non-overclocking builds and save money that can go toward the GPU, which is where you want it.

RAM

Your system’s short-term memory. 32GB minimum for gaming in 2026. Note: prices are currently inflated significantly due to AI demand. Our full DDR5 RAM crisis guide explains why and what to do about it. Short version: consider buying 32GB now and upgrading capacity later when prices normalise, rather than waiting indefinitely for prices to fall to 2024 levels, because they might not.

Storage

An NVMe SSD for Windows and primary games. 1TB minimum, 2TB preferred. These are fast, cheap, and connect directly to the motherboard. Samsung 980 Pro, WD Black SN850X, Seagate FireCuda 530. A secondary larger drive for game libraries if your budget allows. Do not put your operating system on a spinning hard drive in 2026. We have been through too much together for that.

The PSU (Power Supply Unit)

Converts mains power to what your components need. Buy more than you think you need. The GPU upgrade you’ll do in two or three years will thank you. 750W minimum for a mid-range build, 850-1000W for a high-end build with an RTX 5080 or equivalent. 80 Plus Gold certification or better. Corsair, Seasonic, and be quiet! make reliable PSUs. EVGA would also be on this list but they left the GPU market in 2022 in circumstances that were somewhat dramatic and have never quite recovered the collective good will.

The Case

Contains everything and manages airflow. Bigger is easier to build in. A mid-tower ATX case for your first build. Fractal Design, Lian Li, and NZXT make excellent cases with sensible cable management that don’t make you feel like you’re building inside a Transformer. Avoid cases that are mostly glass and RGB because the glass shows every fingerprint and the RGB makes your desk look like a nightclub, which is a look that ages poorly.

The CPU Cooler

Keeps your processor at temperatures that don’t constitute abuse. AMD’s Ryzen CPUs include a stock cooler adequate for normal use. Intel’s current high-end chips are less generous in this regard. An aftermarket air cooler such as the Arctic Freezer 34, be quiet! Pure Rock 2, or Noctua NH-D15 (the beige is a feature, apparently) will run quieter and cooler. Liquid coolers look dramatic and some of them are genuinely excellent. Their failure mode is wet components, which air coolers do not share. Make your peace with this before choosing.

The Build, Step by Step

Before anything: Clear a large workspace. Keep the anti-static bags components arrived in nearby as clean surfaces for placing parts. Take a photo before disconnecting or removing anything so you have reference points. Do not work on carpet if you can avoid it. Static electricity is the enemy and carpet is its temple.

Step 1: Install the CPU

This is the step people fear most. It is the easiest step.

Open the socket lever on the motherboard. Align the CPU with the socket using the triangle marker and the notches that make incorrect orientation impossible if you’re paying attention. Lower it gently. No force is required. Close the lever. The CPU is installed. You did not bend any pins. You did not break anything. The brief terror you felt is normal and is the same terror felt by everyone doing this for the first time. It passes.

Step 2: Install the CPU Cooler

Apply thermal paste if required — a pea-sized amount in the centre of the CPU die. Many coolers include pre-applied paste; check before adding your own or you’ll have paste everywhere and a reduced sense of dignity. Mount the cooler according to its instructions, which vary considerably by manufacturer and should be followed rather than improvised around.

Step 3: Install RAM

Check your motherboard manual for the dual-channel configuration slots. They are almost never slots 1 and 2. They are usually slots 2 and 4. Installing RAM in slots 1 and 2 when the board wants 2 and 4 will result in single-channel operation and noticeably lower performance. This is the mistake the guide is most saving you from. The slots are usually colour-coded. Trust the colours.

Push the stick in firmly until both clips engage. If it requires significant effort, it’s misaligned. Stop. Check the orientation. The notch in the RAM stick matches a notch in the slot. They only go one way.

Step 4: Install the M.2 NVMe SSD

Insert the drive into the M.2 slot at a slight angle, lower it flat, secure with one screw. This takes less time than describing it. Some boards have heatspreaders over M.2 slots that require removal first. Remove them, install the drive, replace the heatspreader. The drive runs cooler with it in place.

Step 5: Prepare the Case

Install the I/O shield — the metal plate that fills the back panel opening for your motherboard’s ports — before mounting the motherboard. Everyone who doesn’t do this has to remove the motherboard to do it later. This is a rite of passage that is entirely avoidable by doing step five before step six.

Step 6: Install the Motherboard

Lower the motherboard into the case, align its mounting holes with the brass standoffs installed in the case, and secure with the provided screws. Don’t overtighten. Firm contact, not stripped.

Step 7: Install the PSU

Mount in its designated bay, fan orientation depending on case design (usually fan-down toward a ventilation gap at the case bottom). Route cables through the case before connecting anything because doing it after is significantly more annoying.

Step 8: Install the GPU

Remove the appropriate PCIe slot covers from the case rear panel. Slot the GPU into the primary PCIe x16 slot on the motherboard. It will click in. Secure the bracket with the provided screws. Connect PCIe power cables from the PSU. These are the large connectors. They will not fit anywhere they shouldn’t.

Step 9: Cable Management

Connect the 24-pin ATX main power, the 8-pin CPU power at the top of the motherboard (this cable is separate from the 24-pin and forgetting it is the most common reason a first build won’t post), SATA power for any drives, and front panel connectors for power button, USB, and audio headers. The front panel connectors are small and fiddly and are described in the motherboard manual with a precision that is actually helpful for once.

Route cables through the back of the case where possible. Perfect cable management is a pursuit that will steal hours and produces results visible only to you. Adequate cable management takes twenty minutes and keeps airflow reasonable.

Step 10: First Boot

Before closing the case: connect a monitor, keyboard, and mouse. Connect power. Press the power button. If the system posts — meaning a logo appears and the BIOS loads — you have successfully built a PC. Install Windows from a USB drive prepared with the Media Creation Tool. Then close the case, do the cable tidying you skipped, and consider sitting quietly for a moment to mark the occasion.

The Mistakes You Can Now Avoid

RAM in the wrong slots. We told you. Slots 2 and 4. Check the manual. It’s right there.

Forgetting the CPU power cable. The 8-pin connector at the top of the board is separate from the 24-pin main power. Without it, the system won’t boot and you will spend an unreasonable amount of time checking everything else before finding this. Check it first.

Not installing the I/O shield before the motherboard. Step five. Read step five again if necessary.

Incompatible RAM. DDR4 and DDR5 are physically different and electrically incompatible. Check which type your motherboard supports before purchasing. The RAM and the board must agree.

An underpowered PSU. Your GPU’s TDP rating is that component alone, at stock settings, running flat out. Factor in CPU, storage, fans, and headroom. When in doubt, buy more capacity than you need.

Where to Put Your Money

The GPU is the most important purchase and should take the largest share of your budget. The CPU is secondary. Last-generation chips at discounted prices frequently perform within a few percent of current-generation at significantly lower cost. Storage is cheap. RAM is currently expensive but unavoidable. The PSU should not be where you economise because a PSU failure can damage other components, which costs considerably more than buying a decent PSU in the first place.

A rough split for a mid-range gaming build: 40-50% GPU, 20-25% CPU and motherboard combined, 10-15% RAM, 5-10% storage, 8-12% PSU, 8-12% case and cooling.

As for what to play on the thing once it’s built, the 25 best PC games of all time is a reasonable starting point.

Build it yourself. Enjoy the savings over pre-built. Enjoy the knowledge of exactly what’s inside and why. And enjoy the power-on moment, which is better than almost any moment a pre-built computer has ever produced.

Steam Controller: Sold Out to Scalpers. Again.

Update (May 8th): Valve has moved quickly. The day after this piece went live, the company published a full response acknowledging that launch day was “incredibly frustrating” for a lot of people, and outlined a reservation system that amounts to a fairly direct implementation of what this article argues for. From today at 6pm BST, you can reserve a Steam Controller on Steam.

Your place in the queue is saved, and when stock arrives you get 72 hours to complete the purchase via email. One reservation per account, no exceptions. Accounts must have made at least one Steam purchase before 27th April 2026, meaning freshly created bot accounts are locked out by design. Anyone who already bought one on launch day is ineligible for a second reservation, for now.

New stock is heading to the US and Canada first, with UK, EU, and Australia to follow in the coming weeks. It’s not a perfect solution to the supply problem, but as a set of anti-scalping measures it’s substantive rather than cosmetic. We’ll take it. You can reserve yours directly on Steam.

Full disclosure before we begin: I got one. I wasn’t sent one to review, and I don’t know someone who knows someone whose cousin Vinnie owes a favour to someone at Valve. I just happened to be on Steam at the right moment, spammed the checkout until it went through, and got lucky. I know this makes me a total bastard right now. I’m not actually sorry, but I understand completely why you’d like me to be.

I’m telling you this not to boast, but because luck is now apparently a core component of being a PC gamer who wants to buy a well-reviewed piece of hardware at the price it’s supposed to cost. That’s a problem. It’s been a problem for years. It’s getting worse. And the industry has the tools to fix it and largely chooses not to, which is the thing that should make all of us considerably angrier than we currently are.

The Steam Controller launched on 4th May 2026 in the US for $99, which works out to an £85 RRP here. It’s Valve’s first serious controller in over a decade and represents something the PC gaming community has wanted for a long time. Demand was, predictably, enormous.

It sold out in 35 minutes. Valve’s servers crashed under the load. Payment errors were rife throughout. And then, because this is 2026 and this is the world we’ve built for ourselves, the same controller reappeared on eBay within the hour. PC Gamer confirmed that confirmed pre-orders were already listed for $300, a 200% markup on Valve’s retail price. Some sellers were asking considerably more. One person, apparently having misunderstood what a joke is, listed theirs for $735,889.32. That one, at least, didn’t sell.

Valve subsequently acknowledged the situation on X: “Steam Controller ran out faster than we anticipated, and we hate that not everyone who wanted one was able to get it. We’re working on getting more in stock and will have an update on expected timeline soon.” It’s a reasonable statement. The sentiment is genuine. It does not, however, put a Steam Controller in the hands of anyone who wanted one and couldn’t get through a payment error at 6pm on a Sunday while scalping bots were busy clearing inventory.

For what it’s worth, the reviews are excellent. This isn’t a case of the community chasing hype for a mediocre product. People wanted it because it genuinely deserved to be wanted. Which makes the whole situation considerably more irritating.

I’ve been here before. Most of us have.

We’ve been here before in 2020 (Image credit: PlayStation LifeStyle)

In late 2020, Sony launched the PlayStation 5 into a world that was mostly sitting at home with nothing to do and genuinely desperate for something to be excited about. The timing, which Sony cannot have predicted with any precision, produced demand levels that would have been difficult to meet under normal manufacturing conditions.

Under COVID-disrupted supply chains, it was genuinely impossible. I got one on launch day. Again: luck, not skill, not planning. I happened to be looking at the right moment. The people who didn’t were then presented with eBay listings at two and three times the retail price and a choice between paying it, waiting indefinitely, or doing without. Thousands paid it. Thousands felt robbed immediately afterwards.

The PS5 Pro, which launched in 2024, had the distinction of being the launch where the scalpers got exactly what they deserved. The Pro launched at a price point that was already ambitious. Scalpers, operating on autopilot from their PS5 playbook, hoovered up stock and immediately listed the units at the usual obscene premiums.

What they hadn’t fully accounted for was that the Pro’s retail price came down more quickly than anticipated, retailers began discounting, and suddenly the scalpers were sitting on piles of hardware they’d paid over the odds for and couldn’t move at a profit. It was deeply satisfying to watch. I’d love to tell you it was a turning point. It wasn’t. Here we are again.

This pattern is not unique to gaming, and the comparison that keeps coming back to me is concert tickets.

If you’ve ever tried to see a major touring act in the last decade, you’ll know the experience. Tickets go on sale at 10am. By 10:02am the event is sold out. By 10:05am, tickets are on Viagogo and StubHub for four times face value. You either pay it, see a different band, or accept that you’re not going. This has become so normalised in live music that many people don’t even register it as wrong anymore. It is wrong. It is an ecosystem built on parasitism, and the argument that “it’s just the market working” is one of those arguments that is technically defensible and morally vacuous.

The gaming equivalent is identical in structure and identical in its effect on the ordinary person who simply wanted the thing and arrived five minutes too late. The tools exist to stop it. The will to use them is the variable.

What can companies actually do? Quite a lot, as it happens.

The most effective approach, deployed with notable success by Nintendo during the Switch 2 launch, is verified account purchase requirements combined with strict quantity limits. Nintendo required proof of purchase for warranty claims in Japan and limited reservations to users with verified accounts. The effect was to make bulk bot purchasing significantly harder. You can’t automate an identity verification. You can automate clicking a buy button.

Valve is actually well placed to do something similar. Every Steam account has a history: games purchased, hours logged, account age. A purchase gating system that simply requires a minimum account age and some demonstrable engagement with the platform before you can buy a new piece of Valve hardware would eliminate the burner-account bot problem almost entirely. New accounts created specifically to buy and flip a Steam Controller would fail the check automatically. Real users who’d been on Steam for a year wouldn’t notice the requirement at all.

Order quantity limits of one unit per account are obvious and should be universal for any hardware launch with anticipated high demand. Valve confirmed its stock was gone in under an hour. Anyone who bought more than one unit is not a collector.

The nuclear option, and one that frankly deserves more discussion than it gets, is region-locked purchasing tied to verified ID with resale restrictions.

Queue systems, like those used by some GPU retailers and by PlayStation Direct for PS5 restocks, are another partial solution. They don’t eliminate scalping but they distribute the pain of a queue more fairly than “whoever’s bot is fastest wins.” A random lottery for the queue itself, rather than a first-come-first-served scramble, removes the advantage that automated purchasing tools provide entirely.

The nuclear option, and one that frankly deserves more discussion than it gets, is region-locked purchasing tied to verified ID with resale restrictions. Buy the hardware, agree at point of purchase that you won’t resell it for 90 days, and forfeit warranty and account standing if you do. This is legally complicated in some jurisdictions and not in others. It would be effective. Nobody’s done it at scale in gaming because it requires effort and some legal groundwork, and it’s easier to post a sympathetic statement on X.

There’s also the approach of simply making enough of the thing. This sounds sarcastic. It isn’t entirely. Valve acknowledged that the Controller ran out faster than they anticipated, which raises the question of what production numbers they were working from and whether the years of community demand for new Valve hardware were genuinely factored in. Shortfalls of this scale, where a product is gone in 35 minutes on its launch day, are sometimes genuinely unpredictable. They are sometimes the result of production decisions that prioritised caution over supply. The difference matters.

The scalper’s standard defence is that they’re providing a service. They’re making an item available to people who can’t wait, at a price those people are willing to pay, and the free market determines the outcome. This is the argument of someone who has decided to be technically correct at the expense of being correct in any other sense.

What’s actually being provided is access to a system that was exploited. The scalper didn’t create the Steam Controller. They didn’t manufacture it, review it, or build the community enthusiasm that made it desirable. They wrote a bot, or paid someone who wrote a bot, and positioned themselves between the manufacturer and the customer to extract money for no contribution other than the extraction itself. The “service” is identical to someone buying up all the bread in a village before market day and then selling it back to the village at double the price. The market clears. The outcome is not something anyone should feel comfortable defending.

This arrived on eBay within the hour of launch. £224.30, or three Klarna payments if you’d like to be additionally humiliated. Screenshot: eBay

The ordinary gamer in this picture is someone who wanted an £85 controller, set an alarm, opened the page at the right moment, got an error message while the bots were clearing stock, refreshed for twenty minutes, saw the sold-out notice, and is now being invited to pay £200 on eBay for the same thing. That person hasn’t been served by a market mechanism. They’ve been mugged by one.

I’ll close where I started. I got a Steam Controller. It’ll arrive in the next few weeks and I’ll write something proper about it when it does. I’m glad I got it, and I’m aware that gladness is contingent on being faster than the people who were just as entitled to get one as I was. That’s not how it should work. It’s not how any of this should work.

Valve, the next one you launch: verified accounts, quantity limits, a queue, and enough stock. The community has been asking nicely for years. It hasn’t worked. Perhaps the tons of people who didn’t get a Steam Controller this week will be sufficient motivation.

I’d hate to think they went through all of this for nothing.

Ray Tracing: Why Turning It Off Is a Mistake

There is a proud tradition among PC gamers of discovering that a visual feature costs frames, concluding it looks basically the same with it off anyway, and turning it off.

The tradition is largely honourable. Chromatic aberration is pointless. Motion blur can be actively hostile. Depth of field that doesn’t respond to eye tracking can get in the bin. The judgement that you’re paying for something you’re not getting has a good track record.

On ray tracing, the judgement is wrong. It’s confidently, persistently, collectively wrong, and it’s worth taking seriously enough to explain why, because the stakes are higher than your current frame counter suggests.

To understand what ray tracing actually does, you first need to understand what the alternative actually involves. Rasterisation, the rendering technique that has driven real-time graphics since the mid-nineties, has a fundamental limitation baked into its architecture: it doesn’t know where the light goes. It knows where the light sources are. It can compute direct illumination, meaning surfaces directly struck by those sources, with reasonable accuracy.

But real lighting doesn’t stop at the first surface it hits. It bounces off walls and bleeds colour onto adjacent surfaces. It fills rooms with soft, indirect illumination that makes the difference between an environment feeling physically real and an environment feeling like a very convincing set. Rasterisation cannot compute any of this, because calculating the path of a light ray requires tracing it through the scene, and tracing rays in real time at any scale was, until hardware-accelerated ray tracing arrived, simply not viable.

What rasterisation does instead is fake it. Systematically, expensively, and at enormous ongoing cost to the teams building the games.

Image credit: Nvidia

Lightmaps are baked textures encoding lighting at a single frozen moment, computed over hours of processing time and locked permanently into the scene. Change the geometry, alter a material, move a light source: bake again. Reflection capture probes are scattered manually throughout every environment, taking static snapshots of what a reflection should look like at specific points in space, hoping the player doesn’t move in a way that exposes the lie.

Fill lights, invisible light sources that exist purely to simulate bounce lighting the engine cannot calculate, are placed by hand across every environment. Dozens of them. Sometimes hundreds. Someone put each one there. Someone tuned its colour temperature and falloff. Someone checked it didn’t produce ugly results when the player approached from an angle that wasn’t tested.

This is not a small operation. It’s a permanent fixture of game development under rasterisation, a continuous cost in artist-hours, production time, file size, and build complexity that compounds with every environment, every weather state, every time of day a game needs to support. The best teams produce fake lighting so accomplished that you’d never question it. That doesn’t mean it isn’t fake, and it doesn’t mean it isn’t expensive.

Ray tracing, and its more complete implementation path tracing, replaces the entire apparatus with physics. The light does what light does, traced through the scene with physical accuracy. Bounce lighting emerges from the simulation rather than from an artist placing invisible sources and hoping. Reflections are live and correct rather than captured and approximately plausible. Indoor illumination looks like it’s produced by the light sources visible in the scene, because it is, because the engine is finally simulating what those sources actually produce.

The quality difference this produces isn’t subtle once you know what to look for, and it’s most visible in the places rasterisation has always struggled most: interiors.

Cyberpunk 2077‘s path-traced Overdrive mode, which has evolved from technology preview into a polished shipping feature as the game has continued to receive updates, is the most legible demonstration available. The gap isn’t in the reflections, where most comparisons start and stop. It’s in the rooms. Apartments lit by practical light sources, ceiling fixtures, lamps, neon from outside the window, look in standard rasterisation like they’re being lit by those sources with invisible assistance.

In path tracing they look like they’re actually lit by those sources, because the indirect illumination is calculated rather than approximated. Surfaces catch light the way surfaces catch light. Corners receive the ambient fill that real corners receive. The uncanny quality that slightly upscale game environments often carry, the sense that something is technically correct but not quite physically right, disappears.

Image credit: MachineGames

Indiana Jones and the Great Circle, built on id Tech 8 with path tracing integrated from the start, produced the best interior environments of any game in 2024. Torchlight behaving like torchlight in stone chambers. A single candle illuminating a space without looking like it’s been supplemented by an invisible lighting rig. Shadows in spaces designed to feel ancient that actually behave like shadows rather than dark textures. None of that required a lighting artist placing fill lights and baking results. The physics produced it.

Alan Wake 2 committed to path tracing so thoroughly that the game’s visual identity is built around it. The atmospheric quality of the forest lighting, the way artificial sources in the Dark Place produce illumination that feels genuinely uncanny rather than engineered, the wetness on every surface reflecting the scene correctly rather than sampling a static probe: it’s a game that demonstrates something no technical explanation quite conveys.

Path-traced lighting doesn’t just look different. It looks correct. There’s a quality to physically accurate illumination that the eye recognises without being able to articulate, in the same way you can identify a real location from a dressed set without being able to say exactly which detail gave it away.

Now here is the part that the “just turn it off” crowd hasn’t reckoned with properly, because it isn’t about their frame rate at all.

EA Sports F1 25 shipped with a path-traced Ultra Max quality mode on PC. It looks exceptional for the series: carbon fibre reflecting the pitlane correctly, shadows under barriers behaving like shadows rather than dark decals, late afternoon light at Monza falling on the grandstands with a quality that approaches broadcast footage. The how of it is where things get interesting.

At GDC 2026, Principal Engineer Tom Hammersley presented on exactly this subject. The headline figure is one you’d need to hear twice. Two senior engineers built a path tracer on EGO, the bespoke engine that has powered EA Sports F1 titles for over a decade, without changing a decade of existing art. They shipped it in twelve months.

Two engineers. Twelve months. No art pipeline changes.

Sit with that for a moment. The lighting quality you’re looking at in F1 25’s Ultra Max mode, the most realistic illumination the series has ever had, was produced by two people in a year, dropped onto a ten-year-old engine, without requiring any artist to touch the existing art.

Image credit: Codemasters / Compusemble

The equivalent quality improvement delivered through traditional rasterised means would have required a team of lighting artists working across every track, every surface condition, every time of day, placing and tuning fill lights, rebaking lightmaps, adjusting reflection probes, and doing it again every time anything changed. That work compounds across the franchise’s annual release cycle. Path tracing eliminates it at source.

This is the argument that tends to get lost in discussions about ray tracing that begin and end with performance benchmarks. The gamer’s perspective on ray tracing is a frame budget calculation. The developer’s perspective is increasingly a production budget calculation, and that calculation is arriving at a different answer than most players currently expect.

The performance argument against ray tracing is real and isn’t being waved away here. Running a full path tracer demands more from current hardware than rasterisation does, and the games implementing it best universally depend on DLSS or FSR to deliver acceptable frame rates. F1 25’s Ultra Max mode is designed for high-end hardware with AI upscaling carrying a substantial portion of the load.

But the trajectory matters more than the current position. GPU hardware ray tracing performance improves meaningfully with every generation. DLSS has reached a point where the upscaled output at quality presets is broadly indistinguishable from native on most displays by most users. Frame generation has changed the performance headroom available to demanding rendering techniques in ways that would have seemed implausible three years ago. The cost of physically accurate lighting falls every time a new GPU generation ships, and it’ll be lower still in 2028 than it is now.

The studios aren’t doing this because it’s fashionable. They’re doing it because two engineers in twelve months is a better outcome than an entire lighting team for six months

More importantly, the development efficiency case compounds in the other direction. Every year of rasterised lighting is another year of baked lightmaps, manually placed fill lights, and reflection probes to maintain. Every game that adopts path tracing early recovers that cost across the production cycle. The studios aren’t doing this because it’s fashionable. They’re doing it because two engineers in twelve months is a better outcome than an entire lighting team for six months, and because a physically correct renderer that handles new content automatically is worth more over a five-year production cycle than one that requires re-lighting every time anything changes.

The “just turn it off” instinct made sense when ray tracing was a half-implemented hybrid bolted onto an otherwise rasterised pipeline at substantial cost for marginal visible gain. That era is ending. The games being built right now, on engines being architected right now, are increasingly treating physical lighting as the foundation rather than the optional extra. By the time path tracing is the norm on mainstream hardware, the body of work built assuming it will be available will be substantial, and the visual quality gap between those games and the rasterised generation before them will be impossible to dismiss.

PC gaming has the hardware. It has the drivers. It has the first-mover advantage on every technology that eventually becomes standard. Ray tracing is following the same arc as any disruptive rendering technology: expensive and exotic first, mainstream and expected later, retroactively obvious by the end.

You’ll turn it back on eventually. Better to pay attention now.

Related: The DLSS “Fake Frame” Fallacy | GPUs Are Too Expensive and We Need to Talk About It

Total consumer spending on games topped $60B in the US in 2025

The total consumer spending on games topped $60 billion in the US in 2025, according to the latest report by the Entertainment Software Association (ESA).

As shown in the ESA’s 2026 Essential Facts About the US Video Game Industry report, video games are outpacing consumer spending on movies, TV, and music combined.

Sourced via Circana, the total figure amounts to $60.7 billion. This is made out of $52.3 billion spent on content, $5.4 billion on hardware, and $2.95 billion on accessories. The figure is almost as high as 2021, the year with the highest spending thus far at $61.7 billion.

The report also includes a breakdown from a US-based survey to showcase more details about the total consumer spending. It’s important to note that these surveys were conducted by YouGov in February of this year, with 13,545 total respondents.

The number of respondents includes 9,932 players who spend at least one hour per week playing video games on a smartphone, tablet, PC, console, or VR headset. Out of the 9,932, 7,971 are adults, and 1,961 are kids or teens. The remaining 3,613 are adults who either don’t play video games or spend less than an hour per week playing.

Related:Kabam consolidating LA office and making layoffs

As per the report, 43 percent of the surveyed consumers purchased a game. 33 percent were digital copies, and 24 percent were physical. It’s worth noting that 58 percent of respondents opted for a free download. 35 percent purchased a game subscription, and 19 percent borrowed, traded, or rented a game.

What attributes are deemed most important when considering a new game? Among total players over the age of 18, it comes down to price (52 percent), quality of gameplay (47 percent), interesting story/premise (41 percent), the game’s genre (41 percent), the quality of the graphics (37 percent), and whether or not it includes single player gameplay (37 percent).

When it comes to spending on cosmetic items and downloadable content, 58 percent of the surveyed players over the age of 8 have ever purchased in-game content. In decreasing order, this includes in-game currency (34 percent), skins or customization items (27 percent), season passes/battle passes (26 percent), expansion packs (26 percent), additional maps/levels (19 percent), and randomized content packs (15 percent).

The ESA report also has an interesting metric about parental direction when it comes to in-game purchases. 54 percent of parents purchased in-game content for their children. 93 Percent of parents who have purchased in-game content for their children said that they needed to approve purchases.

Related:Report: Former Xbox president Sarah Bond and Take-Two CEO Strauss Zelnick linked to Peter Thiel’s secret society

PlayerUnknown Productions lays off staff and halts development

PlayerUnknown Productions, the studio founded by Brendan “PlayerUnknown” Greene, is restructuring the team and halting development on Prologue: Go Wayback.

Announced via the game’s Steam page, the studio said it had to make a hard decision to “restructure our studio to a smaller team.” As “a result,” further development of Prologue: Go Wayback, which launched in early access in November of last year, will be halted.

“Our main priority at the moment is to support our employees during this difficult transition,” the studio wrote, without disclosing the exact number of staff affected or how they’re planning on supporting them.

The statement goes on to say that the studio hopes it can return to Go Wayback in the future. In the meantime, PlayerUnknown Productions is working on an update that will push the game out of early access and make it free-to-play.

For those who’ve purchased the game, the team is “investigating offering refunds” to customers.

Related:Kabam consolidating LA office and making layoffs

“Please stand by for more information on this over the coming weeks, which we will communicate here on Steam and on our Discord,” concludes the statement.

Greene, who worked on PlayerUnknown’s Battlegrounds (PUBG) as lead designer and director, and helped to popularize the battle royale genre, split from parent company Krafton to form his new studio back in 2021.

Since then, Krafton has held a minority stake in the new venture. The first project was the ‘Prologue’ franchise. In a statement at the time, the studio said the following: “Together with a team of game developers and researchers, we explore new possibilities of interaction and connection within the game space.”

A year later, Greene spoke about Artemis, which would be the next project after Prologue, which turned out to be a tech demo of sorts named Prologue: Go Wayback. Artemis, in turn, would be a game that incorporated blockchain technology. “I was fascinated with this idea of digital spaces, places where there are no real rules but a set of systems that you can use,” said Green of Artemis at the time. “That fascinated me, and still does. I never considered just walking away.”

PUBG sold over 70 million copies worldwide by mid 2020. Krafton has continued working on the IP, albeit with uneven results. In late March of this year, the publisher shuttered the 5v5 top-down tactical shooter PUBG Blindspot after being in early access for less than two months.

IO Interactive might not return for 007 First Light sequel

Hitman developer IO Interactive might not be given the chance to publish or develop a sequel to 007 First Light, which last week sold 1.5 million copies within 24 hours of launch. 

Franchise custodian Amazon, which nabbed the rights to the series after IO Interactive had already signed on to produce First Light, has suggested it intends to move production in-house going forward.

Speaking to Polygon, Amazon Games boss Jeff Gattis said that sequels to First Light will be “done by MGM and, theoretically, by Amazon Game Studios.”

MGM (Metro Goldwyn Mayer) holds the rights to the James Bond franchise and was purchased by Amazon in 2021

“We did not [make First Light]. We do have a stake in it because we now own the IP, but that IP acquisition happened after the First Light IO deal was already done,” added Gattis. 

Amazon Games track record of bringing titles to market has been mixed to say the least. The U.S. company has canceled and scrapped a number of titles including an in-development MMO based on The Lord of the Rings franchise, fantasy MMO New World, and UGC dungeon brawler King of Meat.

Related:Kabam consolidating LA office and making layoffs

Even so, Gattis said the company remains committed to expanding its slate of video games and believes properties with transmedia credentials, such as James Bond, represent a “real opportunity” within the entertainment space.

“We do see this continued integration of video and movies and video games, where that line is becoming much more blurry. We think that’s a real opportunity for us to create IP that extends—or kind of expands upon—TV shows and movies,” he added.

“So there’ll be a Tomb Raider TV show on Prime Video that’ll go alongside the games. There’s a lot of things we have in the works on new games that’ll relate to Prime Video IP.”

How Replaced devs fixed lore display bloat with a stylish gadget

Replaced, a 2.5D pixel art adventure game released by Sad Cat Studios and Thunderful Publishing in April, originally had a lore problem. The narrative team wanted to feature a vast number of lore items with a graphical display, emphasizing the cyberpunk-meets-noir aesthetic. But this decision quickly bloated the scope of the project.

In order to combat this, game director Yura Zhdanovich was inspired by the GameBoy Camera and Sony’s Walkman to create an in-game device that can serve as a hub for scanned items (as well as a music player for songs found during the player’s travels).

The so-called Wingman can be opened at any time by protagonist Reach during exploration sequences. Rather than popping a menu up on screen, the camera shifts to a first-person perspective, showcasing the sci-fi gadget up close with a view of the protagonist’s hand manually controlling it.

“The hand animation itself is a heavily stylized 3D model with [full-screen] pixel post processing—that pipeline made iteration much easier,” Zhdanovich said over email. In Replaced, aside from some close-up shots during cutscenes, characters and key elements tend to be quite far away from the player’s vicinity, making the Wingman stand out.

Related:Resource management? Survival games are about time management.

Implementing the gadget was a lifesaver. At first, the protagonist would inspect different categories of items. This, as the director explains, would have required unique sets of animations for each group. In the final iteration, once you scan an item that has a lore entry, it automatically gets added to the Wingman. Everything is centralized in it.

The Wingman has a wheel on the right side. Whenever you scroll upwards or downwards, the hand matches the action with an animation, creating the fantasy of a tactile, grounded element.

Capturing this feel was important, considering retro tech like Sony’s Walkman was used as an inspiration.

“Nowadays we have lots of fidget toys that are here to compensate the lack of tactile interactions with objects/tech,” Zhdanovich says. “Everything we do on our smartphones is just tapping and swiping. You don’t get this satisfying snap of closing your flip phone anymore (and I would not risk a sassy closing flip with modern flip smartphones). So animating Reach’s hand and making all of the Wingman parts tactile was a part of us trying to immerse you in this world.”

Because of the Wingman’s change in perspective, the team had to be wary of edge cases when there are NPCs or obstacles around the character that can make transition look ugly. “It does not really pause the game, so we had to be mindful of restriction zones in the game where the player can’t actually use it,” he says.

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There was another big consideration in mind: text legibility. This wasn’t related to the UI style—which is itself inspired by the first generation iPod. There’s a fine line between having a readable and unreadable text, since the gadget’s not exactly taking up all the screen real estate like a traditional overlay UI would.

The Wingman that never was (and the Wingman that will be)

Zhdanovich said the team wanted to add mini-games, more settings, and an animated cassette change process when cycling through music, which were left off the table. But hacking animations are still in process. A hacking add-on will be added in one of the post-launch updates planned for the game.

The team wanted for this hacking module to be present at launch, but as Zhdanovich explains, the idea for the in-game device came later in development. In a way, this helped to create visualization opportunities for some of the gameplay elements that the team was already working on, such as the video conference-style conversations that happen with key characters in the story.

The Wingman serves as a solution that both fits the in-game universe and saved the team time and effort with the plentiful lore entries. “The decisions have always been informed by one strong notion, which is “let’s not create extra entities—better make use of what we have to the fullest extent and support the core theme,'” the director says.

Related:The art of game writing in ‘non-narrative’ games ft. Emma Kidwell and Harrison Pink

“It was a bit of a risk, especially in the screen real estate debate, but it paid off big time.”

PlayStation’s first party downturn and Microsoft and Valve sued

I don’t believe in miracles but I’m turning 33 this Sunday, which is incidentally the very same day I’ll be heading to a Los Campesinos! gig to thrash around to an onslaught of timeless indie bangers. Sheer coincidence or divine intervention? I’ll let you decide.

On the off chance you want to commemorate the occasion, here’s a link to the group’s latest live album. A veritable feast for any lapsed emos out there. 

I’ll be taking a very long weekend to celebrate the occasion (and partake in some wedding festivities on Friday—not mine,  your invite wasn’t lost in the post), so I am once again desperately hoping this newsletter isn’t woefully outdated when Friday rolls around. I don’t think I’ve missed any of this week’s hottest conversation starters, but game industry news is like buses, you wait for one and then two plow through a wall right in front of you. 

via Gematsu // Vampire Survivors developer Poncle is opening a new studio in Japan that will allow the studio to develop multiple projects simultaneously. The company is also reportedly interesting in establishing a foothold in Italy.

Related:Kabam consolidating LA office and making layoffs

via Game Developer // A potential social media ban in the UK could be extended to some video game platforms. The UK government has pledged to restrict how teenagers interact with social media, but it’s currently unclear whether that will mean a full Australia-style ban or something more nuanced. In any case, UK online safety minister Kanishka Narayan has indicated that any action could impact video game companies operating online platforms.

via Bloomberg // Yacht Club Games previously said the launch of Mina the Hollower would be make or break for the studio, and after selling faster than discounted RAM during its first few days on shelves it appears there will be no breaking for now, at least. But what about baking? Well, a celebratory muffin never goes amiss.

via Nintendo // Japanese console maker Nintendo has confirmed it will comply with an incoming EU regulation that will require hardware sold in the region to include replaceable batteries, suggesting the Switch lineup might soon be getting, well, switched up. 

via Game File // Sony has witnessed sales of first-party titles gradually dwindle since 2020, when the company sold almost 60 million copies of titles it had produced internally. Stephen Totilo over at Game File has compiled data that shows how, despite a small rebound last year, Sony has struggled to maintain even pre-pandemic interest in its first-party offerings. Food for thought.

Related:Report: Former Xbox president Sarah Bond and Take-Two CEO Strauss Zelnick linked to Peter Thiel’s secret society

via PlayStation // The biggest conversation starters to emerge from Sony’s lengthy State of Play showcase were Marvel’s Wolverine and God of War Laufey. The former is a kinetic, third-person brawler featuring everybody’s favorite x-person, while the latter is a kinetic, third-person brawler featuring everybody’s favorite gelatinous cube. The key difference? Decadent amounts of arm hair.

via Aftermath // A new lawsuit highlighted by Aftermath is what you might call a twofer. That’s because it’s targeting both Microsoft and Valve for allegedly canoodling over release dates and pricing in order to stifle competition on PC platforms. The lawsuit also claims that Microsoft is taking kickback deals from Valve “as remuneration for agreeing not to compete with Steam.” It’s worth digging into this one.

Related:Rockstar’s legal setback, Final Fantasy tax incentives, and PlayStation swaps ‘PC’ for ‘AI’ – Patch Notes #57

via Game Developer // Atari continued its steady stream of acquisitions this week by purchasing Australian indie studio Hipster Whale in a deal that could eventually cost almost $40 million. The move will bolster Atari’s expertise and presence within the mobile market.

How That’s No Moon’s Crossfire evolves the cover-based shooter

Since the early 2020s, the staff at That’s No Moon have been working on their debut game in heavy secrecy. Pulling together developers formerly from Naughty Dog, Infinity Ward, Bungie, and other noteworthy studios, their upcoming project has just made its debut at Summer Game Fest 2026. It’s a single-player narrative-focused reimagining of Smilegate’s multiplayer shooter Crossfire

The upcoming “tactical action-adventure” shooter bears many familiar hallmarks of a narrative-driven action game, like The Last of Us and Gears of War, but it also carries a lofty goal: redefining how players engage in cover-based combat. It’s all tied to how they’ll navigate the environment to find organic cover. 

During a recent studio visit to That’s No Moon, we spoke with chief creative officer and co-founder Taylor Kurosaki and game director Jacob Minkoff about the making of Crossfire and how their focus on creating an “adaptive cover” system has the potential to move the “genre forward.”

Related:Resource management? Survival games are about time management.

Described as a reimagining of the world of the original Crossfire, Kurosaki stated they had a lot of leeway in coming up with a new game.

“We see this arrangement we have with publisher Smilegate as a similar relationship between Sony and Naughty Dog, with how the publisher is giving trust to our vision,” said Kurosaki. “We’re very comfortable with the sort of partnership we have with Smilegate, we’re energized by it, and at the end of the day, we want to make a game where the gameplay and the narrative are inextricably linked to one another. That’s been our north star from day one.”

Building a “tactical action-adventure” game

Remedy Entertainment released a single-player campaign for the online game Crossfire X in 2022, but the core game eventually discontinued service. While Crossfire is a popular shooter in Eastern territories, it’s not a well-known hit in the West. This, however, presented an opportunity for the developers at That’s No Moon. Instead of a companion mode in an existing online shooter, the developers focused on a new concept for a Crossfire game that leaned on the studio’s experience with single-player narrative action-adventures.

This new Crossfire shifts the gameplay to a 3rd person perspective and leans into military-style action, with an added bit of horror. Focusing on two protagonists from opposing sides, Layla and Cross (played by Claudia Doumit and Ricky Whittle, respectively) will have to work together to face a mysterious threat within a hostile battlefield that corrupts ally and foe alike.

Related:Analyzing Mouse: P.I. For Hire’s audacious worldbuilding – Narrative Notebook #4

The SGF trailer did well to showcase the overall tone of Crossfire while also highlighting the growing camaraderie between Layla and Cross. During our visit to the studio, we got a deeper dive into the gameplay, which revealed that the core action is enhanced by survival-lite elements and resource management from games like The Last of Us and Escape from Tarkov.

“War is a very singular pressure to put on characters, and we then get to reveal their true nature, and we’ve certainly focused that with our previous work that is close to that war genre,” said Kurosaki. “That genre has a sense of adventure, and we love the sense of playing in a contiguous space, where you’ll navigate where they’ll go to reach a destination, and then, of course, when you’re at the top, you can look back down to where you started, and it’s all there.”

“Our game uses a single world map, so it’s a connected world. So we get to combine these two loves of ours, single-player action-adventure games and telling stories in the war genre, and then to innovate on top of that, and really push the medium forward. We’ve never been more excited for a project than this one.”

Rebooting the cover-based shooter

The moment-to-moment action of Crossfire channels the familiar style of third-person military-shooter combat, where players must make tactical decisions about how to engage enemies by leveraging position, finding the right cover for defense, and picking the best moments to strike. The Crossfire team also wanted to innovate by redesigning the pacing and flow of how players navigate and find cover in environments. 

Related:The art of game writing in ‘non-narrative’ games ft. Emma Kidwell and Harrison Pink

In a move away from the “rectilinear” shooters that signpost combat encounters with clear and obvious spots for cover—such as chest-high walls and large objects to push your character up against—Crossfire focuses on a more open-ended approach with an adaptive cover system, where players will have to find “organic” cover from the terrain and geometry.

Essentially, this means carefully positioning yourself against rugged terrain and environmental objects to find effective cover that adapts to each engagement. According to game director Jacob Minkoff, the current technology in Unreal Engine 5’s Nanite and Lumen systems allowed the developers to lean into enhanced environmental detail.

“I am kind of a SIGGRAPH nerd, and I like reading the papers and seeing all the new videos they release about the new tech coming out,” said Minkoff. “Like 12 years ago, I’d seen a video on phase function neural networks, which was a new method of using motion matching for animation, and the whole pitch was that it would allow you to have a third-person character action game where the character was able to navigate incredibly complex environments.”

“And then I saw the Unreal Engine 5 was providing the rendering technology to create incredibly complex organic environments, and those two things together made me feel that there’s this technology that will allow us to make characters navigate the environment in a much more realistic way, and those pieces together generated the concept of adaptive cover,” he continued. 

“It wasn’t something that I knew this game was going to be from the start, but these goals of creating more natural, more biomechanically realistic simulation characters that move in more real environments that feel and look more real. I’ve always wanted to be part of a game that does that, for me it’s a continuation of that goal of trying to make the most innovative art that pushes the medium forward.”

Much like Death Stranding pushes players to be mindful when navigating rugged, hazardous terrain, Crossfire fosters a similar mindfulness in its cover system. In addition to having to get low and find protection where you can get it, the characters themselves will adapt and position their bodies in ways to fit the improvised cover, with the character animations carefully shifting and adapting their posture and stance near slopes and shorter obstructions.

With Crossfire, it’s clear that the developers at That’s No Moon are aiming to mix up familiar triple-A action-adventure spectacle with a more free-form approach. It’s an interesting way to tackle that challenge, to be sure, especially with the development team hanging its proverbial hat on the concept of “adaptive cover.” Seeing it in action across multiple playthroughs made for some exhilarating action beats and plenty of potential for player choice with different approaches to encounters—an encouraging sign for a game that wants to reboot the whole approach to the genre.

Embracer-owned VR developer Vertigo Games closes Amsterdam studio

Embracer-owned VR specialist Vertigo Games has shuttered its Amsterdam studio. 

Vertigo Studios Amsterdam is the team behind Metro Awakening. The multi-platform VR title launched in 2024 to critical acclaim but failed to meet the sales expectations of Embracer (thanks, UploadVR).

In a statement posted on social media, Vertigo Games CEO Richard Stitselaar indicated the studio was closed in response to adverse conditions within the VR market.

“The VR market remains a challenging space and after careful consideration we have made the difficult decision to close Vertigo Studios Amsterdam. This is not a decision we have taken lightly and I want to acknowledge the impact it has on everyone at Vertigo Studios Amsterdam,” he said.

“Since joining Vertigo Games in 2021, Vertigo Studios Amsterdam has delivered some of the best games in our portfolio. Their creativity, dedication, and hard work have been invaluable and our focus right now is on supporting the team through this process.”

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Embracer directed us to the above statement when approached for comment. It’s currently unclear how many people have been impacted by the closure. 

Vertigo Games joined Embracer in 2020 under the company’s Plaion subsidiary. Since then, Embracer has become the standard bearer for industry layoffs after spending years shuttering and divesting studios. cancelling projects, and eliminating thousands of jobs.

The Swedish conglomerate is currently attempting to course-correct by splitting into multiple standalone publicly-traded companies and recently indicated it could soon begin pursuing “opportunistic” mergers and acquisitions to drive value.

You’d be right in thinking that sounds like an awfully familiar gambit

Xbox console exclusives are returning on a ‘case-by-case’ basis

Microsoft is reprioritizing Xbox console exclusives starting with Gears of War: E-Day and Clockwork Revolution to encourage consumers to purchase console hardware. 

As noted on Xbox Wire, the company confirmed the move during the Xbox Games Showcase 2026 and emphasized exclusivity will be permanent. 

“As part of our focus on the return of Xbox, we also announced that Gears of War: E-Day and Clockwork Revolution will be Xbox console exclusives,” reads the post. “These are not timed exclusives. Games already announced for multiplatform releases will stick to that plan—we’re committed to investing in and growing Xbox both on console and beyond.”

It’s another notable pivot under the leadership of newly-minted Xbox president Asha Sharma, who has lowered the price of Xbox Game Pass, announced next-generation hardware, and introduced a litany of more superficial changes—such as rebranding ‘Xbox’ as ‘XBOX’—since taking charge of the gaming division in February

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Former Xbox leaders Phil Spencer and Sarah Bond previously chose to bring notable first-party Xbox titles such as Indiana Jones and the Great Circle, Starfield, Forza Horizon 6, and Grounded, to rival console platforms including Nintendo Switch and PlayStation 5. 

In January 2025, Spencer said there was no reason to put a “ring fence” around Xbox Game Studios titles and said the company’s multiplatform strategy was about finding players. 

Now, just over a year later, that philosophy is seemingly being kicked to the curb. 

Elaborating on the rationale for the u-turn during an interview with Gamertag Radio, Xbox chief content officer Matt Booty said exclusivity will be decided on a case-by-case basis and will ensure players have a reason to purchase Xbox console hardware.

“We want people to have a reason to get onboard with Xbox. We want them to have a reason to buy an Xbox—a reason to be an Xbox fan,” he explained. 

Booty noted that large multiplayer games and live service titles will continue to be multiplatform, and said that if Xbox has already promised something to players it is committed to honoring that promise.

“It’s going to be case-by-case, but we’re going to be clear that when it’s got a date, it’s got a platform and you’ll know what the choice is going to be,” he continued. 

At the time of writing, that seems to indicate that Halo: Campaign Evolved will still launch on PlayStation 5 in 2026—given the remake has already been handed a July 28 release date. Fable has also been handed a February 23, 2027, launch date on PC, PS5, and Xbox Series X | S.

Related:Report: Former Xbox president Sarah Bond and Take-Two CEO Strauss Zelnick linked to Peter Thiel’s secret society

Game Developer has reached out to Microsoft for comment. 

Telltale Games is back, but can it learn from its past mistakes?

Telltale Games has risen from the ashes (for the second time). Last week, the makers of The Wolf Among Us 2 resurfaced after years of radio silence during the Summer Game Fest livestream with a new trailer and the announcement that PM Studios would be publishing the game, and that the two companies will be releasing a remaster of 2013’s The Wolf Among Us later this year (officially dubbedThe Wolf Among Us Remastered). 

PM Studios is funding The Wolf Among Us 2, with CEO Michael Yum telling Game Developer that the company is laser-focused on supporting the storytelling studio to make sure it’s “shining.” “We always have the philosophy of being creator-first,” he said. “Our role is to be a supporting team…where we give production stability, distribution, go-to-market [strategy], and helping Telltale finish making this game.”

The news may be bittersweet for some in the game development community. On the one hand, it’s good news to see a storied studio return to the stage in an era of ongoing layoffs and studio closures. However Telltale’s 2018 “majority studio closure” was a deeply traumatic event for the developers who lost their jobs, and the studio has struggled with The Wolf Among Us 2‘s development, leading to a round of layoffs in 2023. Tales of the studio’s strengths and weaknesses have trickled out into the public realm over the years since, and it’s become clear that a number of flawed decisions from company leadership put the studio on the path to collapse.

Related:Returnal director will be ‘responsibly ambitious’ to ensure his new studio prospers

What then, should the game industry expect of the Telltale Games of 2026? Has the company learned from its past mistakes?

It’s a topic we raised with CEO Jamie Ottilie during an interview with Game Developer that took place in advance of last Friday’s announcement. According to him, Telltale has spent the last two years overhauling its technology and processes to make The Wolf Among Us 2 the first of many games from this new incarnation of the company. The changes he described divert sharply from the studio’s past practices, and offer a case study in how developers can try to shed flawed workflows to produce better games and working conditions alike.

Ottilie says Telltale has abandoned many past practices

Telltale Games alumni and others close to the company may be surprised by some of the drastic shifts Ottilie described. Gone is the beloved (and infamous) “Telltale Tool,” which for all its strengths, was held back by its lack of a physics system and other outdated features. Ottilie said this version of The Wolf Among Us 2 (another version of the game was in development at Telltale before its 2018 crash) was originally being produced in a modified version Unreal Engine 4 that integrated the legacy tech, but in 2022 the company realized it had to abandon that path.

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“That looked like a great idea on paper,” he said. “It seemed to promise lots of production efficiencies, time savings, and the best of both of worlds…that turned out not to be true.”

This workflow, he said, wouldn’t allow developers to produce content at “the speed and quality” needed to make the game. “We took the hard choice to reset, and unfortunately when you do a pipeline reset, it really involves going back to square one and unwinding everything. There’s going to be a period of time where you’re not producing content.”

Now the company is working in Unreal Engine 5, and working with co-development studios Trick and Side (as Ottilie detailed in an interview with IGN) to juggle labor needs. This was also when the studio decided to seek a publisher to bring The Wolf Among Us 2 to market, leading to them to sign with PM Studios in 2024. 

Telltale is also abandoning the process of dividing its developers into rotating teams that work on different game series. Though some employees are working on the remastered version of The Wolf Among Us, the sequel is largely being made by “one consistent team from start to finish.” The game will also be “content complete” before launch, with the entire story playable on day one. He praised Adhoc Studios’ episodic strategy for releasing Dispatch over the course of several weeks, but said this single-date strategy.

Related:Stories from making Marvel Rivals

The story will still be told “episodically,” but Ottilie said working with PM Studios led the team to decide that a single release date would “make the most sense” as a go-to-market strategy.

These production changes aren’t just academic in nature. As tales of life at Telltale crept out over the years, it was clear that its production practices had a huge impact on developers’ quality of life. Game Developer has heard from workers who’ve said that studio leadership mandated a formulaic approach to storytelling, and that the company played fast and loose with job titles, sometimes not properly crediting developers properly for their work on the game.

Has the studio moved past those practices? Ottilie said that the answer is “yes.”

No plot mandates, avoiding crunch, and proper crediting

In conversations with various Telltale Games alumni over the years, we’ve heard repeatedly that executive leadership at the studio pressed developers to follow a repetitive formula for each of its games. Some developers have said that formula led to declining interest in its games. 

“We didn’t really follow that approach,” Ottilie said when asked about the making of The Wolf Among Us 2. “We came at this from ‘what’s the best story we can tell here? How are we going to do that? What’s that feel like?'” He said his approach as CEO was to choose the game’s creative leadership and then “get out of their way.”

“It’s not my job to go into the room and second-guess how they want to tell a story,” he said, adding that while he is giving feedback and offering suggestions, he avoids being prescriptivist in his approach. He did say that some Telltale design knowledge—like the amount of time players should go without pushing a button onscreen—is still with the studio, but The Wolf Among Us 2 won’t be following a familiar roadmap.

On the topic of improper crediting, Ottilie actually said he “wasn’t aware” of the company’s history with that practice. “From our perspective, [proper crediting] is pretty mandated,” he promised. “People get job titles and have descriptions, and that’s what they’re doing on the game. Their credit will reflect what they’re doing on the game.”

“My [vice president] of operations will put my head in a box if I try to change that.”

And then there’s the topic of crunch. Previous reporting on Telltale attributed crunch to a number of factors, from the constant pace of episode releases to regular demands from CEO Kevin Bruner to make changes close to a game’s ship date (as described by Game Informer). More studios in the game industry have begun to adopt the notion that crunch is a result of “poor planning,” but the game industry is still learning how to properly plan game production, and even teams with the best intentions can be tasked with performing unpaid overtime.

“We’re obviously trying to avoid crunching,” Ottilie said. “I work in production, I work the same hours my team does. I don’t want to crunch—I’ve got kids and a life and stuff to do. Work-life balance is really important. People don’t do their best work when they’re ground up.”

He acknowledged that Telltale Games used to “build” crunch into its schedule, calling it a “crappy way to make games.” He also said ship dates in the game industry used to be heavily set by marketing departments, who wouldn’t bend when told by developers those dates weren’t possible. “We had this disconnect between marketing and development, where marketing would have a date, developers would know the date wasn’t possible, and then marketing would stamp their feet and say ‘we need the date.'”

“At the end of the day, you broke teams, you made a bad product, and that wasn’t a healthy thing…I don’t think you ever completely get away from having to work a little bit extra here and there to to make things better—particularly if you care, and you’re doing it because you want [the game] to be better. But there’s a world of difference between mandated crunch.” 

“We’re not going to mandate crunch at all. We won’t name a release date until we’re confident in our ability to name a release date. And when we’re wrong—as evidenced by what we did in ’22 and ’23—we move it.”

Yum, the PM Studios CEO, weighed in here, saying that when he was arranging the company’s publishing deal with Telltale he pressed the company to give him a realistic development timeline. “I’ve funded over 200 games now and I’ve [rarely] seen one finish on time,” he quipped. “A big part of how I work is that I don’t push people on milestones.”

One pillar of Telltale’s old strategy is up in the air: the reliance on other companies’ intellectual properties. As the years went on, Telltale went from working with cheaper licenses like Sam and Max and Back to the Future to more expensive properties like Marvel Comics, DC Comics, and Game of Thrones. Licensed games can be big business, but highs fees and reduced creative control can leave studios exposed to factors outside their control.

Ottilie said that for now, the studio is focused on The Wolf Among Us 2 (which, for the unfamiliar, is based on the comic book series Fables created by Bill Willingham), and hasn’t decided if its next project will be an original IP or another licensed game. “We love Fables, and we’re happy to be working on Wolf, and what we’re doing now probably isn’t what we’re doing next,” he said, though he didn’t rule out the possibility of other Fables-inspired games.

“From a company growth plan, we’re really looking for sequential development of new games and stability—like a sequential slate of titles, instead of going parallel and trying to run multiple teams,” he said. “It’s like ‘hey, let’s do this really well, and then we’ll pick up another IP and put it into concept development before this game is done, so we have something that’s ready to go.”

Xbox is rethinking Project Helix strategy due to memory crisis

Matthew Ball, Xbox’s chief strategy officer, said the ongoing memory crisis is not getting any better, in the light of Project Helix, the company’s upcoming console.

In an interview at The Game Business Live this past weekend, via GameSpot, Ball spoke about the plans for the console amidst the memory chip supply crisis—driven by rampant investment in artificial intelligence data centers (thanks, Reuters).

“The window in which we and others are gonna have to work through is getting longer, and that is going to constrain the category,” he said.

Ball said that he previously underestimated how bad things might get. In late April, the newly-appointed Xbox CEO Asha Sharma said key component shortages could impact the price and availability of next-generation hardware.

At the time, Sharma said the company would be taking the potential impact into consideration, and that the company was not ready to share a launch timeline for the moment, mentioning that “the world’s pretty dynamic.”

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Now, based on the conversation with Ball, demand for Xbox consoles is outstripping supply. The chief strategy officer said Xbox is producing them “as quickly as possible,” while adding that “there is a severe limitation to how quickly we can do that.”

Speaking about Helix specifically, Ball said, “We are working very hard to rethink everything that we can about Helix, which is a console we are committed to shipping.”

For the time being, Xbox is rethinking what the console model can look like, and trying to remain flexible. Ball also mentioned the crisis may have acute effects for two or two and a half years.

“We are working very hard to figure out the best way to navigate it or a way that works for everyone, that does not ask too much from players, but also doesn’t detract from the other investments that we need to make as a company,” he added. “We also have tens of millions of people who we ask to spend $500 which is still an incredible sum of money. Those people that we asked to buy a console years ago, we still have an obligation to them to meet their expectations and to have them feel rewarded for which platform they chose.”

Xbox is far from the only company facing issues regarding memory shortage. PlayStation’s hardware sales went down amidst the ongoing crisis, alongside price hikes. Then, Nex Playground, Nintendo, and Valve all increased hardware pricing, noting the memory shortage as either the main or one of the prevalent factors.

Nintendo of Europe to pay $40M fine for Joy-Con drift issues

Nintendo of Europe has agreed to pay a €35 million fine (around $40 million) after a French regulator claimed the company misled customers about Joy-Con drift defects on the original Nintendo Switch controllers.

The news was reported by Le Monde yesterday (thanks, GamesIndustry.Biz), sharing details about the culmination of an investigation by France’s General Directorate for Competition, Consumer Affairs, and Fraud Control (DGCCRF).

The investigation found that Nintendo was aware of technical defects, which included responsiveness issues and drift, as early as 2018. Yet, the company did not inform consumers until 2020, two years later.

The DGCCRF said this led to consumers buying unnecessary replacement controllers. The National Investigation Service (SNE) of the DGCCRF determined that Nintendo of Europe misled consumers by failing to disclose Joy-Con controller defects transparently.

Nintendo of Europe said in a statement that it did not “intentionally mislead consumers.” Moreover, the company stated that agreeing to the settlement “does not constitute an admission of guilt and reflects only the amicable resolution of legal proceedings.”

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The investigation originally began after a 2020 complaint from the French consumer association UFC-Que Choisir, the same group that has sued the likes of Ubisoft and Valve over the years.

When the complaints from European consumer right groups first started, the aim was to open a dialogue with Nintendo that would encourage the company to address the drift issue. They weren’t the only ones. A mere year before, a class-action lawsuit in the United States collected multiple testimonies from Switch owners that had ran into trouble with their Joy-Cons, including one individual that said he encountered the issue with both new and freshly repaired controllers. That lawsuit was dismissed in 2024.

Xbox CEO unsure whether Activision Blizzard merger is paying off

It appears the jury is still out as to whether Microsoft’s seismic $68.7 billion merger with Call of Duty maker Activision Blizzard represented good value for money. 

During an on-stage interview at Bloomberg Tech 2026, Xbox CEO Asha Sharma was asked whether the deal—which currently stands as the largest video game acquisition in history—is paying off. Despite praising the company itself, she notably failed to provide an affirmative answer. 

“I don’t know anybody in entertainment who wouldn’t want Call of Duty, which is now grossing in more revenue than [the] Marvel Cinematic Universe; who wouldn’t want one of the top three apps in the world in Candy Crush; who wouldn’t want World of Warcraft; who wouldn’t want a team that for 20 years has been able to create predictable hits every single year,” said Sharma. 

“I love Activision Blizzard King. Look, it was bought at a time before ChatGPT. It was bought at a time when our strategy was predominantly on the core consoles. It was a time when we were right in the middle of COVID. So it’s hard to say how to think about those decisions, but I think these are incredible assets and we continue to invest in them.”

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Microsoft has sanctioned four major rounds of layoffs since completing its merger with Activision Blizzard in 2023.

Those cuts included widespread redundancies across Xbox Game Studios, with the company eliminating 1,900 roles in 2024 before shuttering key studios such as Arkane Austin, Alpha Dog Games, and Tango Gameworks (the latter of which was eventually salvaged by Krafton).

It then laid off another 650 video game workers in September 2024.

In July 2025, Microsoft reportedly laid off 4 percent of its total workforce, with those cuts impacting studios and divisions such as King, Zenimax, and The Initiative. 

Xbox hardware sales have also failed to set the world alight since the merger concluded and remain in steady decline

ESA says anti-deepfake act could ‘devastate’ video game industry

The Entertainment Software Association (ESA) has argued against SAG-AFTRA’s Nurture Originals, Foster Art, and Keep Entertainment Safe (No Fakes) act, arguing that there isn’t a clear distinction between harmful deepfakes and legitimate digital replicas of people.

Stanley Pierre-Louis, president and CEO of the ESA, voiced his concerns in a letter addressed to the US Senate Judiciary Committee, specifically chairman Chuck Grassley and ranking member Dick Durbin.

According to Pierre-Louis, as it’s currently drafted, the No Fakes act “creates a level of uncertainty that poses a real threat to existing games and to the future of video game development in the United States.”

The main gripe is centered around the act’s definition of “digital replica,” which could lead to lawsuits by people who may “even by coincidence” resemble a game character.

Pierre-Louis, then, argues that while the industry would likely prevail against such claims in court, the time and expense of litigating such suits would be “economically devastating.”

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The letter also argues that the act creates liability for certain tools and services used to create said replicas.

“We are concerned that the bill, as drafted, fails to adequately differentiate between tools and services built specifically to enable the creation of harmful digital replicas, and the potential for third-party abuse of innovative, multi-purpose, and otherwise legitimate tools capable of creating digital replicas,” Pierre-Louis says.

The letter concludes by saying that these aren’t the only problems with the bill, and that ESA has offered “common-sense” solutions to narrow the legislation in a way that addresses legitimate harms. “Unfortunately, some proponents of the bill have resisted [accommodations to] our unique concerns,” the letter reads.

The bill was originally introduced in 2024, but it didn’t pass before the US elections. It was then reintroduced in the senate in April of last year, where it received bi-partisan support. During a press conference at the time, the union said that, if passed, the bill would establish “a federal right in voice and likeness to protect against unauthorized use of digital replicas.”

National executive director and chief negotiator Duncan Crabtree-Ireland explained that the bill would allow SAG-AFTRA members and workers who rely on their face and voice for their livelihood to demand that platforms “remove illegal voice and image clones.” It would also grant a legal path towards seeking damages from “those who intentionally cause harm.”

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The main exceptions to the bill, however, include a digital replica that is used in “bona fide commentary, criticism, scholarship, satire, or parody.” The goal of the act, then, would be to provide “one strong, consent-based framework for digital replicas uses in expressive works nationwide.”

In May of last year, SAG-AFTRA publicly released new proposed terms in response to an offer made by video game companies on April 30. While the terms were related to protections around generative AI practices, replicas were also in conversation.

For example, video game studios were pursuing a model where they could use a performer’s replica for a franchise they’ve worked on before without special permission, but willing to pay minimum scale. The union held that companies should always have to give the worker notice and get their explicit consent first.

The union also rejected unlimited digital replica use buyouts “without a strong, clear justification,” arguing that rather than a convenience, whenever buyouts are introduced, they offer a purposeful discount to employers.

As announced by SAG-AFTRA earlier this week, the Senate Judiciary Committee has placed the No Fakes bill on their agenda for June 11.

“Here’s the hard truth: Deepfakes can ruin lives,” reads the open letter. “It doesn’t matter if you’re a public figure or a high school student being exploited by predators on the internet. The passage of the No Fakes Act would put the necessary protections in place to ensure people have the power to say, ‘Not my face. Not my voice. Not without my consent,’ and the power to deliver real consequences to those who violate their rights.”

Related:Rockstar’s legal setback, Final Fantasy tax incentives, and PlayStation swaps ‘PC’ for ‘AI’ – Patch Notes #57

Ubisoft cutting jobs and shutting Winnipeg and Belgrade studios

Ubisoft Winnipeg and Ubisoft Belgrade are being shuttered by the French publisher, which is also proposing further job reductions across its Barcelona studio and global publishing business. 

A source familiar with the situation told Game Developer the company is taking action to reduce costs and focus on new strategic priorities. The layoffs are currently pending consultation and could result in up to 380 roles being eliminated. 

Ubisoft Barcelona is expected to remain open but will be restructured to focus solely on the Rainbow Six franchise. 

Ubisoft Winnipeg was primarily tasked with developing the company’s proprietary Anvil and Snowdrop engines, which have been used on notable titles such as Tom Clancy’s Rainbow Six Siege and Immortals Fenyx Rising

The company’s Belgrade studio was established in 2016 and initially focused on PC releases before shifting to console projects such as Tom Clancy’s Ghost Recon Wildlands, Steep, The Crew 2, and Skull & Bones

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Earlier this year, Ubisoft initiated a sweeping restructuring program to become a more “gamer-centric” company. The move will result in the company being reorganized into five ‘creative houses’ that will each take charge of key franchises. The publisher is also enacting a widespread return-to-office mandate that will require all teams to work on-site five days a week. 

The cost-reduction initiative was announced shortly after the Assassin’s Creed maker secured a $1.25 billion investment from Chinese giant Tencent, which acquired a stake in one of the company’s newly-minted creative houses, Vantage Studios. 

A number of French unions that include Ubisoft workers responded to the news by staging an international strike in February. 

Ubisoft has cancelled a number of projects and laid off hundreds in recent years, with the company cutting roles and proposing redundancies across its offices in Abu Dhabi, Paris, Toronto, Halifax, North Carolina, Sweden, and more.

Game Developer has reached out to Ubisoft for comment.

Xbox announces business ‘reset’ amid reports of layoffs

Xbox CEO Asha Sharma is preparing to reset Microsoft’s video game division after years of decline.

According to Bloomberg, the move will result in major cuts across the division shortly after the conclusion of Microsoft’s fiscal year on June 30, 2026. Xbox is reportedly also planning to reduce marketing budgets and spending across other areas of the business. 

Additional sources speaking to The Verge have indicated the cuts might even result in a studio closure or changes to the Xbox Game Studios lineup.

In a memo sent to workers yesterday and subsequently published online, Sharma and Xbox chief content officer Matt Booty stated that Xbox is preparing to reset in order to “revive” the company.

“It is important to have both optimism and realism as we work to reset the business,” reads the memo, which suggests notable changes will be made in the next 100 days.

The message explains that Xbox has spent over $20 billion on content, platform, and hardware investments over the past five years (excluding its Activision Blizzard King merger) only to see annual revenue decline by almost $500 million over that period. 

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“Going forward, this cannot continue,” states the memo. 

Sharma and Booty added that an ongoing memory and component shortage—driven by rampant investment in AI technology by major tech companies including Microsoft (thanks, Yahoo! Finance)—represents a huge challenge for the division. 

“When I joined as CEO in February, the price we paid for console storage components was over 2x as high as we paid last fall. These costs have since doubled again. And as we plan for the 2027 holiday season, we expect another significant increase, taking us over 5x the prices we paid only two years earlier,” the memo continues. 

“Memory costs have followed a broadly similar trajectory. While the entire industry is facing a components crisis, we believe we have been impacted more greatly than many of our peers due to the choices we made over the last half decade. We are currently unable to make as many consoles as players want to buy, and we need a new business model and partnerships for hardware as we remain committed to Helix.”

Both leaders stated that Xbox has found itself “over extended” after expanding its studio system at breakneck speed with the acquisitions of ZeniMax Media and Activision Blizzard. Microsoft spent almost $70 billion on the Call of Duty maker in 2023 but Sharma recently suggested it’s unclear whether the deal is paying off.

In addition, Sharma and Booty said Xbox needs to become more “self-reliant” as opposed to leaning hard on third-party vendors. “We must increase the value we ship to players while decreasing the time it takes to do so. Going forward, we’ll evolve and rebuild our stack and look at capabilities across all of XBOX and potential M&A to help us win in hardware, PC, mobile, and streaming,” the memo adds.

Related:Report: Former Xbox president Sarah Bond and Take-Two CEO Strauss Zelnick linked to Peter Thiel’s secret society

The memo doesn’t explicitly state that layoffs are imminent, but Microsoft has shown more than willing to downsize in recent years.

The company has sanctioned four major rounds of layoffs since completing its merger with Activision Blizzard, eliminating thousands of roles across Xbox Game Studios and beyond while shuttering notable studios such as Arkane Austin, Alpha Dog Games, and The Initiative. 

Game Developer has reached out to Microsoft for comment.

What happened when independent game publications revived bundles?

Video game media isn’t doing so hot. The past few years have been studded by layoffs and site closures. This year alone, Eurogamer, Polygon, The Verge, Inverse, AV Club, and more have cut staff. 

It’s the same story across the wider media industry, too. Thousands of journalists have been laid off. There’s a mix of reasons: A lack of advertising money, fewer clicks thanks to Google’s insistence on pushing generative AI, divided attention, and the ever-changing nature of how people consume news. Executives are so far removed from the actual day-to-day work of producing journalism, and insist on making decisions that decimate their companies. 

Some journalists, out of jobs with few options for new ones, have turned to independence—taking a cue from the worker-owned, independent outlets that came before them, like Defector. Independent games media continues to grow and there are now multiple publications dedicated to games: AftermathRascal News, Rogue, Mothership, Post Games, Skybox, The Indie Informer, People Make GamesGame File, and more. 

Related:Rockstar’s legal setback, Final Fantasy tax incentives, and PlayStation swaps ‘PC’ for ‘AI’ – Patch Notes #57

Traditional, corporate thinking would label these publications as competitors. According to Aftermath co-founder Riley MacLeod, that’s accurate in some ways. There are limited dollars and time to go around, but MacLeod feels indie media publications can do things differently than their more mainstream counterparts.

Instead of competing, they can help each other. 

“Bigger picture, I think a lot of us are realizing how challenging being a small outlet can be, and we’re exploring if we can pool our needs or resources to do more together than we could do on our own,” MacLeod explained. “I think that in some ways it’s true that we’re ‘competitors,’ but we also know that people sub to lots of different sites, and I would hope readers are happier to support an ecosystem of people working together than some kind of cut-throat competitive market.”

One way to do that is with subscription bundles. It’s an idea that is perhaps a touch old school, according to Rascal News co-founder and editing lead Chase Carter, who notes that people used to bundle together physical magazine subscriptions all the time. 

“Bundling subscriptions is an old model, relative to modern media,” Carter said. “But the platform-dominated internet isn’t built to handle it. Our own webhosts and CMS can’t support it as yet. With Trustfnd as the connective tissue, we essentially sold a discounted sampler of five websites for a month with the hope that it would entice one site’s existing audience to try a different flavor of independent media.” 

Related:‘A new industry with a new identity:’ How Canadian devs are faring in 2026

With that goal in mind, Podcast Never Post and games websites Aftermath, Rogue, and Rascal News partnered up to create the Independent Media Collective bundle, which ended at the start of June.

They used Trustfnd, founded by Michaël Jarjour and René Piftzner, which is designed specifically to help publications on the Ghost and Beehiiv platforms create bundles and (hopefully) drive subscriptions. Carter said both car culture publication Alloy and video essayist Jenna Stoeber both participated in spirit, because they operate on platforms that aren’t compatible with Trustfnd just yet. The collective instead sent out discounts for their publications.

“Independent journalists are now the primary source of information for millions and millions of people—including me,” Jarjour told Game Developer. “I used to be a reporter myself and then started working on the tech and business of journalism. Independent journalists fill the gaps that cratering institutions have left, serving many niches that legacy media has given up on. But in today’s ecosystem, the cards are stacked against journalism. New audience growth now comes from platforms that can turn downright hostile to journalism overnight.” 

Related:Pocketpair lead on generative AI: Gamers don’t want it

“We knew we were acting as guinea pigs for a barely soft-launched software and accepted that role gladly”

Trustfnd wants to help journalists navigate those challenges. Jarjour said it’s about letting writers and publications “grow faster and earn more together.” The platform came out of beta in May and the Independent Media Collective bundle was, in part, a test run. Before that, Trustfnd worked with The Handbasket, Local News International, Spitfire News, and Garbage Day. Trustfnd is accessible to journalists for $25 a month, and Jarjour said journalists “pay nothing until they grow and can pause or cancel anytime.” 

“It worked well but imperfectly, both in a technical and results-minded sense,” explained Carter, appraising the impact of the bundle. “We knew we were acting as guinea pigs for a barely soft-launched software and accepted that role gladly.” 

Carter said the bundle sold 835 subscriptions at a 50 percent discount, which added up to $12 for a month’s subscription to four websites. That generated $2,478.50 for the group to split evenly. “That probably doesn’t sound like a lot of money, and it isn’t when compared to what sponsored content, ad revenue, or promotional deals can bring in,” Carter added. “But this was an experiment in cross-promotion with very little work needed on our end.” 

Rogue co-founder Cass Marshall said the bundle was “a huge boon” for the website, which they explained is the “smallest outlet” that took part. “While it’s not as simple as someone simply subbing through the site, any drawbacks are made up for with visibility,” they added.

Rogue was established by ex-Polygon colleagues following layoffs in 2025 and has been operating for roughly a year. “I think we’re more aware of our limitations, and better situated as writers,” Marshall said. “I’m hoping to keep doing deep dive stuff like the History of Helldivers, but I feel a lot more confident in cataloging some of the weirder parts of internet culture and how they intersect with the industry.” 

MacLeod said Aftermath saw the least sales, because anybody already subscribed to the site didn’t have to pay again. For context, any outlet a person was already subscribed to was removed from the bundle, and the bundle price was adjusted accordingly. “This suggests to me that a lot of our subscribers checked out new-to-them sites via the bundle,” MacLeod said. “I’m really happy about this, and really glad if we used our bigger size to help boost our peers’ work.”

The bundle, which ended recently, offered a month’s subscription to participating websites. MacLeod said they’re still figuring out how effective the bundle was at generating new subscriptions. Once the bundle ended, subscribers needed to re-subscribe to individual sites. Carter, however, noted that people aren’t sticking around as Rascal News has hoped. 

“Everyone is facing subscription churn that, based on those who self-reported when cancelling, can be attributed to rising cost of living, an onset recession, and a political reality that makes internet memberships feel like even more of a luxury,” Carter added. “It is what it is, as they say.” 

Carter explained that participating publications didn’t expect the bundle to be a “silver bullet to our financial struggles.” For little extra work, all involved were successful in bringing in new readers for each other. “Solidarity feels like a very important part of the scene right now, for which I am grateful,” Marshall said. 

The next step for a bundle like this is figuring out how to reduce friction.

“I understand why the system works this way but worry it’s a bit clunky and easy to lose the bundle momentum,” MacLeod said. “But being able to actually do this thing readers have wanted for so long was really exciting—like so much of owning a business, bundled subs sound so easy until you actually start trying to figure them out, and then there’s all these little challenges and technical hurdles. So even if this first foray doesn’t ultimately net us a ton of new subscribers (though I hope it does!) I’m still really glad we did it.”

Experimentation is a way forward. Independent media has its pain points—fewer people doing a lot of different jobs, job security, and reaching sustainability. 

Yet, for Carter, that’s all part of the process. “So much of the independent media project is imperfect experimentation, taking cautious steps into the unknown without a map or a guide. I wish our margin for failure wasn’t so razor thin, but it beats another round of layoffs from a Jim Spanfeller wannabe.”

[Ed. note: Nicole Carpenter contributes to Aftermath, and has been published on several independent websites like Rogue, Rascal News, and others.]

Pokemon Go scans aren’t used for drone training

Update 6/12: A spokesperson for Niantic Spatial has provided Game Developer with a statement clarifying the company’s relationship with Scopely-owned Niantic and its business partner Vantor.

“Now as part of Scopely, Pokémon Go data is not shared with Niantic Spatial,” the company stated. “AR Scans collected through Pokémon Go were submitted voluntarily by players who opted into the feature and were subject to the applicable Terms of Service and Privacy Policy at the time.”

“The discontinuation of AR scanning and the end of data sharing with Niantic Spatial were part of the transition planning associated with Pokémon Go‘s move to Scopely.”

The original story follows below.

Nearly 30 billion scans made my Pokémon Go players have reportedly been sold to a military drone technology company.

The report, conducted by Trouw and published on June 5, shows how the scans—videos of a location recorded by users that are then saved and rewarded by the app—have reportedly led to a navigation system developed for military drones and robots. (Note: we read the report using Mozilla Firefox’s in-browser translation tool).

Related:Rockstar’s legal setback, Final Fantasy tax incentives, and PlayStation swaps ‘PC’ for ‘AI’ – Patch Notes #57

According to Trouw, these scans are now owned by Niantic Spatial, which originated from Niantic, developer of Pokémon Go. Said scans have been used to train a 3D model that allows players to navigate spaces with precision even when the GPS signal is dropped.

Niantic Spatial isn’t operating alone, however. In December of last year, the company partnered with Vantor, a provider of “unified spatial intelligence” that works across the defense, intelligence, and commercial sectors. 

According to the report, Vantor denied that it will use data from Pokémon Go. But the company, according to Trouw, also doesn’t want to confirm or deny whether that means that the model was trained with that data.

In late 2024, a representative for Niantic confirmed in a statement the studio has spent the past five years building AI models that power the VPS needed for its Large Geospatial Model. When players opt-in to sharing their AR scans, that data feeds the VPS, and Niantic assured that players’ personal data “[has not] been sold to anyone.”

Now, Trouw reports that Niantic Spatial isn’t being clear about the exact role the Pokémon Go data will play in Vantor’s model. In response to previous questions from Trouw on the company’s collaboration with Coco Robotics, a spokesperson replied saying the scans have been used to train an “early version” of the model.

In that response, Niantic Spatial also emphasized that players have voluntarily agreed to the terms, and that the company is working ethically. “We are committed to working with all our customers and partners to ensure that Niantic Spatial’s products are used responsibly, while respecting human rights and ethical principles,” the company told the publication.

Related:‘A new industry with a new identity:’ How Canadian devs are faring in 2026

When asked a follow-up question about cooperating with a defense company, Niantic Spatial told Trouw that it doesn’t have “any new information to share at the moment.”

According to Jeroen van den Hoven, professor of ethics and technology at TU Delft, a distinct conclusion can be drawn. “Without the large amount of scans from all those gamers, the development of this system would never have been so fast,” van den Hoven told Trouw. “The players have indirectly, in a perhaps minimal yet effective way, contributed to military applications.”

Game Developer has contacted Scopely, Niantic, and Pokémon Company for clarification on the matter.

Playstack sold and Xbox preparing business ‘reset’

It’s World Cup season and that means these intros might become unbearable for those of you who couldn’t care less about a handful of blokes attempting to pelt a ball into a net. 

For better or worse, I am far too invested in their noble efforts, which is precisely why I scrambled out of bed at the crack of dawn to watch Czechia take on South Korea in a titanic clash that would have meant nothing to me two weeks ago but now has me giddier than a mouse in a cheese factory. No spoilers here, but it turned out to be a cracker. 

Still, with the football itself about to take centre stage, let’s not forget just how badly FIFA fumbled the bag by failing to take the United States (one of three host nations alongside Canada and Mexico) to task for treating some participating teams and officials with all the respect and dignity you’d expect from a country led by Donald J. Trump. 

The BBC has a pretty good writeup on why this year’s tournament is every bit as controversial as those held in Russia and Qatar in 2018 and 2022, and I implore anybody watching the tournament to give it a read. Okay, now I’ll get on with that video game news you’re feverishly craving. 

Related:Kabam consolidating LA office and making layoffs

via TruFin // UK investment group TruFin has sold its majority stake in Playstack to Integrated Media Company (IMC) after shareholders approved the deal earlier this week. As noted in our initial report on the proposed sale, IMC is the investment group that owns entertainment brands such as Fandom and GameSpot. The company is a subsidiary of Texas Pacific Group, a global management asset firm with over $306 billion in assets worldwide. 

via Game Developer // Xbox leaders Asha Sharma and Matt Booty have told workers the division will look to “reset” in the next 100 days after becoming over extended. According to reports from Bloomberg and The Verge, that means more layoffs and possibly even a studio closure are on the horizon. Same as it ever was. 

via IGN // After appearing to suggest the James Bond franchise might be yanked away from 007 First Light developer IO Interactive, Amazon’s head of gaming Jeff Gattis has attempted to set the record straight. Speaking to IGN at Summer Game Fest, Gattis explained Amazon will be “smart” about how it proceeds and indicated First Light—which has topped 3 million sales—will likely get a sequel.

Related:Report: Former Xbox president Sarah Bond and Take-Two CEO Strauss Zelnick linked to Peter Thiel’s secret society

via Game Developer // Hundreds of jobs are at risk of being eliminated within Ubisoft with the French publisher closing its studios in Winnipeg and Belgrade and downsizing its team in Barcelona. A source familiar with the situation informed Game Developer the company is also preparing to make cuts across its global publishing business.

via Game Developer // Xbox continues to solve perceived problems created by none other than Xbox. This week, the division confirmed it will be pivoting back towards console exclusives to give consumers a reason to purchase hardware. Gears of War: E-Day and Clockwork Revolution will be the first titles to take up the mantle.

via The Indiana Lawyer // It’s possible that arbitration clauses included in Roblox’s terms of use could prevent those suing the company over alleged child-safety issues from having their day in court. One person who claims their child was groomed on the platform believes Roblox is attempting to resole those legal issues behind closed doors because “they don’t want everybody to know what actually is going on.”

Related:Rockstar’s legal setback, Final Fantasy tax incentives, and PlayStation swaps ‘PC’ for ‘AI’ – Patch Notes #57

via Game Developer // Metro Awakening developer Vertigo Studios Amsterdam has been shuttered by parent company Plaion, which you might recognize as a subdiairy of Embracer Group. It’s unclear how many people have been laid off as a result of the closure.

via GamesIndustry.biz // During a recent interview, Take-Two’s former head of AI, Luke Dicken—who was laid off earlier this year—shares some fascinating thoughts on how the dawn of generative AI technology has polluted the conversation surrounding broader AI usage in video games, which was prevalent long before the likes of OpenAI started muscling in on the conversation. This one is well worth a read. 

Playstack CEO doesn’t want to rock the boat after majority buyout

UK publisher Playstack, best known for bringing hits like Balatro and Abiotic Factor to market, is under new ownership. 

An 84.5 percent stake in the company has been sold to investment group Integrated Media Company (IMC) by previous owner TruFin. The deal valued Playstack at around £125 million ($169 million). 

Notably, IMC also owns entertainment brands such as Fandom, Screen Junkies, Fanatical, and GameSpot, the latter of which is a major video game publication that has covered multiple Playstack titles. 

Let’s pull the lens back even further. IMC is also subsidiary of Texas Pacific Group (TPG), an American private equity firm that styles itself as a “leader in the alternative asset space.” TPG manages $306 billion in assets according to an explainer on its website, but what does this all mean for a publisher that has cemented itself on the global stage in recent years?

During a recent interview with Game Developer, Playstack CEO and co-founder Harvey Elliott reiterated that it’ll be a case of business as usual under IMC and TPG. He stressed that Playstack’s new owners aren’t looking to upend the company’s existing model, which has enabled it to maintain an 85 percent hit ratio—meaning the vast majority of titles published by Playstack have generated a positive return on development costs. 

Related:Rockstar’s legal setback, Final Fantasy tax incentives, and PlayStation swaps ‘PC’ for ‘AI’ – Patch Notes #57

“I wanted backers who would buy into what we wanted to do,” said Elliott. “We, like a lot of people, get excited about games and excited about opportunities. But we’re also very mindful that were have a really talented, focused team. There’s about 70 of us in Playstack. I’ve said I don’t want that team to grow dramatically. I like the Playstack team at that size. It feels like the right group for us. We do have a little bit of headroom that we’ve already budgeted for in our plans, but if something came along and we thought ‘there’s a game we really love and it’s going to be a three year investment and it needs a significant fund,’ that would sometimes be a little harder to build into our normal working capital plans. With the new backing they’re basically happy to support us.”

Elliott explained that Playstack was perhaps reaching the limits of what it could do under TruFin after growing significantly under the UK investment firm. He suggests TruFin would have looked for an exit sooner rather than later after seeing the publisher transform from a loss-making business into one that reported full-year profits before tax of £12.2 million in 2025.

 In short, he feels Playstack is now better placed because it has the runaway needed to implement a new long-term growth plan. Crucially, he said no team members will be departing as a result of the majority takeover. “We’re here with a new backer for the next 10 years,” he added, before noting that expansion could also include a measured pivot into video game development via mergers and acquisitions. 

Related:‘A new industry with a new identity:’ How Canadian devs are faring in 2026

“Yeah, I think [studio acquisitions] are on the table for sure,” continued Elliott. “But it’s for Playstack to decide [what we want to do] and say what feels good to us. My natural instinct isn’t to suddenly build more internal teams and internal studios because there are so many fantastic developers out there we get to work with, so I don’t think we’ll see a dramatic shift in our business. But I do like having internal dev teams because they can help with all the games we’ve got and it keeps our tools a little bit sharper because we understand [production] more.”

“We care very much about our integrity and we think that’s important”

It’s clear Playstack will have more cash to spend under its new owners, but that doesn’t mean it will simply throw money at the wall. The company’s 2025 slate comprises nine releases (a record for the publisher), and Elliott doesn’t expect that to suddenly grow exponentially. If anything, he explained Playstack might be able to publish a few more titles each year, but that it is more interested in having the chance to better scale each project it signs.

Related:Pocketpair lead on generative AI: Gamers don’t want it

Ultimately Elliott said he’d be very happy maintaining Playstack’s current hit rate while continuing to take the big swings he feels have come to define the company. He added that Playstack will continue to be “mindful” of budgets as it moves forward, because he’s wary of overspending on a game and subsequently leaving developers in the lurch. 

Right now, he feels the ideal budget is probably under $1 million, but admitted that each year the company signs a game or two that “push those budgets quite significantly.”

“In the end, it will also come down to ‘what do we think the potential is for this game? Where do we think it could really get to?’ Maybe we need to invest more in some titles that we think are great, but with just a little bit more [could be even better],” said Elliott. “There’s not a rule. There’s not a limit, but games that cost under $1 million tend to have the potential to work really well.”

As for the fact Playstack is now owned by the same company as GameSpot (which is part of the Fandom family), Elliott doesn’t feel it’s a situation that will create a conflict of interest. 

“We care very much about our integrity and we think that’s important. You as a journalist completely have your own standards of journalistic integrity and I’d expect nothing less from the teams at GameSpot. Fandom is a different kind of business, so they have a huge audience reach and have lots of things they do, but it’s not what we do. We publish great games. Maybe there are some learnings at some point in the future if we run into each other at a mixer, but I don’t expect there to be any conflicts or preferential treatment. They’ve all got to do their own jobs.”

The art of game writing in ‘non-narrative’ games

For the last two decades, video game writers and narrative designers have fought ferociously to have their work recognized and elevated in the realm of game development. For years, writers were treated as tertiary to the core of game development teams, but that mindset has shifted with the success of single-player franchises like The Last of Us, Life is Strange, A Plague Tale, Control, and a cavalcade of other series that pair storytelling with highly-polished gameplay.

But what role do writers and narrative designers play when making games that aren’t “story-first?” These might include 4X strategy games, puzzle games, multiplayer games, ARPGs—in theory players pick up these games not for tales of heroes and villains, but to lock in and solve complex gameplay problems that prioritize strategic play or test their reflexes.

Today, we’re talking to veteran game writer (and former Game Developer contributor) Emma Kidwell and narrative designer Harrison Pink about their experiences working on these kinds of games—and how they’ve learned that even on “non-narrative” games, they’ve seen how players respond to even the simplest little stories that complement exceptionally complex gameplay systems.

Related:Crafting Clair Obscur: Expedition 33’s mournful tale ft. Jennifer Svedberg-Yen

About the Game Developer Podcast

The Game Developer podcast is a bi-weekly podcast chronicling the triumphs, catastrophes, and everything in-between of game development, sharing lessons and strategies fellow developers can use to hone their craft. The Game Developer Podcast is hosted by Bryant Francis, edited by Pierre Landriau, and features music by Mike Meehan.

Follow Game Developer on Bluesky or on LinkedIn.

Game Developer and GDC Festival of Gaming are sibling organizations under Informa Festivals

Microsoft CEO says Xbox must become ‘sustainable business’

Rumblings of major change—and potentially expansive layoffs—at Xbox continue to sound following Asha Sharma’s ominous pronouncement of a business “reset” earlier this month. Those rumblings come from sources speaking to The Information about a potential restructuring of Microsoft’s video game division as well as CEO Satya Nadella himself.

The one-two punch of potentially ominous developments began on Friday when The Information reported that three people with direct knowledge of high-level conversations at Xbox alleged that the company is considering spinning out Xbox into a standalone business unit, similar to LinkedIn or Github. Such a move would make it easier to sell Xbox or find a business partner to jointly invest in the new company.

That same day, Nadella took to the stage of Hard Fork Live in San Francisco to offer stern words about the state of Xbox in between proclamations about the future of AI technology. “The challenge now is for us to think about how do you innovate both in hardware as well as in games going forward in an economically viable way,” he said. “No one can accuse Microsoft of not having invested in for the last 25 years. Now we have to turn this into a sustainable business that delivers what is fundamentally one of the best sources of entertainment.”

Related:Microsoft launching improved Xbox Adaptive Thumbstick Toppers

His next comments proved particularly eyebrow-raising, as he implied that Microsoft has been “subsidizing” that means of entertainment rather than building a profitable business. “The challenge we have is we’ve not been monetizing that entertainment,” he said. “In fact if anything, we’ve been subsidizing that entertainment.”

“There’s more monetization of Xbox games happening on YouTube than at Microsoft,” he stated, seemingly alluding to the thousands of content creators earning advertising revenue while playing Xbox games like Minecraft and Forza Horizon 6.

He did add Xbox wouldn’t do anything “unnatural,” and that the company wants to build “great games and great hardware,” but that the company has to do it in an “economically sustainable way.”

Xbox faces many challenges of Microsoft’s making

Other details from The Information and Nadella’s comments offer more context about Xbox’s plans to beef up the business—though the problems they’re looking to solve appear to have been caused by Microsoft itself.

Over at The Information, sources say the company is looking to speed up development timelines of big-ticket games in the Halo, Fallout, and Elder Scrolls series, which admittedly have seen longer and longer development cycles at subsidiaries Halo Studios and Bethesda Softworks. Meanwhile Nadella acknowledged that the company’s need to adjust its Xbox hardware plans is driven by price increases driven by generative AI companies effectively mass pre-ordering the world’s supply of memory chips.

Related:Sony confirms PS5 hardware is about to become even more expensive

But Microsoft played a major role in contributing to slow development timelines and price increases. Multiple former employees have criticized upper management at Halo Studios for poor, allegedly abusive business practices. And in 2020, Bloomberg reporter Jason Schreier reported that the studio’s reliance on contract workers collided with Microsoft’s strict 18-month limits, slowing down the making of Halo Infinite.

Meanwhile, Bethesda Softworks has long employed lengthy development cycles on big-ticket games like Fallout 4, Starfield, and now The Elder Scrolls VI, but parent company ZeniMax Media offset those timelines with games from other subsidiaries like Arkane Studios, iD Software, ZeniMax Online Studios, and Tango Gameworks.

Those games didn’t necessarily always perform well, but they did build a bankable back catalogue and enable knowledge sharing and support between studios. After Xbox’s $7.5 billion purchase of ZeniMax, it closed Arkane Austin, Tango Gameworks, and support studio Alpha Dog Games (Krafton stepped in to revive the Hi-Fi Rush developer), closing those opportunities. It also canceled a new live service game codenamed “Blackbird” from ZeniMax Online Studios that was apparently so far in production that former Microsoft Gaming CEO Phil Spencer couldn’t tear himself away from it during a meeting.

Related:The next Xbox is codenamed “Project Helix,” will also play PC games

We should also note that Asha Sharma’s recent comments casting doubt on Xbox’s approximately $69 billion purchase of Activision Blizzard were undoubtedly fueled by the reported underperformance of Call of Duty: Black Ops 7, which has been partly attributed to its day-one inclusion on Xbox Game Pass Ultimate, which took place after Microsoft raised the price of the subscription service (and then lowered it again earlier in 2026). The placement may have into the game’s sales while doing little to bump up Game Pass subscribers.

As for the memory price increases driven by AI companies—those began to catch the public eye in October 2025 when OpenAI struck a major deal with Samsung and SK for 900,000 DRAM wafer starts per month, locking up much of the world’s anticipated supply of memory before it’s even been produced.

Nadella said those increases “wouldn’t be permanent,” and that Microsoft would re-examine Xbox’s hardware model in the future. But OpenAI’s biggest business partner is in its race to corner the AI market is…of course, Microsoft.

EA unveils new platform to insert ads ‘directly into gameplay’

Electronic Arts (EA) is charging headlong into the world of in-game advertising with a new ad platform called…well, EA Advertising. The new business venture promises to “connect brands to highly-engaged audiences” that allows companies to purchase in-game ads that range from real-time in-game placement to custom in-game content that is “designed to enhance, not disrupt, the player experience.”

“In these interactive gameplay environments, brands become part of the game itself, reflecting how players engage with advertising in real-world contexts,” EA declared in a post announcing the new platform. “In these interactive gameplay environments, brands become part of the game itself, reflecting how players engage with advertising in real-world contexts.” 

“Brands can activate across live environments, tailoring placements to meet campaign objectives, and update campaigns with ongoing optimization informed by aggregated engagement insights.”

Related:‘Not-for-profit’ biz models can make for better showcases, say Triple-i Initiative organizers

A few high-profile companies have already partnered with EA for a series of in-game campaigns promoting their products. These include credit card company Visa, hardware and home improvement retail company Lowe’s, energy drink producer Red Bull, Comcast subsidiaries Xfinity and Peacock, and Geoff Keighley’s favorite soda soda company Mountain Dew.

EA’s announcement primarily puts the company’s portfolio of sports games (which includes franchises like Madden NFL, EA Sports FC, and EA NHL) front-and-center, promising products like “stadium signage” alongside custom in-game content to connect advertisers with players. Given how sports stadiums are already plastered with advertisements, EA’s promise that these ads reflect “how players engage with advertising in real-world contexts” is seemingly well-founded.

But games outside the EA Sports portfolio also appear to be pitched to brands as potential advertising beachheads. The EA Advertising website includes skate. and The Sims 4 in a gallery of “endless communities” that share “one love of gaming.” 

There’s no immediate word whether these ads would be injected into single-player games like BioWare’s next Mass Effect game or its first-person-shooter live service games, Apex Legends and Battlefield 6. It also doesn’t immediately state if it will allow other video game companies to purchase their own advertisements. 

If it did, that could lead to a situation where a studio with cash to burn could cheekily promote their own game directly to EA’s players.

EA’s announcement follows the news earlier this year that it saw a nine percent boost in net bookings year-over-year, delivering “strongest net bookings quarter of the fiscal year in Q4.” Those numbers were announced after laying off an unknown number of Battlefield 6 developers in March.

Related:Important lessons from running a successful video game crowdfunding campaign

This new advertising platform is certainly a potent business opportunity for EA, though it may soon be unclear how much revenue the platform brings in for the company. If all goes according to plan, the company will soon be fully taken private by a consortium of investors led by Saudi Arabia in a $55 billion buyout.

Game Developer has reached out to EA for a comment on this story and will update it when the company responds.

Multiple Xbox game studios negotiating to avoid closure

Update 6/15: Bloomberg News is now reporting that the heads of multiple Xbox studios, including Double Fine, Ninja Theory, and Compulsion Games, are all actively negotiating to spin off into independent companies to preserve their future as the Microsoft video game subsidiary prepares to shut down some of its less-profitable game development shops.

These negotiations are not guaranteed to end in success, and employees at these studios have apparently been given permission to look for jobs elsewhere.

Even a successful reclamation of independence could still lead to layoffs at these companies, which would then also be operating without the funding and support promised by Microsoft.

Original story follows below:

Microsoft-owned Xbox and Microsoft Game Studios are reportedly looking to shut down South of Midnight and We Happy Few developer Compulsion Games—but studio leadership is reportedly ‘in negotiations’ over its potential fate.

Related:Rockstar’s legal setback, Final Fantasy tax incentives, and PlayStation swaps ‘PC’ for ‘AI’ – Patch Notes #57

This news comes from the team at Kotaku, who spoke with multiple sources aware of Xbox’s plans. After initial publication, one source informed Kotaku of the ongoing negotiations.

Few other details are available at this time, including the number of employees that would be impacted. The credits for South of Midnight list approximately 115 individuals under the list of “Midnight Internal” employees (the bulk of whom are assumedly from Compulsion Games). As Kotaku notes however, the studio has been recruiting for a “fascinating, intriguing brand new IP,” leaving the final number unknown.

Closing the Peabody award-winning studio would be a sharp about-face for Xbox CEO Asha Sharma and chief content officer Matt Booty, who both praised the studio and its role in Xbox’s strategy in an April 2026 interview with Game File. “We’re also dedicated to places where new IP can come to life and where these stories can be told,” Booty said.

Today’s news lands less than a week after Sharma sent a memo to all Xbox staff about the need for a “business reset” in Microsoft’s video game division, which was quickly followed by reports that the company is planning major layoffs in July. Then last Friday, Xbox insiders informed The Information that Microsoft is mulling over spinning off Xbox into a separate business unit, while company CEO Satya Nadella said the company must make Xbox a “sustainable” business.

In that interview, he declared that Microsoft had been “subsidizing that entertainment,” and not “monetizing” it.

Game Developer has reached out to Xbox for comment on this story and will update it when the company responds.

Related:‘A new industry with a new identity:’ How Canadian devs are faring in 2026

UK social media ban will restrict some features on game platforms

The UK government has confirmed it will ban social media for under 16s and impose some restrictions on video game platforms that offer communications and livestreaming functionality.

The move comes after the government ran a national consultation from March to May 2026 that it said showed “overwhelming public demand for action” with 9 out of 10 parents backing a social media ban for children aged 16 and under.

Although the government noted that children in that age group will still be able to “access the online world safely for learning, news, games, and staying in touch with known friends”—meaning video games have avoided an outright ban—it explained “high-risk features” including livestreaming and communications with strangers will be restricted on video game platforms.

“This will be backed up by stronger requirements for age checks on platforms,” adds an explainer on the UK government website.

Related:Rockstar’s legal setback, Final Fantasy tax incentives, and PlayStation swaps ‘PC’ for ‘AI’ – Patch Notes #57

It’s currently unclear how the UK government will seek to regulate those platforms—or which video game platforms will be impacted. 

“Yes it’s hard. Hard to legislate for. Hard to regulate. Hard to enforce,” said UK prime minister Keir Starmer in a Sky News broadcast. “That’s why we sought a wide range of views on this. That’s why we listened to people. Had a conversation. We looked carefully at the evidence. Learned from countries like Australia, that are taking similar steps.

“We’re not just bringing forward a ban. We’re going further. We’re taking world-leading action on gaming services and live streaming platforms, where at the moment strangers can contact any child unchecked. Just think about that. Is there a situation in the offline world where you would just let your child pair up with a stranger? An adult that you don’t know anything about. No. So we’re taking action on that.”

UK video game industry trade body Ukie responded to the news by welcoming the decision to distinguish video games from social media in the proposed restrictions for under 16s, and said it has offered to act as a technical partner with the government to co-create the regulations that will apply to game platforms.

The organization also stressed that many video game platforms already include parental controls that can be used to restrict young users from chatting with strangers, and noted that new age rating criteria being introduced by PEGI will result in titles with unrestricted communication features being automatically rated PEGI 18 regardless of their content.

As noted by the BBC earlier this year, Australian internet regulator eSafety has suggested the country’s own social media ban has fallen short of expectations due to a lack of compliance from those companies impacted.

Related:‘A new industry with a new identity:’ How Canadian devs are faring in 2026

In another report from the BBC published in May, Scotland’s children commissioner Nicola Killean questioned the effectiveness of a ban and said it could even drive children towards more dangerous corners of the internet. 

The UK government has pledged to outline how the ban will be implemented in the coming months and said the legislation will come into effect from Spring 2027. 

Horses begins recouping dev costs after selling 30,000 copies

Santa Ragione’s surreal horror title Horses, which was banned on Steam and the Epic Games Store, has begun recouping its development costs after selling 30,000 copies worldwide and generating $100,000 in revenue.

In an email sent to Game Developer, Santa Ragione co-founder and studio director Pietro Righi Riva explained the Italian company doesn’t have enough cash to kickstart production on another project but has managed to successfully pay back its private investors.

“For anyone curious about where that went: of the $100k, $30k went to the game’s director, Andrea Lucco Borlera, who spent years working on it in his own time, and $62k went to the game’s private funders, covering their $50k investment and providing a return,” said Riva. “That leaves $8k for Santa Ragione. It isn’t enough to begin anything new, but it’s a start toward recouping our $50k in development costs.”

Santa Ragione previously said it was facing closure after Horses was banned from Steam over content platform owner Valve described as concerning. After Epic also decided to block Horses from launching on the Epic Game Store, the title eventually made its debut on Itch.io, GOG, and the Humble Store. 

Related:Rockstar’s legal setback, Final Fantasy tax incentives, and PlayStation swaps ‘PC’ for ‘AI’ – Patch Notes #57

Horses went on to win multiple awards including the 2026 IGF Nuovo Award and Best Experience at the Italian Video Game Awards.

Riva said he is “eternally grateful” to everybody who supported the studio over the years and hopes the difficulties surrounding the distribution of Horses sparked important conversations around censorship.

Horses uses grotesque, subversive imagery to confront power, faith, and violence. We reject subjective obscenity standards and believe this kind of moralizing censorship evokes a darker past in which vague notions of ‘decency’ were used to silence artists. Games are an artistic medium and lawful works for adults should remain accessible,” said Santa Ragione in a statement when Horses was banned on Steam. 

“We respect players enough to present the game as intended and to let adults choose what to play; lawful works should not be made unreachable by a monopolistic storefront’s opaque decisions.”

The final update for Horses was rolled out this week and brings Japanese, Korean, Spanish, German, French, and Russian language support. 

Treyarch studio head steps down after 22 years

Mark Gordon, the studio head at Call of Duty maker Treyarch, has retired from his role after a 22 year tenure.

The studio shared the news yesterday via social media. In the statement, Treyarch highlights Gordon’s contributions to the franchise, which involved the likes of Call of Duty 2: Big Red One, Call of Duty 3, World at War, and the entirety of the Black Ops series.

As for the studio’s leadership, Treyarch’s Kevin Hendrickson and Yale Miller will step up as co-studio heads.

“Kevin and Yale are veterans of the franchise with decades of development and leadership experience, both bringing a wealth of deep game knowledge and a shared commitment to Treyarch’s culture and creative ambition,” reads the statement.

Treyarch has been under Activision for over two decades. In 2023, Activision Blizzard was purchased by Microsoft for approximately $69 billion. During the last couple of years, the studio has been at the center of reports about crunch and culture issues, with the QA department reportedly bearing the brunt of it all. In late 2021, QA employees at the studio joined Raven Software and other devs in a walkout over the sudden firings at Raven.

Related:Rockstar’s legal setback, Final Fantasy tax incentives, and PlayStation swaps ‘PC’ for ‘AI’ – Patch Notes #57

Treyarch has also seen some drama with studio leadership. In 2020, co-studio head Jason Blundell parted ways with the studio after 13 years. Then, five years later, co-founder Peter T. Akemann pled guilty and took a deal after piloting a drone during the Los Angeles fires in January, which damaged a firefighting aircraft.

All the while, Activision continues to pour ridiculous amounts of money in the Call of Duty franchise. In 2025, court filings unveiled that the company spent almost $1.8 billion developing three titles of the series. Yet, by the end of 2025, shortly after Activision announced a partnership with Paramount to develop a live action Call of Duty film, staff acknowledged the franchise has not met people’s expectations fully, ditching back-to-back releases of Modern Warfare and Black Ops games. Now, the plan is to drive “innovation that is meaningful, not incremental.”

2026 has been similarly tumultuous. Activision shut down Call of Duty: Warzone Mobile, while just last week, Xbox CEO Asha Sharma wasn’t able to provide an affirmative answer regarding whether the $68.7 billion merger between Microsoft and Activision represented good value for money.

“I don’t know anybody in entertainment who wouldn’t want Call of Duty, which is now grossing in more revenue than [the] Marvel Cinematic Universe; who wouldn’t want one of the top three apps in the world in Candy Crush; who wouldn’t want World of Warcraft; who wouldn’t want a team that for 20 years has been able to create predictable hits every single year,” said Sharma.

Related:‘A new industry with a new identity:’ How Canadian devs are faring in 2026

Now, just a few days after, multiple Xbox game studio heads are reportedly negotiating with Xbox to avoid closure, including Double Fine, Ninja Theory, and Compulsion Games.

P.I. For Hire’s audacious worldbuilding

What’s the right amount of worldbuilding for a game like Fumi Games and Playside’s Mouse: P.I. For Hire?

If you ask the developers (and we did, more on that later), the answer is “a lot.” That much is obvious when you blaze through the studio’s debut first-person shooter, which puts you in the shoes of “Jack,” a mouse detective hired to look into the disappearance of a stage magician that, like all great mysteries, turns out to be part of an elaborate conspiracy involving cultists, cops, and “The Big Mouse Party” (BMP), a cartoonified version of the German American Bund. The player investigates this mystery not through deduction and logic puzzles, but by pouring bullets, turpentine, and cannonballs into hordes of cartoon enemies across a monochromatic coterie of locales.

This all takes place in a world portrayed in a “rubber hose” animation style that was popular in 1920s and 1930s animation (the very first image you see is of a steamboat named “Willie,” of course). It’s a fine example of what we’d call a “pastiche,” a work so referential of other games and media that it practically emulates them. And yet for a pastiche, Fumi Games has poured an unusual amount of original storytelling and worldbuilding into its debut game.

Related:Star Trek: Voyager – Across the Unknown reinvents TV storytelling for survival strategy – Narrative Notebook #3

Why is that surprising? Because when Fumi first teased the game in 2023, there wasn’t any sign this would be a game with extensive dialogue sequences, characters with overlapping backstories, and big narrative setpieces. The gameplay is inspired by the story-light shooters of the ’90s, and there’s a case for just making it the kind of game where players aggressively press forward.

But as Fumi Games CEO and co-founder Mateusz Michalak and lead narrative designer Mateusz Lechowski reminded us, this game does star a classic private detective. Detectives need mysteries to solve. And to craft a mystery worth solving, you need characters with hidden agendas, and a world that those agendas take place against. What follows is a fascinating tension where the game’s setting strives to be interesting, but not cross so far into real-world commentary.

Yet commentary—unintentional or not—cannot help but surface from the spicy stew of worldbuilding Fumi Games has cooked up. It’s a fantastic case study for developers who want to flesh out their game worlds—even if that risks writing uncomfortable metaphors that flatten or sand over real-world events.

What works about Mouse‘s worldbuilding?

Mouse: P.I. For Hire is at its best when the characters treat its cartoon pastiche world with absolute sincerity.

In Mouse: P.I. For Hire, the different threads of Jack’s investigation come to represent the different elements of this cartoon riff on the 1930s. The game’s central locale, a metropolis named Mouseburg, squishes a number of American settings together, from New York City to Los Angeles to the Louisiana Bayou, each with a different animated adversary fleshed out by repeated visits to these areas. Everyone in the world is a cartoon animal of some sort, with mice, shrews, and gators being some of the characters who meet (and sometimes try to murder) our gumshoe hero.

The anthropomorphizing of these animals creates the fascinating tonal tension in Mouse‘s story. This cartoon world is inspired by real-life history but not meant to be a direct metaphor or commentary on real events. However, the plot threads through subjects like the targeted abduction of shrews, police complicity in fascism, and the aforementioned BMP. 

There’s tension here because, for the most part, Fumi Games’ worldbuilding strategy works. There are three main mysteries at the heart of Jack’s investigation that lay the groundwork for the drama. In his quest for justice, Jack must answer three big questions.

  • What happened to Steve Bandel, a celebrated stage magician who served overseas with Jack in a great war nicknamed the “Quite Big Affair”?

  • Who killed Betty Lynch, a Mousewood starlet who adored the spotlight almost as much as she did cozying up with mobsters and powerful politicians?

  • Who is kidnapping Mouseburg’s shrew population?

Mouse‘s greatest storytelling advantage is that like all great detective stories, it knows the cast of characters—and all the potential suspects—matter far more than the answers to the big mysteries. Throughout the game, players encounter characters like politician Cornelius Stilton, gearhead surrogate daughter Tammy Tumbler, and journalist Wanda Fuller, who all take the game’s world and lore deeply seriously. They’re all a bit over-the-top, inspired by the performances of classic Film Noir movies (and maybe a bit of German Expressionist Cinema), but they all act as though alcoholic cheese, falling anvils, and crashing through walls and leaving behind silhouette-shaped holes are a part of everyday life.

Michalak explained that his animation background informed the decision to take a more earnest approach to the story rather than just leaning on parody. “In animation, the most important and crucial thing always is art, but the storyline, the narrative, the script, is also crucial,” he said. 

“There’s something about this kind of hard-boiled theme that we went for… that was already there in the concept and that was asking us to just take it a little bit further,” said Lechowski, noting that most other “boomer shooters” (first-person shooters with gameplay inspired by shooters from the 1990s) usually have very bare-bones narratives. “It was calling us to make a noir story that fits a boomer shooter. It was a separate challenge to make a story that resembles a detective experience, but doesn’t interfere With running and gunning.” 

He added that The Naked Gun film series also proved to be a surprising reference point here—not so much as a parody, but as a reference for how characters can treat situations with deadly seriousness while the audience takes in the jokes and gags.

That sincerity is really necessary for one worldbuilding thread inspired by both classic rubber-hose cartoons and, as Lewchowskiput it, the Fumi Games’ team adoration for otherworldly horror—the plotline involving a cult trying to enter the demon world.

From rubber-hose cartoons to True Detective, David Lynch, and Remedy Entertainment

Mouse‘s detective tale starts as a missing persons case but slowly ramps up into a horror-themed mystery that Lechowski says was inspired by Remedy Entertainment’s games, David Lynch’s films and TV shows, and the first season of the HBO show True Detective. That’s because Stage magician Steve Bandel hasn’t just vanished, he’s absconded to a pocket dimension called “The Unknown.”

The Unknown becomes an anchor point not just for the mystery, but the level design itself. One of Mouse‘s standout features is a spree of levels with unique setpieces inspired by each area’s identity. The movie studio levels are set on soundstages, a riverboat level weaves the player in and out of a VIP-only party, and a number of areas set in swampy or gothic locales slowly introduce the player to the madness of The Unknown.

This narrative justification opens the door for the level designers to experiment with more outlandish setpieces—leading to false doors and non-Euclidean geometry, eventually sending players to The Unknown itself. The whole affair might surprise players who came to Mouse with expectations of a purely noir-inspired tale, but Lechowski said it comes from his and the team’s love for “good cosmic horror.” 

Blending the cosmic horror genre (derived from the works of H.P. Lovecraft) isn’t “easily translatable” into rubber hose animation because cosmic horror is generally a somber, serious genre of storytelling. “Anything that even resembles satire is just undercutting the whole thing,” he explained. “We [asked], ‘why not take a swing at it and introduce some concepts that could possibly be built upon—that seed this idea in my player’s mind that there is something going on behind the curtains of this world, that there are some entities that are not what they necessarily seem, but sometimes they are.'”

Here, Lechowski was alluding to works of fiction that blend true crime and cosmic horror, playing with the notion that supernatural forces might be driving the dark events of the story, but its equally possible that plain human evil is at work. In Lynch’s beloved series Twin Peaks, the evil entity “Bob” does play a role in the murder of Laura Palmer—but in the film Fire Walk With Me, it’s established that Leland Palmer’s very human abuse of his own daughter, and how everyone in Twin Peaks allows it and other nefarious abuse to proceed unimpeded, is the far greater horror. 

Mouse pays tribute to Lynch in a literal fashion too. Betty Lynch is named in honor of the beloved film director, and one specific cutscene was modeled after a shot from Mulholland Drive.

Likewise, in seasons one and four of the HBO show True Detective, the possibility of supernatural horrors like The Yellow King and a mysterious “spiral” creature buried in the Arctic ice is afoot. Again, these beings don’t become literally responsible for the murders at the heart of the mysteries, but the ambiguity of their existence is intertwined with the killers’ horrible acts.

“We also love [Remedy Entertainment’s] games, that was an inspiration too,” he said, adding that when this blending of true crime and horror is done properly, it “gives more than it takes” from the seriousness of conspiracy and murder.

But there’s another reason this setpiece works so well: it captures an element of Rubber Hose animation that’s not as recognizable as a gritty take on Steamboat Willie.  Animation houses like Fleischer Studios regularly flirted with the horror genre. In Swing You Sinners!, a cartoon dog is tormented by ghosts for his crimes, while Minnie The Moocher features a Rotoscoped Cab Calloway and a gang of skeletons haunting Betty Boop. And in Shiver Me Timbers, Popeye the Sailor and pals are terrorized by ghosts aboard a beached tall ship.

Mouse isn’t even the first game to pay tribute to those shorts—the final boss of Studio MDHR’s Cuphead is none other than the devil himself. Horror plays an important role in rubber hose animation history, and crafting setpieces inspired by these shorts shows there’s more to Mouse than meets the eye.

Unfortunately, while the characters’ commitment to fear of The Unknown helps make Mouse something special, its flirtations with real-world horror fall flat.

Sometimes Mouse flies too close to the sun

While playing Mouse, I regularly caught myself saying this phrase over and over again: “That’s a crazy choice for this game to make.”

Sometimes I was referencing the aforementioned horror sequences. But other times I was gobsmacked by when the game wanted to reach for real-world politics—and when it preferred to shy away.

The final villains of Mouse are ultimately those old reliable punching bags: the Nazis. Fumi Games deserves credit for not just placing German Nazis at the heart of the story, but by directly referencing the German American Bund and spotlighting how hatred and fascism don’t just grow overseas. In Mouse, the Big Mouse Party and a German-accented mad scientist from “The Old World” (the game’s nickname for Europe) are at the heart of a terror campaign targeting Mouseburg’s Shrew population. By the end of the game, it’s revealed that the Big Mouse Party recruited the Mouseburg police force to kidnap shrews and force them out of their homes. 

The shrews are characterized as a racial minority in Mouseburg who face bigotry from the city’s mice population. On paper, they don’t stand in for any real-world ethnic group. The BMP’s partnership with the Nazis summons evokes historic discrimination of Jews in the United States, but Lechowski added that a police raid on their hometown of “the Shrew Thicket” was inspired by the Tulsa race massacre of 1921, where a mob of white Tulsans tore through the city’s Black neighborhoods, destroying buildings and killing anywhere from 39 to 300 people.

Toss in the character of “Old Shrew,” a Voodoo priestess with a Bayou accent, and it becomes clear that this fictional marginalized group carries the burden of representing many American minorities that still face discrimination to this day. 

Lechowski affirmed that the shrews are not meant to stand in for any real-world ethnic group. “We tend to melt together center certain concepts. They represent a lot of oppressions that were happening in the time period all over the world,” he said.

Fumi’s intent here is clear, but in my time with the game, I found the choice wanting. It’s an example of Fantastic Racism, a storytelling trope where real-world bigotry is projected onto made-up groups or races in fantasy settings. As YouTuber Princess Weekes pointed out in a 2025 video essay on the topic, stories that derive bigotry based on narratively-justified differences between groups (here, the literal physical species difference between mice and shrews, and what appears to be a mystical connection between the Shrews and the Unknown) can risk validating racist beliefs.

And look, I’ll just say it. “Shrew” rhymes with “Jew,” and as a Jewish American, the rhyming just kept conjuring a very specific image with unfortunate connotations. With plenty of antisemitic propaganda comparing Jews to rodents out in the world, even loosely implying a reference to a real-world group raised the hairs on the back of my neck.

To be clear, I wasn’t offended by this depiction (though I can’t speak for anyone with ties to Voodoo culture, or even other Jewish folks playing the game). But it created an uneasy feeling of where I was supposed to take Mouse‘s real-world references as sharp and pointed and where they were supposed to just be for entertainment purposes. 

It’s surprising that Fumi chose such a middle-ground approach here when other bits of political commentary in the game seem so pointed. Making the cops antagonists is a strong fit for Mouse not just because of the ever-unfolding corruption exposed in policing, but also because early 20th-century fiction primarily depicted cops as bumbling or corrupt, leaving private detectives to root out crime and serve justice.

Meanwhile a late-game gag about the editor-in-chief of a major newspaper is doing “cheese bumps” with members of the BMP got a laugh out of me, partly for feeling like a direct jab at media executives who play at political neutrality but then cozy up with far-right regimes. Beyond that, there are references to American war veterans suffering from PTSD, worker strikes, and abuses in mental asylums.

Lechowski and Michalak both mused on the fact that real-world political events, like Russia’s invasion of Ukraine and the looming tide of war on their own border (Fumi Games is based in Poland), may have influenced their work. Mouse‘s setting explicitly evokes the window between World Wars I and II, an era that may or may not reflect our modern day perhaps too closely (history has yet to determine that topic). 

Mouse takes these moments seriously (while delivering a gag-a-minute to the player), but if its depiction of real-world bigotry is too diluted to make a specific point, its characters can’t commit to the same kind of commentary that makes the rest of the game so fascinating.

I sympathize with Fumi on this topic, and I think they just missed the mark. The treatment of minorities is a potent theme when building a fictional setting, especially when your fictional world’s villains are cut from the same mold as the monsters of our own. Games like Wolfenstein: The New Order make it look easy, but it’s tough to build space for both genuine commentary on hatred and bombastic cartoon violence.

When you get it right, it makes punching those villains in the jaw feel that much better.

June’s inspiration recommendations – a world in black-and-white.

If there’s one thing I’ll stress about my time with Mouse: P.I. For Hire, it’s that I admire Fumi for taking such big swings even if all of them didn’t work out. I’d much rather play games or experience art that tries to be ambitious not just in craft, but in theme and storytelling. 

So let’s take a breather from discussing heady politics and celebrate a few selected black-and-white pieces that go beyond the shadows of detective fiction. Put these pictures on to stretch your boundaries and think more widely about what can be done with this beloved visual style.

  • Killer of Sheep

    • This 1978 black-and-white film from director and then-UCLA grad student Charles Burnett was one of the most challenging movies I encountered in films school. I credit it with helping smash my preconceptions of the fundamental elements of moviemaking. The film follows a slaughterhouse worker named Stan as he struggles through life in the impoverished Los Angeles neighborhood of Watts. There’s no conventional plot, no character arcs, and no satisfying conclusion—just a somber observance of a bleak and difficult life.

  • La Jetée

    • French director Chris Marker made cinematic history with this 28-minute film that would eventually inspire celebrated movies like The Terminator and 12 Monkeys. If you’re into post-apocalyptic fiction and time travel, this is a fantastic early example of the genre. But if you’re more ambitious, you’ll study how the film tells its story not through moving images, but through a series of photos shot on an everyday Pentax Spotmatic. The only exception is a pair of shots of actress Hélène Châtelain shot in 35 millimeter, each mere seconds long. This is one of my favorite films—and frankly one I’m surprised I see rarely referenced in modern media.

  • His Girl Friday

    • Howard Hawks’ iconic 1940 screwball comedy about a newspaper editor (Cary Grant) and his reporter ex-wife (Rosalind Russell) is far lighter fare than today’s other recommendations, with its madcap dialogue filtered through mid-Atlantic accents still inspiring iconic performances to this day. 86 years later, it’s still a hilarious film, but on a recent rewatch I was struck by the power of a scene from midway through the movie where the wife of a condemned man castigates the journalists feverishly documenting the hunt for her husband.

    • The scene casts a dark shadow on the life of these reporters and their tawdry practices, and it’s the only moment in this chatterbox film where the cast falls into silence. But even when no one is speaking, this might be the moment where the film (and the play it’s based on, The Front Page) has the most to say about the newspaper business.

That’s it for June. Stay cool out there, and I wish you luck in making worldbuilding choices as bold as Fumi Games’.

EU Commission to ‘engage with the industry’ on Stop Killing Games

The EU Commission has said it will engage with the game industry following the European Citizens’ Initiative (ECI) on the disabling of video games by publishers, referring to the Stop Killing Games initative (also known as Stop Destroying Videogames).

Via a press release issued yesterday, the Commission says it plans to engage with consumers and publishers by the end of 2026 to “explore ways to improve industry standards.”

For context, the ECI invited the Commission to propose legislation that ensures players can continue to play video games after the publishers stop providing support for them commercially. At this stage, the Commission cites existing intellectual property rights as a barrier to imposing legal obligations on publishers.

For example, under EU copyright law, rights holders enjoy exclusive rights over their creations. Other intellectual property rights may also be relevant as they may protect different visual and technological aspects of a video game. 

Related:Rockstar’s legal setback, Final Fantasy tax incentives, and PlayStation swaps ‘PC’ for ‘AI’ – Patch Notes #57

Yet, the Commission has “committed” to taking several steps. The first involves initiating an exchange with the video game industry and consumer representatives. The aim is to draw up an industry code of conduct on managing video games’ “end of life.”

The Commission says it will work with consumer organizations and authorities to raise awareness about the applicable rights of consumers, including safeguards that protect their economic interests.

“The Commission will report on the application of the Directive on digital content and digital services before the end of the year,” the announcement reads. “Active enforcement of these existing consumer rights can also incentivize the providers to offer video games with longer lifespans and explore solutions for meeting consumer expectations.”

The Commission also mentions that existing EU consumer law already provides some safeguards. For example, video game providers must inform consumers about the duration and the conditions for terminating the contract before the consumers sign up for a video game.

“The Directive on digital content and digital services provides consumers with remedies when the content or service provided does not conform with the contract and what consumers could reasonably expect. Consumers may be entitled to proportionate refund of their purchases,” the Commission said.

The European consumer movement Stop Killing Games started back in 2024, a year after Ubisoft delisted The Crew from digital marketplaces and then shut down its servers, rendering the game permanently unplayable. This was aggravated when players started receiving a notification that their game license was being revoked without any refunds. Despite backlash, Ubisoft’s stance was that consumers only bought a limited access to the game, not full ownership.

Related:‘A new industry with a new identity:’ How Canadian devs are faring in 2026

Now, in April of this year, French consumer association UFC-Que Choisir sued Ubisoft over The Crew’s shutdown. The lawsuit alleges that Ubisoft misled consumers about the permanence of their purchase, and imposed abusive contractual clauses stripping players of ownership rights.

While the consumer association filed the lawsuit, the Stop Killing Games group is backing it, having united more than 1.3 million signatures. That passed the threshold mandating a review by the EU executive, which is expected to present its findings by the end of July. 

Resource management? Survival games are about time management.

Survival games are tough to define. Many of them force the player to “survive” as a main component of gameplay, of course, but does that involve gathering food so you don’t starve? Finding or building shelter? Does it involve combat? Is it something else entirely? 

According to Seth Rosen, game director and lead designer on Ironwood Studios’ Pacific Drive, survival games are actually simpler to explain.

“Fundamentally, survival games are time management games,” he said during his GDC Festival of Gaming 2026 talk, “Pacific Drive Under the Hood: Survival Fundamentals, Systems Design, and Speeding Past Tropes.” 

Rosen has experience with survival games. Before Ironwood Studios, he was a technical designer at Klei Entertainment working on the Don’t Starve series. He had no interest in the genre at first. In fact, he criticizes it in the talk, saying that the market is filled with games that are busy but that “[lack] richness.” They give players tasks to complete without a goal to work toward, a fantasy to live out, or even an interesting setting. 

Related:Data and player sentiment highlight the value of authentic LGBTQ narratives

But those pitfalls come from other developers misunderstanding what is actually at the core of these kinds of games. In order for designers to create survival crafting games that feel meaningful rather than just tasks upon tasks, Rosen suggests focusing on just one element: time management.

“The moment to moment gameplay—gathering materials, crafting, managing, ticking meters—none of that matters. That’s the smoke and mirrors. They’re just differently patterned plates to spin as you move through the game world. Time is the only real resource.”

Time management? More like plate management

According to Rosen, survival crafting games have their players balance plates, which he defines as “a cycle or loop that the player goes through as problems appear and get resolved.” Anybody who’s played a survival game can understand what he’s talking about. These kinds of games often have the player juggle a bunch of different systems and tasks. In the case of Pacific Drive, you’re tasked with escaping the Olympic Exclusion Zone, a quarantined and mostly abandoned area in the Pacific Northwest full of dangerous anomalies that threaten to kill you. To do this, you have one tool: an old station wagon that quickly becomes your best friend.

To escape, you have to manage your car’s “health” in the face of those anomalies. That involves repairing and upgrading your car, so you need to gather materials. (Rosen says the car has 27 different parts you need to maintain.) You also need to upgrade your shop so that you can make those upgrades. Then while you’re out in the Zone, you must keep your car topped off with power and gas. That’s not even getting into “quirks” your car can incur or all the anomalies you have to face, with each bringing a unique obstacle to your journey.

Related:Finding inspiration and a bit of hope in CorgiSpace

Pacific Drive is, like many survival games of its ilk, a mechanically complex game. There are a lot of moving parts, but they’re not just there for the sake of it. They all come together to create friction that forces the player to juggle multiple tasks at once.

Take this common situation in Pacific Drive. You’re out in the Zone looking for resources to get the next upgrade for your Fabrication Station. However, a Bolt Bunny attaches itself to your car, shooting electricity through the whole body and causing your car’s battery to drain much faster. So now, you have to figure out how to get out of that area, either by finding a new battery source or the nearest exit. This upends your plan, so you have to come up with a new one. 

This is the cycle of Pacific Drive, and one that has three elements: pressure, stakes, and failure.

“Numerous plates create pressure through competing demands on the player’s time. Even when the cycles are slow or their impact is small, the variety of cycles under spin rates and consequences provide heuristics for the player to take into account as they constantly update their plan and the inevitable collisions happen at different and interesting times through the different schedules,” Rosen said.

Related:How can your game win the ‘attention war?’ Turn to storytelling

It’s annoying and could cause the end of your run, but it equips you with new knowledge you can use to adapt later. When you overcome this new tension, you feel accomplished and fulfilled. You survived the encounter, and therefore, you can keep going. 

“This combination produces the emotional core of survival, which means problem solving under duress,” Rosen said. “These are games about working your way out of trouble after you poke something with a stick or things didn’t go according to your plan. These moments generate drama and little systemic stories that feel deeply and intimately your own.”

Make sure all the plates present a substantial meal

All of this comes back to one idea: to make a survival crafting game stick, just make sure all that survival and crafting means something. Present the main goal of your game while making it seem like there’s a lot going on. That’s the point of plate spinning. 

This is all the more important as these kinds of games grow in popularity. Besides the releases of more classic survival fare like Palworld and Satisfactory, the industry has seen the rise of survival “friendslop” games like Peak and the continued success of sandbox titles like Minecraft that take classic survival gameplay and remove the pressure and danger from other titles like Pacific Drive

For developers working on survival games right now, focusing on the basics is the key to making something worthwhile. 

“[Friendslop] has a huge market share, but when you look at top-rated lists, you see games like Pacific Drive: single-player games that are less about construction and more about their setting, theme and player fantasy. These are the games that connect most with players,” Rosen said.

Game Developer and GDC are sibling organizations under Informa Festivals.

Game industry execs linked to Peter Thiel’s secret mixer

Former Xbox president Sarah Bond, former Roblox chief product officer Manuel Bronstein, and Take-Two president and CEO Strauss Zelnick have been linked with an invite-only society called ‘Dialog’ founded by German-American entrepreneur and conservative political activist Peter Thiel. 

Thiel is the controversial billionaire co-founder of e-commerce juggernaut PayPal and defence, AI, and software company Palantir. Notably, he was also one of Facebook’s earliest backers and advised U.S. president Donald Trump when he was seeking election ahead of his first term (via The BBC). 

More recently, Thiel bankrolled republicans ahead of the 2026 mid-terms (thanks, Yahoo!) and held a series of off-the-record lectures about the anti-christ—who he apparently believes might be walking among us in the guise of Greta Thunberg (via The Guardian). 

As reported by Wired, a deluge of internal records exposed by Swiss investigative journalist and hacktivist ‘Maia Arson Crimew‘ have seemingly revealed the names of 113 people involved in Dialog. It’s unclear whether those listed by Maia on Bluesky are society members, guests, or speakers. 

Related:Rockstar’s legal setback, Final Fantasy tax incentives, and PlayStation swaps ‘PC’ for ‘AI’ – Patch Notes #57

The list includes some other notable figures from outside of the video game industry, including SpaceX and Tesla CEO Elon Musk, OpenAI chief strategy officer Jason Kwon, and (500) Days of Summer actor Joseph Gordon-Levitt—the latter of whom confirmed his attendance on Instagram but denied knowing Thiel personally.

As noted by Wired, Dialog has kept its rolodex of members under wraps for around two decades. The group convenes at off-the-record retreats to participate in ominously named sessions such as ‘Navigating WWIII,’ ‘Build-a-Cult,’ ‘Battlefield Technologies,’ and ‘How’s Your Sex Life?’. Additional documents and registration records obtained by Wired indicate Dialog also features talks more “typical” of a thought leadership conference. 

The publication added that Dialog attendees have included two U.S. senators, a former Middle East chief of intelligence, an ambassador to the United States, and multiple Google and Google DeepMind executives. 

According to Wired, the rise of artificial intelligence is seemingly weighing on the mind of Dialog attendees, with a sign-up form obtained by the publication (which asks those attending to predict the future) littered with responses indicating that AI will have a world-altering impact on work, war, and education. 

“Societal degeneration, will continue to accelerate.” one person predicted, according to documents viewed by Wired. 

Related:‘A new industry with a new identity:’ How Canadian devs are faring in 2026

Game Developer has reached out to Roblox and Microsoft for comment. Take-Two declined to comment when approached.

Rockstar suffers legal blow in union busting dispute

A UK employment tribunal has ruled against Grand Theft Auto maker Rockstar in the latest stage of a high-profile legal dispute centred on allegations of union busting. 

The latest preliminary tribunal decision upheld the right of fired IWGB union workers to continue bringing blacklisting claims against the studio at the final trial, which will run from September 10 to October 15, 2026. 

IWGB describes blacklisting as the “practice of compiling information about workers involved in union activity in order to discriminate against them.”

At the latest preliminary hearing between the two parties, IWGB said Rockstar sought to narrow the scope of the dispute by striking blacklisting claims from the case, but was ultimately preventing from doing so.

The decision means the ousted union workers, who claim they were fired for engaging in union activity, can bring those allegations against Rockstar at trial.

Related:Rockstar’s legal setback, Final Fantasy tax incentives, and PlayStation swaps ‘PC’ for ‘AI’ – Patch Notes #57

As noted above, the court case will conclude just over a month before the planned release of Grand Theft Auto VI on November 19, which Rockstar parent company Take-Two expects to be one of the biggest product launches in entertainment history.

Ellie Dunstan, one of the more than 30 workers fired by Rockstar last year, described the latest ruling as a “huge moment.”

“Our case will now be heard in full and put to the test as it should be. The world will get to see for itself the evidence as to what happened last October,” said Dunstan. 

“We loved our work at Rockstar. Losing our passion, our colleagues and our incomes in the blink of an eye was devastating, and the company management has treated us with disdain ever since, refusing to grant us appeals or respond to basic evidence requests. After months of fighting to have our voices heard, this is a moment to celebrate. The judgment shows that even against a company with Rockstar’s resources, workers can stand together and demand accountability.”

IWGB Game Workers Branch chair Spring McParlin-Jones said the ruling represents a major blow to Rockstar’s attempts to “avoid scrutiny.”

“The tribunal has refused to let Rockstar off the hook, finding that serious factual questions remain about how these workers were identified, listed and dismissed – questions that must now be tested at a full hearing,” added McParlin-Jones. 

“From the moment employees were escorted from their buildings without warning, and throughout every subsequent stage of the legal proceedings, Rockstar has attempted to avoid accountability—denying workers a fair hearing, failing to engage with basic evidence requests, and now attempting to limit scrutiny of the allegations brought against them. Gamers all over the world have seen through these tactics, and now a tribunal has also cast doubt on Rockstar’s version of events.” 

Related:‘A new industry with a new identity:’ How Canadian devs are faring in 2026

Rockstar maintains the firings were a direct response to employees leaking confidential information in a Discord channel.

In January, impacted workers were denied interim relief following another preliminary hearing—although it’s worth noting interim relief is rarely granted in the UK.

Former Housemarque director wants his new studio to live forever

Returnal director Harry Krueger recently told Game Developer he’s determined to ensure Cosmic Division, the indie studio he founded in May 2026 to build gameplay-first experiences using a “lean and mean” philosophy, is capable of standing the test of time. 

Specifically, he explained he chose to leave Returnal and Resogun developer Housemarque after 15 years to build what he describes as a “forever studio.” During his time at the PlayStation subsidiary—acquired by the Japanese hardware maker in 2021— Krueger said he learned a profound lesson he intends to take forward: “the game is the boss.” 

“Everything ultimately exists in servitude of creating the best possible game experience. That often means leaving your ego at the door, and allowing the game itself to dictate what’s best. It’s important to aim for rapid and lightweight iteration, and be willing to test and refine ideas relentlessly until everything settles into a cohesive whole,” he said during an email exchange with Game Developer.

Related:Telltale Games is back, but can it learn from its past mistakes?

“It also means embracing uncertainty along the way. Games are a creative endeavor, and there’s no fixed formula for success. Some of the best features can emerge unexpectedly through happy accidents, experimentation, and adapting to surprises or constraints during development.”

Krueger added that huge budgets cannot replace good chemistry, and said Cosmic Division will prioritize recruiting the right characters in order to punch above its weight. “[At Housemarque] I also learned that the right people can act as a significant multiplier for creativity and momentum. No matter your budget, you cannot buy good chemistry, and even a relatively small team of highly aligned developers can accomplish extraordinary things,” he continued. 

The Finnish studio currently comprises five employees, and while Krueger has lofty ambitions he doesn’t expect the team to ever expand beyond 50 members. “For our first project, we’ll likely be able to achieve our ambitions with a team significantly smaller than that,” he added.

He said it’s an approach that will allow Cosmic Division to balance flexibility and ambition to scale selectively when needed while keeping internal operations “agile, focused, and sustainable.” 

There’s that word again. Sustainable. In recent years, the notion of “sustainable growth” is a phrase you hear thrown around when a company is making cuts. It’s rare a week goes by without a studio or publisher downsizing in the current climate, so how does Krueger intend to scale in an industry that feels downright hostile to developers? 

Related:How to direct unconventional games like Control Resonant

“‘Lean and mean’ isn’t a PR tagline for us, it’s a foundational philosophy. I’d say our goal as a studio is to be ‘responsibly ambitious.’ The industry has gone through a difficult cycle of overexpansion followed by painful corrections, and we want to avoid contributing to that pattern. With Cosmic Division, we aim to shoot for the stars, but also keep our feet firmly on the ground,” he said. 

“I believe it’s always easy for creative ambitions to spiral outward, and every project has the potential to become your magnum opus. But good design is ultimately about setting constraints, and I believe the same is true for running a studio, especially in its early stages of growth.”

“We see AI the same way we see any other technology: as a tool, not a savior”

Krueger offered a familiar refrain: that constraints foster creativity. He suggested that smaller teams are perhaps more capable of taking bigger creative swings if they can stay focused and adaptive. “Once projects grow beyond a certain size and expectations start piling up, it can become much harder to deliver on all fronts sustainably and without compromise. And too much compromise usually leads to mediocrity,” he continued. “In the end, more is not always better, often it’s just more.” 

Related:Stories from making Marvel Rivals

When asked how much financing he raised to establish Cosmic Division, Krueger said the company will be sharing more details about its partners and financial situation in the future. He stressed however, that the team will always budget in service of the game they’re building. “We want to pick our battles carefully, and avoid scaling beyond what the project genuinely requires,” he added. 

As for whether other not Cosmic Division will leverage generative AI to accelerate production—a familiar refrain in some exec-laden corners of the industry—the newly-minted studio founder said the (often divisive) technology could perhaps become a useful tool but that it will never be a “savior.”

“For us, rapid iteration means that it should be easy to test ideas quickly, discard what doesn’t work, and double-down on what does. Smaller teams are naturally suited for that approach because decision-making is quicker and lighter, and ripple effects are easier to compartmentalize and manage. A lean team structure allows us to prototype, review, adapt, and course-correct without excessive process overhead,” he said.

“Games aren’t just systems—often we’re chasing a feeling, and trying to give shape to the intangible. It’s not always an exact science, and finding the fun and allowing the design to settle takes time. This is something that we intend to prioritize at Cosmic Division. It’s important to leave room for that iterative discovery process, rather than rushing prematurely toward scale.

“As for AI, it’s obviously one of the biggest discussions happening in the industry right now, and the conversation often swings between extremes. People who dismiss it entirely may miss useful opportunities, while those expecting it to solve every problem are likely to end up disappointed. We see AI the same way we see any other technology: as a tool, not a savior. It can accelerate certain workflows and reduce friction in some areas, but it’s not a replacement for creative vision, taste, or craftsmanship. We’re keeping an open mind and actively exploring the space, but we’re approaching it thoughtfully rather than dogmatically.”

Ultimately, Krueger hopes that Cosmic Division’s work will eventually speak for itself and said sustainability means creating a studio capable of enduring, where the craft of building video games is celebrated and ambition is balanced with responsibility.

“Throughout my career I’ve been fortunate enough to stand on the shoulders of giants, and lucky enough to work only on award-winning projects alongside some exceptional people. Now, Cosmic Division is my third job in the industry, and I’d like it to be my last,” he continued.

“The goal is to build the ‘forever studio,’ rather than chase aggressive growth or short-term wins. Practically that means growing slowly and responsibly, managing project scope carefully, maintaining a healthy runway, and being very deliberate about the people and partners we bring onboard. Especially while building our first project and the studio simultaneously, it’s important to be measured and not bite off more than we can chew.”

Xbox knew of Ninja Theory split when showing its new game

Microsoft reportedly had already planned to sunset or split with Hellblade: Senua’s Sacrifice maker Ninja Theory when it showcased its new title, Saga, on its June 7 presentation.

The allegation comes from Game File, based on a source familiar with Microsoft’s plans who spoke with the publication under anonymity. By the time Ninja Theory revealed the third title in the Hellblade franchise, Senua, its parent company was reportedly set on splitting with the team.

The thinking, based on what the source told Game File, was that the promise of a newly announced game could help draw investor interest in the studio. Yet, it’s unclear if anyone atop Ninja Theory was involved in the reported plan.

This is one of multiple reports regarding internal turmoil at Xbox. According to Bloomberg News, the heads of multiple Xbox studios, including Double Fine, Compulsion Games, and yes, Ninja Theory, are all actively negotiating to spin off into independent companies to preserve their future. This is due to Xbox being reportedly preparing to shut down what it deems to be less-profitable game development teams.

Related:Rockstar’s legal setback, Final Fantasy tax incentives, and PlayStation swaps ‘PC’ for ‘AI’ – Patch Notes #57

Yet, the reported negotiations are not guaranteed to end in success. Employees at these studios have apparently been given permission to look for jobs elsewhere. Moreover, even if studios are able to spin off and reclaim independence, the move could still lead to layoffs, as they would be operating without the funding and support promised by Microsoft.

Last week, Xbox CEO Asha Sharma said she was preparing to reset Microsoft’s video game division after years of decline. According to reports, the move is bound to result i major cuts across the division shortly after the conclusion of Microsoft’s fiscal year on June 30, 2026. Xbox is reportedly also planning to reduce marketing budgets and spending across other areas of the business. Rumblings of possible cuts that could lead to a studio closure or changes to the Xbox Game Studios lineup also started last week.

“It is important to have both optimism and realism as we work to reset the business,” reads a memo sent by Sharma and Xbox chief content officer Matt Booty.

Rockstar’s legal setback and PlayStation swaps ‘PC’ for ‘AI’

Disclaimer: I am about to opine about football. Please ignore this entire introduction if you have zero interest in hearing my bristling thoughts on the England national team.

We have liftoff. England 4, Croatia 2. A positively titillating performance from Thomas Tuchel’s ravenous Three Lions, who lived up to their namesake by tearing the opposition apart like a tender lump of porterhouse. 

Alright, I might be getting slightly carried away, but England have a penchant for putting fans through the wringer. During the first half, they managed to do precisely that. A penalty only scored on the second attempt. Two goals conceded (but you have to credit Croatia for bagging at least one banger).

Was it going to be a case of ‘same old, same old’ in Dallas. A good performance but nothing to show for it? Not this time. Jude Bellingham saw to that mere minutes into a blistering second half with a fine finish into the bottom corner. England could have score five or six had Croatian keeper Dominik Livaković not been possessed by the patron saint of world-class saves. 

Related:‘A new industry with a new identity:’ How Canadian devs are faring in 2026

There was a sense of inevitably with every England attack that finally burst into reality when Marcus Rashford finished off a sublime counter. Is it coming home? Not quite. But this was an England team filled with desire, intent, resolve, and dare I say it, belief—one determined to play on the front foot no matter the cost. Tuchel has made it clear that his team will win or lose on their own terms, and I suspect that means we’re in for quite the ride over the next few weeks. Ghana can’t come soon enough. 

Now, back to our regularly scheduled programming!

via Game Developer // Rockstar suffered a setback in its bid to quash union busting allegations at a preliminary tribunal in the UK, with the company failing in its bid to have blacklisting claims thrown out ahead of a final trial that’s set to begin in October. UK union IWGB describes blacklisting as the “practice of compiling information about workers involved in union activity in order to discriminate against them.” One worker said the decision marks a “huge moment” for those ousted by the Grand Theft Auto maker last year. 

via Game File // Sony has tweaked its description of PlayStation’s “business environment and strategy” in a new SEC filing to emphasise that it is very, very keen to leverage generative AI. “Sony is utilizing AI to unleash the creativity of studios and further enhance the PlayStation experience,” reads the updated section, which also warns about the impact of an ongoing memory crisis. More irony please. 

Related:Pocketpair lead on generative AI: Gamers don’t want it

via Bloomberg // Multiple Xbox studios are purportedly at risk of being shuttered with Microsoft reportedly preparing to make significant cuts in July. Sources have told Bloomberg that Double Fine and Compulsion Games are two studios at risk of closure, although it’s claimed they could still be given the chance to return to independence. It’s going to be a rough few weeks.

via Game Developer // Life is Strange developer Don’t Nod has confirmed that Tencent has pulled back as an investor in the short term, meaning it must now seek additional financing in order to ensure its survival. The company said it is currently “working on several levers” to extend its cash runway but acknowledged that securing financing remains “challenging.”

via VGC // Here’s a truly fascinating news item. The Shibuya ward in Tokyo is trying to convince Japanese citizens to send a portion of their taxes to the region by offering Final Fantasy 14 items in exchange for a contribution. I wonder whether I can convince Manchester City Council to dish out some Oasis merch in exchange for my regular donations?

Related:Vampire Survivors dev ‘reviewing’ Fortnite collab after Epic’s AI announcement

via Game Developer // Epic is taking some big swings with Unreal Engine 6 (and I suspect there’s a chance developers won’t approve of them all). The company said the latest iteration of its popular engine will utilize Verse as its gameplay programming model in service of building “persistent, large-scale, live experiences with thousands of contributors.” It also claims content, code, and economics will become “portable and interoperable across games, ecosystems” through open standards, and explained generative AI tech such as Claude and Gemini will be integrated into the Unreal Engine 6 pipeline in a major way. Thoughts on a postcard, please. 

via Game Developer // The UK government has announced a ban on social media for under 16s and confirmed that video games—which won’t be banned outright—will face some restrictions if they include “high-risk” features such as livestreaming or online chat functionality. It’s currently unclear which platforms will be impacted by the move. The ban is scheduled to come into effect in Spring 2027.

via Firezide Chat // Veteran reporter and GLHF content director Kirk McKeand has launched a new bi-weekly interview series focused on the fine art of conversation. So far, McKeand has delivered fascinating chinwags with industry figures including former Bethesda head of publishing Pete Hines, LookingForGame founder Lucy James, and Star Wars Battlefront II scribe Mitch Dyer.

OtherSide Entertainment lays off 17 employees

OtherSide Entertainment, the studio spearheaded by veteran developers like Warren Spector and Paul Neurath, has laid off staff.

In a statement sent to Game Developer, a spokesperson said the following: “After the cancelation of a game under development codenamed Argos, OtherSide Entertainment had to sadly say goodbye to 17 team members, effective end of May.”

The spokesperson adds that Argos “could have been a huge success in normal times,” but that the current gaming landscape, deemed as “brutally challenging,” rendered the project’s continuation “unviable for now.”

“To any studios out there hiring, we cannot recommend these impacted people highly enough,” concludes the statement. The studio didn’t provide a list of names of the affected staff.

Yesterday, a handful of developers took it to LinkedIn to announce their departures from OtherSide, mentioning being part of layoffs.

“Even though I was just there for a year, this team truly taught me a lot, and I’ve learned so much from them,” wrote a world builder and level designer on staff.

Related:‘A new industry with a new identity:’ How Canadian devs are faring in 2026

“A few weeks ago I was laid off from my job at OtherSide Entertainment after the Argos project was canceled. As a result, I’m back on the job hunt again and am available for work!,” wrote a senior 3D artist.

Given the timeline of events, OtherSide laid off 17 team members shortly after the launch of Thick as Thieves on May 20. The game, initially a stealth experience based around player-versus-player as well as player-vs-environment, was pivoted to being a two-player co-op and single player game. This was announced the month before release.

As for the studio’s recent history, OtherSide entered into a “strategic partnership” with video game firm Aonic Group back in 2023. This, as stated at the time, would allow OtherSide to “greatly enhance [its] ability to grow the studio and deliver original titles.”

Studio director Warren Spector said the Swedish firm’s “cultural values are in line with the kind of studio Paul and I wanted to create when we founded OtherSide. I see great things coming from this partnership, things that will surprise and delight players.”

Unreal Engine 6 will merge UE5 and UEFN into one engine

Epic Games’ Unreal Fest is taking place this week, and the company is using the gathering to announce a number of high-profile features coming to Unreal Engine 6 (UE6)—some of which could drastically change how games are made in the popular game creation tool. 

Those changes include a shift from programming language C++ to Verse, new AI integration tools for popular models like Claude and Gemini, and a full-throated integration of Unreal Engine for Fortnite (UEFN).

Executive Vice President Marcus Wassmer shared these and other details in a blog post on the Unreal Engine Website. In it, he says the approach to UE6 is “shaping up quite differently” from how the company developed UE4 and UE5. “UE4 opened the engine up to everyone,” he wrote. “UE5 reinvented how we build worlds. UE6 is about evolving how we ship and operate them.”

Developers like Clair Obscur: Expedition 33 developer Sandfall Interactive who rely on Unreal Engine 5’s Blueprints system should brace for major change. Epic says that Blueprints and the “Actors” system will eventually be deprecated once Unreal Engine 6’s framework is “sufficiently mature.” It promises that developers will have conversion tools to move projects from one framework to the next.

Related:What happened when one game writer tried making a game in 30 days with Godot

Scanning the blog post, there’s plenty to indicate that UEFN integration is at least partially motivated by a desire to make it easy for developers to ship games and then port elements of them over to Fortnite. The blog declares that “three things about game development need to change at the same time,” before spelling out how the move to Verse will allow for “increased accessibility of development,” and how AI-driven pipeline features will serve as “creativity and productivity multipliers so that teams can focus their efforts on the essential creative and technical tasks of development.”

But it’s the promise of “enabling content, code, and economies to become portable and interoperable across games, ecosystems, and engines through open standards” that may surprise developers the most. The goal, Wassmer says, is to “enable developer collaboration on much greater scales than ever before.”

Epic wants developers to build content that also works in Fortnite

To hear Wassmer tell it, the idea of custom code and content for different games and engines should be a thing of the past. “Our goal is to give the games industry a whole new way to grow our ecosystems with cross-promotion, portable player value, and to really lean into all of the positive-sum dynamics that Metcalfe’s Law predicts for connecting experiences and social graphs together,” he writes. This comes with a promise to make open-source standards like gITF and USD “first-class formats” within the engine.

Related:Video codecs are a nightmare for game developers, but there’s no solution in sight

Where open standards don’t exist, the company will “open up Unreal Engine’s own systems as open specifications with Verse APIs, defined asset conventions, and documentation that any engine, tool, or studio can implement against.”

These goals will sound familiar to anyone who has listened to Epic Games CEO Tim Sweeney wax poetic over the years about software interoperability—but the company’s first proof-of-concept for this process will be in making Fortnite cosmetics. The blog says that Epic plans to move Epic’s Fortnite cosmetic base system to an open UE6 model, allowing developers to use players’ existing Fortnite outfits in their own games.

In turn, any outfits they create will work inside Fortnite. “We see this as the first step toward building a shared economy for smart assets: functional assets with logic and functionality that work across games, to recognize players’ time and spending in a better way,” Wassman writes.

The plan doesn’t end at cosmetics. Though Epic is promising that developers will be able to “ship traditional games and projects exactly as you do today,” developers will also have the ability to ship them inside of Fortnite alongside “their own ecosystems,” which can be made “compatible” with Epic’s. “You’ll have an easy path from one to another,” he says.

Related:1000xResist creator: the game industry needs a universal video codec for FMV games

Developers eager to test these promises—or swerve away from them—will have the option to do so in late 2027, when UE6 Early Access releases. You can read the full details about UE6 in Wassmer’s post.

Don’t Nod pursuing ‘several levers’ to secure financial future

Aphelion and Lost Records: Bloom and Rage developer Don’t Nod says the company is “actively working on several levers to extend its cash runway and strengthen its financial position” following a recent report from French journalist Gauthier ‘Gautoz’ Andres that the company could be “out of cash” by the end of November. 

Andres made these claims following a review of Don’t Nod’s financial disclosures and stated that shareholder Tencent is “unwilling to raise capital or finance any projects.”

Now the studio is responding to Andres’ claims. In a statement sent to Game Developer, a Don’t Nod spokesperson confirmed Tencent’s decision to not inject any more cash into the company and said the company is seeking financial support for “Project P14” and is working to “optimize its cost base.”

These, alongside “the maintenance of strict financial discipline” would be the aforementioned levers Don’t Nod is pulling to shore up its finances. Tencent does remain a “long-term shareholder” of Don’t Nod. They noted that its previous “going concern statement” was issued as a notice required by its “reporting frameworks.”

Related:‘A new industry with a new identity:’ How Canadian devs are faring in 2026

“As disclosed in our latest financial report, the going concern statement reflects an accounting requirement and standard disclosure for listed companies under applicable reporting frameworks,” the spokesperson stated. “It is based on the information available at the reporting date and does not take into account the potential impact of the various financing and cash preservation initiatives currently being pursued by the company. “

They described the current environment for the video game industry as “very challenging” (something many studios have echoed as they’ve laid off workers and shut down studios in the face of slowing sales), before reiterating Don’t Nod’s funding goals. “Don’t Nod is focused on extending its cash horizon through a combination of financing initiatives, disciplined cash management and an optimized operating structure, while continuing to adapt its cost base to market conditions.”

“At this stage, we have no further comment to add beyond the information already disclosed in the company’s latest financial report. “

Vampire Survivors dev ‘reviewing’ Fortnite collab after AI news

Vampire Survivors developer Poncle is “reviewing” its collaboration with Epic Games—to feature items based on the game in Fortnite—after the company announced a slate of AI-powered features coming to Unreal Engine.

Yesterday, Epic announced four new crossovers of existing game franchises coming to Fortnite, which included Control Resonant, Phantom Blade Zero, Sonic Racing: CrossWorlds, and Vampire Survivors. The team behind the latter, however, expressed doubts shortly after the presentation.

“Following today’s news about gen-AI usage by Epic to create all sort of game assets, including Fortnite characters, we’re currently ‘reviewing’ our collaboration with Fortnite,” reads a comment by poncle_Official on Reddit. “We’ll let you know if anything moves forward.”

Studios continue to toot the genAI horn, despite the fact that it has garnered a largely negative reception from developers in recent years, with many arguing that it is having a corrosive effect on the industry. More and more developers, including Poncle, appear to be taking a more vocal stance.

Related:‘A new industry with a new identity:’ How Canadian devs are faring in 2026

Although the Vampire Survivors dev doesn’t mention specifics, “gen AI usage” may refer to the news about Unreal Engine 6, which is set to feature integration with tools such as Claude and Gemini.

According to executive vice president Marcus Wassmer, AI-driven pipeline features will serve as “creativity and productivity multipliers so that teams can focus their efforts on the essential creative and technical tasks of development.”

Wassmer also waxed on about goals to “enable developer collaboration” on bigger scales, enabling “content, code, and economies” to become portable and interoperable across games, and more.

In a video shared earlier this week, Epic did a demonstration of artists using genAI to develop character and environment concepts for Fortnite. Wassmer mentioned that Epic plans to move Epic’s Fortnite cosmetic base infrastructure to an open UE6 model, with the aim of allowing devs to use players’ existing Fortnite outfits in their own games. In turn, any outfits they create will seemingly work inside of Fortnite.

“We see this as the first step toward building a shared economy for smart assets: functional assets with logic and functionality that work across games, to recognize players’ time and spending in a better way,” Wassman wrote.

Pocketpair lead on generative AI: Gamers don’t want it

Pocketpair communications director and publishing manager John Buckley affirmed the company, which is behind the popular Palworld, doesn’t use generative AI because players don’t want it.

Speaking to GamesRadar+, Buckley’s response was short and to the point: “Gamers don’t want it, and if the gamers don’t want it, I guess that’s it, right? Not much of a conversation to be had.”

The statement comes amidst studios continuing to toot the genAI horn, despite the fact that it has garnered a largely negative reception from developers in recent years, with many arguing that it is having a corrosive effect on the industry.

Last year, Buckley spoke to us about the studio’s anti-genAI stance in an interview, saying Pocketpair “doesn’t believe in it.” This was said in the context of the company being interested in helping to fund and publish games from other developers, so long as the tech isn’t being used.

Related:‘A new industry with a new identity:’ How Canadian devs are faring in 2026

“People are going to say I’m lying, but these are just the hard facts. We don’t believe in it. We’re very upfront about it. If you’re big on AI stuff or your game is Web3 or uses NFTs, there are lots of publishers out there [who’ll talk to you], but we’re not the right partner for that,” Buckley said.

Speaking to GamesRadar+, Buckley elaborated further on those comments, tackling the public reception as well as Steam’s mandated AI usage disclosure.

“I’m sure some people are doing it,” he told the publication. “It’s not really for us. I personally can’t imagine it ever being too prominent. I’m sure there are some companies out there, some big companies, that are maybe using it to ‘save time.’ I don’t know. I don’t really think gen AI has much—I don’t want to call it a bubble, but I don’t know how much longer it’s gonna keep up. Even Steam is pushing back a certain amount on it.”

Buckley also makes a note of how some developers have started to clarify, unprompted, that their games are 100 percent human-made across emails and store pages.

“I don’t know if we need to now start saying this is 100 percent human-made,” Buckley added. “I think we should just all assume games are human-made unless said otherwise. I think it’s a bit dystopian that it might end up like that. We’ll have to put a Steam disclaimer, ‘This game is made by humans.’ That’s kind of sad to think about.”

When it comes to AI disclosure (or lack thereof), there have been plenty of recent examples. Owlcat Games confirmed the use of genAI to build its upcoming RPG, The Expanse: Osiris Reborn. Companies like Capcom have told investors that it intends to leverage the technology to “improve efficiency and productivity of game development.”

Related:Vampire Survivors dev ‘reviewing’ Fortnite collab after Epic’s AI announcement

Some developers claim that they will use the technology, but not to create assets. There have been several cases of games shipping with AI-generated copy or imagery—Crimson Desert developer Pearl Abyss recently apologized to players for failing to disclose the use of genAI during production. The South Korean studio explained it created some placeholder assets using “experimental AI generative tools.” Some of those assets were subsequently found in the finished game.

Last year, Ubisoft and 11 Bit Studios issued similar apologies after placeholder assets produced using genAI were included in Anno 117: Pax Romana and The Alters.

‘A new industry with a new identity:’ Canadian devs in 2026

Now in its fifth year, Toronto Canada’s XP Game Summit–a sister conference to the long-running Montreal International Game Summit–offered a unique opportunity to take the temperature of a Canadian games industry that, as in other regional industries, has found itself battered by the winds of change. 

Despite doubling in size between 2013 and 2022, the industry has suffered recently due to what some have argued is an outsized emphasis on generous tax incentives slanted towards triple-A multinationals with little oversight or protection for workers. In recent years, this has meant the industry has seen seismic studio closures and layoffs, with Embracer group shutting down Onoma (once Square Enix Montreal) and Ubisoft closing Ubisoft Halifax shortly after the studio unionized (although the company claims there was no connection).

It’s no surprise then that at the XP Summit, attendees were bearish on the future of triple-A development in Canada. What might surprise some is that despite this, the mood at XP Game Summit was optimistic: couched in the recognition that the global games industry has changed drastically due to the “pandemic hangover.”

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Jason Lepine, XP Summit’s founder, feels that within five years the summit has already seen it all.

“We launched right before massive layoffs hit the industry,” he said. “Now, though, it feels like we’re moving past that phase. Three years ago it was difficult just to get investors to attend events; now we’re seeing more contracts getting signed, more recruiting activity, and a general sense that momentum is coming back.”

Not recovery, transformation

However, he was quick to emphasize that this change did not represent “recovery” but “transformation.”

“It’s important to say: this isn’t a return to the old industry. It’s a new industry with a new identity.”

That identity? One that supports smaller teams able to move quickly to validate their own market potential.

Jason Della Rocca, co-founder of Excution Labs explained the new mindset required while giving his talk, “The New Timeline for Indie Success.”

“The reality is that publishers and investors are not your client,” he said, arguing against developers that retain a traditional focus on pitching to publishers. “Since [the COVID era] a lot of investors, a lot of publishers, are only making investments based on evidence. Deals these days are not done based only on that the team is cool and skilled and can deliver. Not only that the game feels good. But that you have wishlists, trailer views, a community.”

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Of course, he admitted the paradox at the heart of this advice: you need evidence to get funding but you need funding to generate that evidence.

The XP Summit sessions had a particular focus on this, with a general theme that Canada’s new X factor was that—despite comparatively higher labor costs—smaller developers could rely on support systems such as the Canadian Media Fund to allow them to stretch their runway into a viable product before having to turn to more traditional forms of funding.

But this was not considered a silver bullet, with speakers such as Nordicity’s Kristian Roberts arguing in conversation with Game Developer that in order to maintain competitiveness, organizations such as the CMF needed to more deeply consider what it chooses to fund.

“Historically, CMF funding has focused on making products, not necessarily making commercially viable products,” he said. “That distinction matters. Post-2022, investment in games has dropped dramatically … If your support system isn’t designed to encourage market-oriented or audience-oriented decision-making, then you’re not necessarily generating sustainable success.”

There are increasing signs that the CMF are more focused on commercial viability. Their new Commercial Third Party Investment Fund provides funds to projects that already have third party investment under the understanding that this represents proof of market viability. Developers we spoke to however noted the fund seemed paradoxical at a show where third party investment was not merely considered difficult to get but far less attractive than self-publishing.

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“The [funding] model’s broken, right? It’s broken,” said Shum Sing, Managing Director of Agnito Capital during the “State of Game Funding” roundtable. “Investors don’t want to take risks until you have demonstrable attraction, but at that stage, you’re asking the question ‘why do I need you?’ I could go get some bank debt… I could work with some smaller marketing agencies. There are all types of options available for indie developers to sidestep investment.”

From the developer perspective, there wasn’t a sense that it was quite that easy. Everyone Game Developer spoke to agreed that securing any form of funding was harder than ever, and that survival—even for indies—could mean cuts.

It comes down to burn rate,” Andrew Carvalho, co-founder of Laundry Bear argued. “The studios that have survived–including ours–are the ones that have stayed lean. We’ve had layoffs. We’ve had to reduce hours. We’ve made cuts wherever we’ve needed to.”

Community and collaboration are keys to the future

While government funding was a factor, developers expressed that community and collaboration was a major reason for the Canadian games industry’s continued survival.

As a co-developer, Carvalho stated that they had “more contracts with Canadian studios than we’ve had in the past four years,” noting that independent Canadian developers that had success were redistributing their success to others, such as Black Tabby Games, who recently got into publishing after the success of Slay The Princess.

“While some teams have been hit really hard, the teams that survived are often trying to support others,” he said. “It’s not ideal, but it’s definitely not as catastrophic as what we’re seeing in parts of the U.S.”

This collaborative view of the games industry is shared by Eileen Mary Holowka, at the show representing Baby Ghosts, a nonprofit created to support cooperative game developers.

“The old model of ‘build a game, get a publisher, scale endlessly’ just isn’t reliable anymore,” they said. “The giant studios are showing the limits of their own models. Ubisoft shutting down Halifax after unionization is obviously discouraging, but we’re seeing successful indie studios helping fund other indies,” they stated. “There’s power in collective organizing.”

Holowka also noted that the signs were encouraging for developers interested in operating as a cooperative, with the CMF now allowing cooperatives to apply for funding.

Such moves were viewed as part of a genuine shift from Canada’s support system to reflect the new development landscape, and while the majority opinion was that there was more Canada could do to support its games industry, attendees didn’t have a singular focus on access to funding.

“The easy answer is always ‘more money’,” said Carvalho, “Canada has the talent; what we’re missing is better industry connectivity. We shouldn’t always have to leave the country to build meaningful industry relationships.”

Lepine agreed. “There’s a real opportunity to strengthen the industry domestically by collaborating more closely with each other here at home.” As for those famous tax credits? “Tax credits still absolutely have a role,” said Roberts, who in particular pointed out New Zealand’s tax credit system as a model to emulate. “But we can’t rely on tax credits as the primary support mechanism forever.”

“We need to think about the total ecosystem more cohesively–not just funding, but trade missions, startup support, mentorship, education, and how we prepare developers for a world where self-publishing, audience development, and small teams are becoming the norm.”