Daylila

Gaming · Wednesday, 3 June 2026

01 · Briefing · what happened

The games business in retreat: Bungie cuts, Steam goes to court, and a law that won't let you 'kill' a game

Gaming 7 min 22 sources

Layoffs at Bungie and Epic, a survival game shut six months after launch, an antitrust fight over Steam's 30% cut, and a California bill to keep paid games playable — one week that shows how the money decides what gets made.

Key takeaways

  • A brutal week for games: Bungie is winding down Destiny 2 with layoffs, Epic is still absorbing 1,000 job cuts, and a survival game shut six months after launch — the live-service bet didn't pay off.
  • Valve is in an antitrust fight over Steam's 30% storefront cut.
  • A California bill would force publishers to keep paid games playable — pushing back on the power to switch off a game you bought.

It was a brutal week to make games, and a revealing one to study how the money works.

A studio shut down a game six months after launch. Bungie is winding down Destiny 2 and cutting staff. Epic’s developers are still processing 1,000 jobs lost in March. Meanwhile the storefront that takes a cut of nearly every PC game sale is in court, and California lawmakers voted to stop publishers from switching off games people paid for. Most of these stories are the same story, told from different seats: the business models that funded the last decade of big-budget games are buckling, and the people who make games are paying first.

The contraction has one cause: the live-service bet didn’t pay off

A “live-service” game keeps selling things to the same players for years — battle passes, skins, season upgrades — instead of one purchase up front. The promise: a single hit funds a studio forever, like Fortnite does for Epic. The reality this week: most of these bets lost.

Bungie, the studio Sony bought for $3.6 billion in 2022, is ending development on Destiny 2 and reportedly laying off many of the people who built it [2]. Sony booked a $765 million writedown on the Bungie deal as its operating income fell [10] — accounting language for “we paid far more than this is now worth.” Bungie’s new game, the extraction shooter Marathon, is the company’s last big hope; its relaunch this week was knocked offline by server failures for hours, on the exact day Sony’s showcase was pointing new players at it [4][14].

The pattern repeats across the industry. Epic laid off 1,000 people in March; developers told PC Gamer they had only “a slight hint that the company revenue wasn’t doing well” before the cuts landed [15]. The honest detail there is how blind staff were — the people building the games rarely see the spreadsheet that decides their jobs.

Mark Darrah, who ran Dragon Age at BioWare for nearly two decades, named the trap plainly. Big games now cost hundreds of millions to make, so studios bolt on live-service hooks to earn that back over years [5]. But “everything can’t be a live-service,” he said — and when too many studios chase the same few-hits-sustain-forever model, the ones that miss simply close [5][16]. EA’s Dragon Age: The Veilguard started life as a live-service game, was rebooted into a single-player one, and still underdelivered [5]. The model is now so dominant that Darrah floated movie-style product placement as an escape — a sign of how few options studios think they have.

Platforms are quietly admitting the boxes cost too much

The console makers spent the week trying to prove their hardware is still worth buying — a tell in itself.

Sony’s PlayStation 5 launched at $499. It now runs from $649 to $899 for the top model [12]. That climb has a cost: PS5 sales dropped nearly 50% year over year [12]. Sony is also selling fewer of its own exclusive games. New data collated from Sony’s filings shows first-party sales fell from a 58.4 million-copy peak in the 2020 financial year to 28.9 million in 2024, before a modest rebound to 32.1 million last year on the back of Ghost of Yōtei [10][21]. Sony has closed first-party studios — Dark Outlaw Games and Bluepoint among them — and shifted back toward console exclusives after dabbling in PC releases [10][12]. Fewer studios, longer development cycles, fewer games to justify the price.

Microsoft took the opposite tack on price. After subscriber growth slowed last year, Xbox cut Game Pass prices in April. New CEO Asha Sharma told staff that since the cut, “we have seen acquisitions grow and retention improve” [18]. Game Pass lets players rent a library of games for a monthly fee instead of buying each one — and the lesson, as PC Gamer put it dryly, is that when you make things cheaper, more people buy them [11]. The harder problem is that a subscription pays studios a slice of a flat fee, not a full sale; Darrah warned it can push developers toward “degenerative design” built to juice engagement numbers rather than make good games [5].

The week’s smaller platform story was the loudest online: Xbox said it would stop showing rival PlayStation and Switch logos in its showcases after fans complained [6][17]. Sharma called the original choice “a miss” [17]. It’s a cosmetic fight that reveals a real one — Xbox is unsure whether its future is selling its own boxes or selling its games everywhere, and it keeps lurching between the two.

The fight over who controls the storefront

Two stories this week are about the same lever: whoever owns the store sets the terms for everyone selling on it.

Valve, which runs Steam, the dominant PC game store, is facing antitrust lawsuits in the US and UK [7]. Steam takes roughly 30% of most sales in a market Bloomberg pegs at $40 billion [7]. The developers suing argue Steam quietly punishes studios that offer cheaper prices on rival stores — using its grip on where players already buy to stop competitors from undercutting it [7][21]. In a 2023 deposition, Valve co-founder Gabe Newell denied any such rule exists, even when shown internal messages that appeared to enforce it [7]. This week he argued players have “enormous choice” about where to buy [20]. The case continues; nothing is proven. But the mechanism is the point — a 30% cut, charged on nearly every PC sale, is the kind of toll only a near-monopoly can hold.

The other lever is legal. California’s State Assembly passed the Protect Our Games Act, AB 1921, by a bipartisan 43-16 vote [1][9]. It would force publishers to warn players before shutting down server-dependent games and to leave a way to keep paid games playable — an offline mode, community servers, something [1]. It covers only purchased games released after January 2027, not free-to-play titles [1]. The campaign behind it, Stop Killing Games, started after Ubisoft switched off the racing game The Crew and removed it from players’ libraries [9]. The trade body representing Ubisoft, Take-Two, Microsoft and others says the rules would make games “prohibitively expensive to create” [9]. For a player, this is the heart of it: you may not own what you bought. The bill now heads to the State Senate.

Two studios, two outcomes — and a quieter cost

The week’s bookends show the gap between making it and not.

Brendan Greene — the “PlayerUnknown” of PlayerUnknown’s Battlegrounds — shut his survival game six months after launch and laid off staff. “I have reached the limits of how far I can continue to fund this journey,” he wrote [3]. He left Krafton in 2021 to build independently; self-funding ran out. At the other end, Yacht Club Games sold 300,000 copies of Mina the Hollower in three days [19]. Founder Cris Velasco had called the game “make-or-break” for the studio; they made it, “for now, anyway” [19]. One smaller studio survives on a sharp launch; another, run by a genre’s inventor, can’t carry the burn rate. The difference isn’t talent. It’s whether the money arrives before it runs out.

Underneath all of it sits a labour question the industry keeps trying to answer with cheaper inputs. Crystal Dynamics’ Tomb Raider remake carries a Steam disclosure that generative AI was used “during development” for “early exploration,” with assets “replaced or refined by humans” [22]. Its parent, Embracer Group, has called AI a tool for “driving efficiency” — the same Embracer that went into fire-sale mode and cut studios after a $2 billion Saudi-backed deal collapsed [22]. “Efficiency” in a year of mass layoffs is not a neutral word. When a studio talks about doing more with AI, the people who were doing it before are usually the ones who just left.

02 · Lesson · why it matters

Why "one hit forever" is the model that closes studios

When a business needs a single giant winner to survive, every near-miss becomes a closure — and the people are the part that flexes first.

A studio shuts down six months after a launch. A $3.6 billion acquisition gets written down by three-quarters of a billion. A thousand people lose their jobs at a company whose flagship game prints money. These look like separate misfortunes. They are one mechanism, running underneath the whole industry, deciding what gets built and who gets cut.

The model promises forever and delivers a coin flip

A live-service game is built to sell to the same players for years — passes, skins, seasons — instead of once at the till. The pitch to a studio is seductive: build one Fortnite, and it funds you indefinitely. You stop living launch to launch.

But the pitch hides the shape of the bet. To earn back a game that costs hundreds of millions, the model needs the game to become a habit — a place players return to weekly for years. Habits don’t split evenly across many games. A few capture almost all the attention, and the rest capture almost none. The model doesn’t reward “good.” It rewards “the one everyone settled on.” That is a coin flip dressed as a salary.

A bet that needs a giant winner makes failure binary

Here is the part that turns strategy into layoffs. A normal game can do moderately well — sell a million copies, earn back its budget, fund the next one. A live-service game has no moderate. It either becomes the habit and pays for everything, or it doesn’t and pays for almost nothing. There is little middle.

So when a studio commits to this model, it converts a range of outcomes into two: enormous or dead. The same week showed both ends. One studio sold 300,000 copies in three days and lived. Another, run by a genre’s inventor, ran out of money and closed. The difference wasn’t how good the teams were. It was that the model only has room at the very top, and most teams, by arithmetic, aren’t there.

When the buyer overpays, the writedown is a confession

Watch what happens when one company buys another on this logic. A platform pays billions for a studio because it expects a forever-hit. The purchase price becomes a number on the books that the studio’s games are supposed to earn back. When the games underdeliver, the buyer writes the value down — accounting language for “we paid for a winner and got a coin flip.”

A writedown isn’t just a tidy ledger entry. It changes the next decision. The team is now a cost the parent is trying to recoup, not an asset it’s trying to grow. And the cheapest way to stop a cost from growing is to stop funding it. The studio that was bought to make the next big thing becomes the line item that gets cut to limit the loss. The overpayment at the start is what makes the closure at the end feel rational from a spreadsheet.

The people are the part that flexes first

In any business built on one improbable winner, something has to absorb the gap between the bet and the result. It is almost never the model — the model is the thing leadership committed to. It is almost never the price of the bet, which was set years earlier. What flexes is the variable cost that can be changed this quarter: the headcount.

That’s why developers describe getting only “a slight hint” before mass layoffs. They aren’t being kept in the dark out of cruelty. They’re downstream of a calculation they never saw — one that treats the team as the adjustable number. When you hear a company promise “efficiency” in a year of cuts, this is usually what it means: the same output, fewer of the people who used to produce it.

The same logic explains the storefront and the law

Once you see the pattern, the rest of the week rhymes with it. A store that takes a cut of nearly every sale can hold that cut precisely because it’s the place everyone already gathers — the winner-takes-most habit, applied to where you buy rather than what you play. A law that forces publishers to keep paid games playable exists because the model treats a game as a service to be switched off, not an object you own — and a service ends when it stops paying.

The thread is the same each time: a system that needs one dominant winner concentrates power at the top, makes the middle disappear, and pushes its risks onto whoever has the least say — the player who loses the game, the developer who loses the job. The headline says “layoffs.” The mechanism says: this is what a bet on forever costs when forever doesn’t arrive.

03 · Lab · your turn

Run the Studio

Allocate a studio budget across single-sale and live-service bets, and feel how a model that needs one giant winner makes failure binary.

Across the beats