Ask Runable forDesign-Driven General AI AgentTry Runable For Free
Runable
Back to Blog
Gaming Industry30 min read

Game Studio Layoffs and Industry Collapse: What Happened to Highguard [2025]

Wildlight Entertainment laid off most of its team two weeks after Highguard's launch. Here's what happened, why it matters, and what it means for game develo...

game developmentgame studio layoffsHighguardWildlight Entertainmentlive-service games+10 more
Game Studio Layoffs and Industry Collapse: What Happened to Highguard [2025]
Listen to Article
0:00
0:00
0:00

Game Studio Layoffs and Industry Collapse: What Happened to Highguard [2025]

Two weeks into launch, Wildlight Entertainment fired most of its team. Not gradually over a quarter. Not after a failed monetization push. Two weeks after Highguard went live.

This wasn't a small adjustment or a "restructuring." According to former senior designer Alex Graner on LinkedIn, the studio axed an unspecified but seemingly massive portion of its workforce. Josh Sobel, a tech artist who'd been with the company for 2.5 years, called it devastating. He didn't mince words: "I don't think gamers really understand just how special this group of talented devs was."

But here's what's wild. The studio still had roughly 200 employees on its LinkedIn page when this hit. Which means they went from hundreds to what leadership is calling a "core group of developers." No specifics on how many that is. Could be 20 people. Could be 50. Nobody's saying.

This story sits at the intersection of three massive problems in gaming right now: the collapse of the live-service model, the brutal economics of AAA game development, and the desperation studios feel when their bet doesn't land immediately. Highguard isn't an isolated incident. It's part of a pattern that's been building for years, and it's worth understanding what's actually happening.

TL; DR

  • Mass layoffs at Wildlight Entertainment happened just 14 days after Highguard's free-to-play launch, cutting most of the development team as reported by Game Informer.
  • The studio had roughly 200 employees before the cuts, but won't disclose how many remain in the "core group" continuing development according to GamesIndustry.biz.
  • Highguard launched to poor critical reception on Steam with heavily negative reviews citing balance issues and uninspired gameplay as noted by IGN.
  • This reflects a broader industry crisis where live-service games fail immediately and studios have no plan B as discussed by Game Industry.
  • The human cost is staggering: Talented developers with 2+ years invested watched their dream project collapse before they could complete unfinished content as reported by Gam3s.gg.
  • Development will continue under the skeleton crew, but the game's future viability remains extremely uncertain according to Kotaku.

TL; DR - visual representation
TL; DR - visual representation

Potential Recovery Scenarios for Highguard
Potential Recovery Scenarios for Highguard

The most likely scenario for Highguard is 'The Long Fade' with an estimated 40% likelihood, while a 'Fortnite-style Comeback' is least likely at 10%. Estimated data.

What Actually Happened at Wildlight Entertainment

Wildlight Entertainment isn't some scrappy indie studio. The company was founded by developers who worked on Apex Legends and Titanfall—two of the most successful competitive shooters ever made. Those credentials matter. These weren't inexperienced builders. They were people who'd shipped hits as highlighted by Polygon.

Highguard was positioned as a hero shooter for the modern era. The game launched December 6, 2024, just a few weeks after being announced at The Game Awards. The timing was aggressive. Revealing a game in early December and shipping it before the end of the year is a sprint most studios wouldn't consider according to Polygon.

The studio spent months building. Team members invested heavily. Josh Sobel's post mentioned 2.5 years of work. Alex Graner talked about unreleased content he was looking forward to shipping. These weren't contract workers banking hours. These were people who'd made significant bets on this project.

Then the players showed up. And they didn't like it.

Highguard hit Steam with overwhelmingly negative reviews. Players complained about balance issues, uninspired gameplay, and a general sense that the game didn't justify the space it occupied in an already crowded hero shooter market as reviewed by GamingBolt. Valorant exists. Counter-Strike 2 exists. Overwatch 2 exists. All are free. All have massive player bases. Highguard had to carve out something special immediately or die.

It didn't carve out anything.

Two weeks later, the studio announced the layoffs. No warning. No gradual downsizing. Just a sudden, massive cut as reported by Video Games Chronicle.

What makes this particularly brutal is the timeline. Game launches typically have a critical window: the first month. If your game doesn't capture momentum in week one, you've got maybe three weeks to figure out what's wrong and patch it. Kill servers at the four-week mark? You've failed before your own team knew you could fail.

The CEO's Statement: What Wasn't Said

Wildlight Entertainment's official statement was diplomatic. "We're proud of the team, talent, and the product we've created together. We're also grateful for players who gave the game a shot, and those who continue to be a part of our community."

That's corporate speak for "things didn't work out." But the CEO went further in another interview, saying he wished "Highguard had been received better" and suggesting they "could have made a different trailer" as noted by Vice.

This is important. The CEO is hinting that the studio's marketing didn't match the reality of the game. Or maybe the reality of the game didn't match the promise. Either way, someone at leadership level is acknowledging that execution missed the mark.

But here's what's interesting: the studio is continuing development. They're keeping a core team. Why? Because killing the game entirely would admit complete failure. By maintaining a skeleton crew, Wildlight can claim they're committed to improvement. Patches can come. New content can ship. Maybe player perception shifts.

But with a skeleton crew doing the work that a full team couldn't finish? The odds are rough.

The CEO's Statement: What Wasn't Said - visual representation
The CEO's Statement: What Wasn't Said - visual representation

Player Retention Curves in Live-Service Games
Player Retention Curves in Live-Service Games

Successful live-service games maintain higher player retention over time, while failed games experience a rapid decline. Estimated data based on typical industry trends.

Why This Happened: The Live-Service Gamble

You can't understand Highguard's collapse without understanding the live-service model. For the past decade, publishers and studios have bet billions that free-to-play multiplayer games are the future. Not games you buy once. Games you rent indefinitely, spending money on cosmetics and battle passes.

It's worked for some. Fortnite prints money. Valorant is massively profitable. Apex Legends has been incredibly successful. Counter-Strike 2 rewrote the competitive shooter landscape.

But the success rate overall is brutal. For every Fortnite, there are dozens of games that launch, disappear, and take studios with them as discussed by Insider Gaming.

The model also incentivizes rush launches. If you don't capture players in the first two weeks, you've blown your shot at organic growth. So studios compress their timelines. They launch with known issues. They hope the core gameplay is compelling enough to retain players while they fix things.

Highguard bet on that model. They bet that the brand recognition of the team, the novelty of their game design, and the appeal of a fresh competitor to the established shooters would be enough to hook players.

It wasn't.

When a live-service game launches to poor reception, studios have limited options. They can invest aggressively in fixes and new content, hoping to win players back. They can shut it down and write off the loss. Or they can downsize dramatically and keep the servers running while investing minimally, hoping a miracle patch eventually brings people back.

Wildlight chose option three.

The Human Cost: What Nobody Talks About

This is where the story gets heavy.

Josh Sobel's LinkedIn posts reveal something that business analysts and studio executives often treat like a rounding error: the human devastation of a failed game launch. He wrote, "It was the best team I've ever worked with, and I've never put so much of myself into a project before."

That's 2.5 years. That's time with your family you didn't spend. That's nights you stayed late to hit milestones. That's believing in something, investing yourself in it, and then watching it blow up on live television.

Almost everyone got laid off. That means unemployment paperwork. Uncertainty about next jobs. Severance packages that might or might not be generous. For people in expensive gaming hubs like California, Texas, or Washington, that's immediately stressful.

But the psychological hit might be worse. Alex Graner mentioned unfinished content he was looking forward to shipping. Imagine designing something you believed in, iterating on it, playtesting it, and then never seeing it go live. Never knowing if players would enjoy it. Never getting closure.

Sobel also mentioned "our ability to execute on goals and pivot at a moment's notice was unmatched." He's highlighting that the team wasn't the problem. The game was. Or the market timing was. Or the marketing was. But the team executed well. That makes the layoffs even more bitter. It's not "we couldn't ship." It's "we shipped, but it didn't matter."

Wildlight did offer some continuity. They kept a core team. But that team probably includes leadership, artists, designers, and engineers. Some of the people laid off likely had specialized knowledge that the core team will need to acquire again or figure out from scratch.

DID YOU KNOW: The average AAA game development cycle takes 4-6 years, but live-service games often have pre-launch development (sometimes 2+ years) followed by post-launch support that can span a decade if successful, making layoffs two weeks in particularly devastating to team morale and long-term planning.

The Human Cost: What Nobody Talks About - visual representation
The Human Cost: What Nobody Talks About - visual representation

The Competitive Landscape: Why Highguard Couldn't Win

Highguard entered a market that's effectively saturated. Not just crowded. Saturated.

Valorant launched in 2020 and now has over 25 million monthly active players. Counter-Strike 2 relaunched in 2023 and immediately reclaimed the competitive shooter throne. Overwatch 2 went free-to-play in 2022 and while reviews are mixed, it still maintains a large player base. Apex Legends continues to be massively successful with a strong competitive scene.

Then there's Destiny 2, which exists in a weird middle space between MMO and shooter. Call of Duty exists. Rainbow Six Siege exists. The space is absurdly crowded.

For a new shooter to succeed, it needs either innovation, brand strength, or timing. Ideally all three.

Highguard had brand strength. Respawn Entertainment (which made Apex and Titanfall) had proven they could build this stuff. But they didn't have innovation. The reviews suggest the gameplay was solid but uninspired. And the timing was terrible. Winter holiday season is when casual players are most active, but competitive players are invested in established games. You need casuals to grow, but casuals are also the most likely to stop playing when they find the game confusing or unbalanced.

The game needed something to make it different. A unique mechanic. A specific aesthetic. A competitive scene with prize pools. Something. The reviews suggest it didn't have a compelling differentiator.

Predicted Trends in Game Development (2024-2025)
Predicted Trends in Game Development (2024-2025)

Estimated data suggests increased layoffs and indie growth, with slower game releases and reduced new IPs. Remote work policies will vary, creating a split job market.

Industry Context: Highguard Is Just One Casualty

Highguard isn't happening in isolation. The entire game industry is experiencing layoff waves that are unprecedented in their scale.

Bethesda laid off 900 people in November 2024. Microsoft, EA, Activision, Ubisoft—basically every major publisher has announced cuts in the past 18 months. Even indie studios are getting hammered as noted by GamesIndustry.biz.

The reasons vary by studio, but the pattern is consistent: the business model of the past decade stopped working. Live-service games have an insanely high failure rate. Players are spending less money per game. Console and PC gaming markets aren't growing as fast as some companies projected.

So studios are cutting. They're also consolidating around fewer, higher-confidence bets. Instead of launching five games hoping two hit, they're launching one and making sure it's a sure thing.

But Highguard shows the problem with that strategy too. When you compress everything into one bet, and that bet misses, you don't have a buffer. You go from 200 employees to a skeleton crew overnight.

Studios that diversified their portfolios are suffering less. Studios that went all-in on single projects are getting destroyed.

QUICK TIP: If you're considering a career in game development, look at a studio's portfolio. Do they have multiple projects at different stages? Or is everything riding on one big launch? The portfolio tells you how much risk you're personally taking.

Industry Context: Highguard Is Just One Casualty - visual representation
Industry Context: Highguard Is Just One Casualty - visual representation

The Problem With Live-Service Economics

Here's why live-service games have such brutal economics.

Traditional games have a clear business model: development costs + marketing costs + copies sold = profit or loss. You ship, you sell X units at Y price, you find out in a few weeks if you made money.

Live-service games are different. They have indefinite development costs (you keep working on content forever), indefinite marketing costs (you need to keep bringing players in), and unpredictable revenue (depends entirely on how engaged players stay).

Plus, they require massive upfront infrastructure investments. Servers cost money. Matchmaking systems are expensive. Anti-cheat systems require constant updates. Community management requires headcount.

For a live-service game to work, you need either massive scale (hundreds of thousands of concurrent players) or extremely high monetization per user (whales spending hundreds of dollars per month). Most games don't get either.

Highguard probably required a core audience of at least 100,000 concurrent players to justify its operating costs. It almost certainly didn't hit that number. Even 50,000 concurrent players might not have been enough.

So two weeks in, the studio looked at the projections and made a call: shut down the infrastructure investments, keep minimal staff to maintain servers and apply patches, and hope that player sentiment shifts over time.

But here's the catch. A skeleton crew can't innovate. They can fix bugs, but they can't build new content fast enough to be exciting. They can patch balance issues, but they can't redesign the game's core loop if that's what's broken. They just maintain.

And when a live-service game is in maintenance mode and not growing, players leave. Then more leave. Then the death spiral accelerates.

What Happens Now: The Uncertain Future

Wildlight says development continues. But what does that actually mean?

The core team, whatever its size, needs to:

  1. Maintain server infrastructure and fix critical bugs
  2. Implement balance changes based on player feedback
  3. Create new content (heroes, maps, cosmetics)
  4. Manage the community
  5. Plan long-term roadmap changes

That's not a small job. That's probably a 30-50 person operation minimum for a game on four platforms (PC, PS5, Xbox Series X, Xbox Series S).

If the core team is smaller than that, Highguard is in trouble. They'll be doing triage instead of innovation. Patches will come slower. Content will be recycled. The player base will get even smaller.

But if the core team has enough people, there's actually a path forward. Not to Fortnite-level success. But maybe to a sustainable niche. Games like Final Fantasy XIV and No Man's Sky have both come back from poor launches. With commitment and smart patches, player sentiment can shift.

The question is whether Wildlight's leadership has the patience and capital to weather another 12-18 months of low player counts while the core team rebuilds the game's reputation.

My guess? They don't. Most studios don't. The pressure to show growth and profit is too high. A year of low revenue would trigger conversations about shutting down the servers.

What Happens Now: The Uncertain Future - visual representation
What Happens Now: The Uncertain Future - visual representation

Factors Leading to Game Studio Failures
Factors Leading to Game Studio Failures

Market saturation and lack of differentiation are major factors leading to game studio failures. Estimated data.

Lessons for Game Development

If you're building games or working in studios, Highguard teaches some hard lessons.

First: Live-service is all or nothing. You're not shipping a product and moving on. You're committing to indefinite support and continuous content creation. If you can't win in the first month, you're probably going to fail. Plan accordingly.

Second: Differentiation matters immensely. The hero shooter market is full. Your game needs something special. Not just "good." Exceptional. Something that makes players choose you over Valorant or Overwatch. Highguard apparently didn't have that.

Third: Team size should match market conditions. If you're entering a saturated market with an unproven game, you can't afford a 200-person team burning runway. You need lean, efficient teams that can iterate fast and pivot hard. Wildlight apparently bet bigger than their market position justified.

Fourth: Marketing needs to match reality. The CEO's comment about the trailer suggests that expectations didn't align with what players experienced. That's a marketing failure or a game design failure. Either way, it kills player retention immediately.

Fifth: Have a plan B. If your live-service game fails, what's next? Do you have another project? Can you pivot the team? Highguard apparently didn't have one.

QUICK TIP: Before joining a studio working on a live-service game, ask leadership about contingency plans. If the launch is poor, what's the studio's strategy? Can they afford to keep the game running at low scale? Or is failure game over? Your job security depends on the answer.

The Broader Industry Collapse

Highguard is a symptom of a much larger sickness in the game industry.

For the past 15 years, publishers and studios have been consolidating around a few narratives: live-service games will dominate, monetization will increase exponentially, and scale will be everything. Those narratives were built on outliers like Fortnite and Valorant, not on the median game outcome.

Most live-service games fail. Most AAA games cost more and take longer than expected. Most studios that grow to 200+ employees hit management and coordination problems that kill creativity.

But the industry kept pushing the same model. Bigger teams, bigger budgets, bigger bets on live-service, bigger expectations for launch windows.

Someone at Wildlight Entertainment looked at their team size, their burn rate, and the competitive landscape, and made a bet. They bet that former Apex Legends and Titanfall developers could crack the hero shooter market one more time. They bet that announcing at The Game Awards and launching within weeks would build momentum.

They lost that bet. And 150+ people paid the price.

Now other studios are watching and learning. Some will pull back from live-service. Some will reduce team sizes. Some will extend development timelines. But most will probably continue on the same path, just maybe a little more cautiously.

The real systemic change won't happen until a few more studios collapse, and publishers realize that the old model isn't scalable anymore.

The Broader Industry Collapse - visual representation
The Broader Industry Collapse - visual representation

What Players Missed

There's something melancholic about Sobel's posts. He mentioned "unfinished content I was really looking forward to that I and others designed for Highguard."

We'll never know what those were. New heroes? New game modes? New maps? Redesigned core mechanics? It's gone. Lost to a failed launch and a budget cut.

This happens constantly in games. Content gets built, prototyped, or partially shipped, then cut because a project didn't hit financial targets. It's waste on a massive scale.

But it's also an overlooked tragedy. For every game players enjoy, there's probably an equal volume of work that never shipped. Ideas that were good but came at the wrong time. Content that was almost done but got axed anyway. Teams that were perfect together but never got to release their best work.

Highguard's unreleased content is just one example of thousands happening right now.

AAA Game Development Costs vs. Project Outcomes
AAA Game Development Costs vs. Project Outcomes

Over the past decade, AAA game development costs have increased significantly, while the percentage of successful project outcomes has decreased. Estimated data highlights the growing challenges in the industry.

Recovery Scenarios: Can Highguard Come Back?

Let's be optimistic for a moment. What would it take for Highguard to actually recover?

Scenario 1: Fortnite-style comeback. Epic Games' Fortnite had a rough launch and has been in constant evolution since. They maintained commitment, invested in content creation, built a massive esports scene, and made a cultural phenomenon. Highguard would need to do something similarly bold. New game mode? Completely redesigned heroes? A $10 million esports league announcement? Something to shift narrative.

But with a skeleton crew, that's basically impossible.

Scenario 2: Niche dominance. The game could find a smaller audience that genuinely loves it and build from there. Tribes: Ascend did this. Warframe did this. The game stops trying to be a mainstream Fortnite competitor and instead becomes the best game for a specific type of player.

This is more realistic with a small team. You can focus, iterate, and go deep. But it requires knowing exactly what your niche is and committing to it.

Scenario 3: Integration/sale. Another studio or publisher could acquire Wildlight and fold Highguard into a larger ecosystem. Maybe it becomes a game mode inside another shooter. Maybe a larger company invests and expands the team.

But if Wildlight is in serious financial trouble (a reasonable assumption after 150+ layoffs two weeks in), who's buying?

Scenario 4: The long fade. Most likely outcome. The game slowly loses players. The core team stops working on new content because the server costs don't justify development spending. Eventually, servers are shut down. The game becomes a footnote in gaming history.

This is the default path for 90% of failed live-service games.

DID YOU KNOW: Anthem launched in 2019 to mixed reviews, had its post-launch roadmap cancelled in 2021, but still has a skeleton crew making patches. It's been in slow-death mode for years, never recovering the player count needed to justify the original $100+ million investment.

Recovery Scenarios: Can Highguard Come Back? - visual representation
Recovery Scenarios: Can Highguard Come Back? - visual representation

How Studios Should Handle Live-Service

If Wildlight had done things differently, could this have been avoided?

Maybe. Here's what a smarter approach might have looked like:

Smaller initial team. Instead of 200 people, launch with 80. Your runway is longer, your burn rate is lower, and you're more agile.

Extended soft launch. Instead of revealing at The Game Awards and shipping within weeks, run a closed beta for months. Get real feedback. Iterate on the core loop. Make sure players actually like the game before you go all-in on marketing.

Diversified bets. Don't put all your capital into one game. Build multiple smaller projects simultaneously. If one fails, you have others generating revenue.

Clear success metrics. Define exactly what success looks like before launch. If you need 500,000 concurrent players to justify the operating costs, say that. If you can only sustain 100,000, scale accordingly. Don't launch hoping for Fortnite-level success when you're actually positioned for a niche game.

Brutally honest marketing. If your game isn't revolutionary, don't market it that way. Highguard apparently positioned itself as a major competitor to Valorant and Overwatch. If it was actually a smaller, niche shooter, market it as that. Set appropriate expectations.

Doing all of this would have meant delayed launch, smaller initial scale, and lower profit expectations. But it also would have meant that 150+ people still had jobs two weeks in.

The Sustainability Question

Here's the uncomfortable truth: the current model of game development is not sustainable.

Studios are burning too much capital on launches that don't hit. Publishers are demanding growth that defies market reality. Teams are getting bigger when they should be getting more efficient. And when anything goes wrong, people get laid off.

This has been true for a decade. Spore, Anthem, Cyberpunk 2077 at launch, Marvel's Avengers, New World, countless others—big bets that either partially failed or launched broken.

Some studios have figured it out. Nintendo rarely has massive layoffs because they ship games that sell consistently and focus on innovation within manageable scopes. Valve maintains a lean operation. Indie studios that survive are usually focused and patient.

But the AAA model seems broken. The pressure to justify massive teams and budgets leads to outsized risk. When that risk doesn't pay off, people get hurt.

Until the industry rethinks how it approaches game development, Highguard won't be the last story like this. It'll just be one more in an increasingly long list.

The Sustainability Question - visual representation
The Sustainability Question - visual representation

Impact of Failed Game Launch on Employees
Impact of Failed Game Launch on Employees

Estimated data: Psychological impact and unemployment are significant concerns for employees after a failed game launch, followed by severance uncertainty and loss of specialized knowledge.

The Human Side: Where Developers Go From Here

For Alex Graner and Josh Sobel and the 150+ others who were laid off, there's immediate uncertainty.

The job market for experienced game developers isn't terrible—big companies always need talent. But it depends on the market. If the industry is contracting broadly, competition for jobs gets fierce. And severance packages, while they help, aren't infinite.

For Sobel, who mentioned considering re-applying if "the numbers climb," there's hope that Highguard somehow stabilizes and rehires. But that's optimistic. More likely, he's looking for a new studio or a new company entirely.

The positive: experienced game developers have marketable skills. Unreal Engine experience, gameplay programming, network architecture, art pipeline management—these are valuable in other industries too. Game developers have moved into VR, AR, simulation, film, and other sectors.

The negative: game development is emotionally demanding work. You invest heavily in projects that get cancelled, delayed, or fail publicly. Doing that multiple times wears people down. Some developers never recover psychologically from a failure like Highguard's.

For those who do recover, there will be lessons learned. Maybe they'll join smaller teams next time. Maybe they'll diversify their skills. Maybe they'll push back harder on timelines that seem impossible.

Highguard's failure will make people more cautious about joining new studios working on unproven live-service games. That's probably good for the industry, even if it's bad for studios trying to build those games.

What This Means for Players

If you're someone who plays Highguard or was considering it, what does this mean?

In the short term, the core team will keep the servers running. Patches will come, probably. New content will come slower than it would have with a full team.

In the medium term (6-12 months), you'll likely see one of two paths. Either the game starts showing signs of recovery (player counts stabilize, new content hits, community sentiment shifts), or it continues declining.

In the long term, the game will either stabilize as a sustainable niche, or the servers will shut down.

For players who invested money into cosmetics and battle passes, there's risk. If servers shut down, you lose access. The company isn't obligated to give refunds (though some do in situations like this).

The lesson for players: be cautious with live-service games, especially new ones from studios proving themselves. Established games with strong player bases and profitable monetization are lower risk. New games with uncertain player traction are high risk, and they can disappear or enter maintenance mode without warning.

QUICK TIP: Before spending money on cosmetics in a new free-to-play game, check the player count and revenue stability. If concurrent players are declining week over week, or the studio is owned by a company under financial pressure, you're taking a risk. Wait until the game is more stable.

What This Means for Players - visual representation
What This Means for Players - visual representation

Industry Predictions: What Comes Next

Based on Highguard and the broader layoff trends, here's what I expect to happen in game development over the next 12-18 months:

More layoffs. Publishers are still restructuring. Expect announcements from at least 2-3 more major studios before the end of Q2 2025.

Slower game releases. Studios will extend development timelines instead of compressing them. We'll see fewer new games shipping, but hopefully higher quality at launch.

Consolidation around safe bets. Publishers will focus on sequels and franchises with proven audiences. New IP will become rarer.

Live-service pullback. The narrative around live-service will start shifting. Publishers will greenlight fewer new live-service games and focus more on single-player and story-driven experiences.

Remote work changes. Some studios will continue remote-friendly policies; others will push back to office presence, citing culture and collaboration. This will create a bifurcated job market.

Indie growth. As AAA becomes more conservative, indie studios with smaller teams and lower burn rates will have more opportunities to capture player interest.

Highguard won't be the catalyst for all this. But it's one data point in a much larger shift happening in the industry.

The Bottom Line

Wildlight Entertainment bet big on Highguard and lost. The studio went from 200 employees to a skeleton crew in two weeks. Over 150 people lost their jobs. Unfinished content was abandoned. Player trust was damaged. The game's future is uncertain.

But Highguard isn't unique. It's just the most visible current example of a problem that's been building for years: the game industry has structured itself around an unsustainable model. Too many big bets, too few diverse portfolios, too much pressure for immediate success, and too little patience for games that need time to find their audience.

Until the industry changes how it approaches game development, studio funding, team sizing, and success metrics, stories like this will keep happening.

For Highguard specifically, there's a small chance of recovery. The core mechanics are apparently solid. The team was talented. With patience, focused iteration, and honest communication with players, the game could find a sustainable audience.

But that would require leadership committing to a multi-year rebuilding project while revenues are low. Most studios can't stomach that. Highguard probably can't either.

So likely, the game fades. Servers stay running for another 2-3 years as interest drops to low levels. Eventually, they shut down. And Highguard becomes a cautionary tale.

The real tragedy isn't the game's failure. It's the people. The developers who created something they believed in, worked incredibly hard on, and had ripped away from them before they could see the full potential of their work.

For that, there's no recovery.

Conclusion - visual representation
Conclusion - visual representation

Key Takeaways

  • Wildlight Entertainment laid off the majority of its team just two weeks after Highguard's launch, retaining only a vague 'core group' to maintain the game as reported by Game Informer.
  • The studio had roughly 200 employees before cuts, meaning 150+ people were laid off after the game failed to find an audience according to GamesIndustry.biz.
  • Highguard launched to overwhelmingly negative Steam reviews citing balance issues and uninspired gameplay in a saturated hero shooter market as noted by IGN.
  • Live-service games have brutal economics requiring massive player bases to justify operating costs, and most games fail to achieve profitability within weeks as reported by Gam3s.gg.
  • This is part of a broader industry crisis where studios overestimate market opportunity, hire too aggressively, and face massive layoffs when bets don't land immediately as highlighted by Polygon.
  • The human cost includes lost careers, unfinished content, and developers who invested 2+ years in projects that were cancelled mid-development according to Kotaku.

Related Articles

Cut Costs with Runable

Cost savings are based on average monthly price per user for each app.

Which apps do you use?

Apps to replace

ChatGPTChatGPT
$20 / month
LovableLovable
$25 / month
Gamma AIGamma AI
$25 / month
HiggsFieldHiggsField
$49 / month
Leonardo AILeonardo AI
$12 / month
TOTAL$131 / month

Runable price = $9 / month

Saves $122 / month

Runable can save upto $1464 per year compared to the non-enterprise price of your apps.