Daylila

Gaming · Sunday, 16 August 2026

01 · Briefing · what happened

Unity's game engine grew 2%. Its ad machine grew 69%

Gaming 8 min 24 sources

The best quarter in Unity's history came almost entirely from the part of the business that sells to players after they already own the game - and the rest of the week showed the same money moving the same way, from making games to running them.

2% vs 69%

Unity engine growth vs ad growth

same company, same quarter

$546m

Unity revenue for the quarter

up 24% on a year earlier

75

jobs at risk at Supermassive

third round of cuts in three years

$1.5bn

reported value of Alibaba's games arm

Trustar is said to be the likely buyer

At a glance

  • Unity had its biggest quarter yet: $546m revenue, up 24%, with losses cut from $108m to $23m.
  • The split is the story - the game engine grew 2%, the in-game advertising business grew 69%.
  • Xsolla, Sega and Mattel all moved the same way, toward keeping players spending after the first purchase.
  • Supermassive opened talks to cut up to 75 jobs, its third round in three years.
  • Netflix shut Night School and Moonloot six weeks after praising Night School's last game on an earnings call.
  • Amazon handed Lost Ark and Throne and Liberty back to their developers, leaving the big-multiplayer business it entered in 2016.
  • Xbox union members planted one red flag for every developer laid off under the current boss.
  • Marvel Tokon launched with almost no solo content - the game is other players, in casual and ranked queues.

Forces in play

Money for ongoing games High

Unity's ad business grew 69% while its engine grew 2%; Xsolla and Mattel are building for the same thing.

Jobs in finished games High

Supermassive is cutting up to 75 roles and Netflix closed two studios, one six weeks after shipping a game it had praised.

Big publishers pulling back Building

Amazon handed two big multiplayer games back to their makers and Epic sold ArtStation and Sketchfab to focus on Fortnite and its engine.

Buyers still bidding Steady

Trustar is reported close to a $1.5bn deal for Alibaba's games arm, and Tencent's revenue rose 11% to about $30bn.

Workers organising Building

Union members planted a flag for each laid-off Xbox developer outside Bethesda's Maryland office, with more rallies set for 18 August.

Small teams finding room Easing

A shooter climbed Steam's charts after its makers listed ten reasons not to buy it, and a free eight-year solo project launched to real players.

In play Unity — best quarter ever, almost all of it from advertising Netflix — closed Night School and Moonloot, narrowing to kids and party games Amazon — handing Lost Ark and Throne and Liberty back to their developers CWA union members — one flag per laid-off Xbox developer, outside Bethesda's office Arc System Works and Sony — launched Marvel Tokon, a fighter that is almost entirely online play

How it unfolded

  1. Mon Sega reports 17.3% higher sales; Unity's quarter lands
  2. Tue Supermassive opens talks to cut up to 75 jobs
  3. Wed Union flags outside Bethesda; Amazon drops two multiplayer games; Epic sells ArtStation
  4. Thu Netflix closes Night School and Moonloot; Xsolla ships player-retention tools
  5. Fri Trustar reported near a $1.5bn deal for Alibaba's games arm

Where this points

Watch whether the next round of studio earnings repeats Unity's split - selling to existing players growing fast while the tools for making new games barely move.

Full briefing

The two numbers that explain the week

Unity had what its chief executive Matthew Bromberg called arguably its best quarter ever [1]. Revenue for the three months to 30 June came in at $546 million, up 24% on the same period a year earlier [1]. The company still lost $23 million, but that is a long way back from the $108 million it lost in the same quarter of 2025 [1].

Look at where the growth came from and the week snaps into focus. Unity has two halves. “Create” is the game engine, the software studios use to build things. “Grow” is the advertising network that places ads inside mobile games. Create grew 2%. Grow grew 69%, driven by developer spending on Vector AI, Unity’s ad-placement system [1].

Bromberg described the business as a flywheel [1]. The more games ship on Unity and use its ad network, the more its systems learn about player habits. The better they get at putting the right game in front of the right person [1]. The engine is now the thing that feeds the ad network. Investors liked it - the stock is trading around $42, up from the $35 it sat at for most of 2026 [1].

That is the shape of the whole week. The money is moving out of making games people finish and into running systems people stay inside.

Everyone is building for what happens after the sale

Xsolla, which handles payments and storefronts for game studios, released a set of tools this week aimed squarely at that gap [2]. There is a community hub the studio owns, and a template for running seasonal events and limited-time offers. There is a shop layout built for skins and outfits, and a notification system inside its launcher [2]. “This release is about what happens after the first sale,” said Xsolla president Chris Hewish [2].

Sega, reporting for the three months to the end of June, saw net sales rise 17.3% to 95 billion yen, about $600 million [3]. Its games arm brought in 68.4 billion yen, roughly $432 million [3]. Operating income of 2.3 billion yen turned a $3.5 million loss a year earlier into a $14.5 million profit [3]. The one soft spot was free-to-play, which “fell slightly short of expectations” - so the company says it will strengthen operations of the games it already has [3].

Mattel formed Mattel Game Studios, nearly 300 staff across Los Angeles and Hangzhou [4]. It builds on the Mattel163 venture the toy company bought out from NetEase in February [4]. Its existing mobile titles - UNO!, UNO Wonder, Phase 10, Skip-Bo - have passed 550 million downloads and hold about 20 million monthly players [4]. That is a games business made of ongoing operations, not a shelf of products.

Who is paying for the shift

The same week, the people who make finite games kept losing their jobs.

Supermassive Games, the British studio behind Until Dawn and The Dark Pictures Anthology, opened a redundancy consultation that could cut up to 75 roles [7]. It is the third such round in three years - about 90 went the last time - and it comes three months after Directive 8020 reached shops in May [7].

Netflix shut Night School Studio in Los Angeles, the maker of Oxenfree, and Moonloot in Helsinki, which had not released a game [8]. Night School’s last game, the horror title Unhinged with Zoe Kravitz and Sadie Sink, arrived six weeks ago [9]. Netflix co-chief executive Gregory Peters had praised it on the company’s earnings call on 16 July [9]. “Despite directing Unhinged and shipping it 6 weeks ago to millions of excited, satisfied players, it looks like I’m back on the market,” one staff member wrote [10]. Netflix says it is narrowing to kids’ games, party games, story-driven titles and mainstream hits [11].

Amazon is handing back the two big always-online games it published. Throne and Liberty moves to NC by the end of the fourth quarter of 2026; Lost Ark goes to Smilegate in early 2027 [5]. Amazon’s own New World: Aeternum shuts on 31 January 2027, which takes the company out of the massively multiplayer business it entered in 2016 [6].

Epic sold the artist portfolio site ArtStation and the 3D model marketplace Sketchfab to KitBash, five years after buying both [13]. It says it wants to concentrate on Unreal Engine 6, Fortnite and its store [13]. Epic is also cutting more than 1,000 jobs after a fall in Fortnite play that began in 2025, saving over $500 million [13].

Then there was Bethesda’s office in Rockville, Maryland, on the day Xbox chief executive Asha Sharma visited. Union members from the Communications Workers of America put up a giant inflatable rat outside [12]. They planted one red flag for every developer laid off under her leadership [12]. “Each flag was a public reminder of how many people management cut from our teams,” said union member Nathan Hahn [12]. It is the fifth round of mass layoffs at Xbox in three years [12]. More rallies are planned for 18 August [12].

Money is still going into new teams, but note what kind. 2K opened Small Axe Studios in Vancouver under Aaron McHardy, who spent nearly 18 years at EA as executive producer on Madden and College Football [14]. Its brief is 2K’s next blockbuster sports franchise [14] - the genre that sells a new edition every year and a card-collecting mode all year round.

The buyers have not left

Private equity firm Trustar is close to buying Alibaba’s video game business, Bloomberg reported, citing people with knowledge of the talks [15]. The deal would value the arm at more than $1.5 billion, and Trustar is said to have outbid other suitors including game makers themselves [15]. Treat it as reported, not signed.

Tencent reported second-quarter revenue of 204.8 billion yuan, about $30.36 billion [16]. That is up 11%, roughly in line with what analysts expected [16]. Profit was the miss: net income rose just 0.7% to 56 billion yuan, against expectations of 61.8 billion, as the company raises its AI spending [16].

A new fighting game where the content is other people

Arc System Works and Sony released Marvel Tokon: Fighting Souls on PlayStation 5 and PC. It is a four-against-four tag fighter with a cast of 20, one shared health bar per team, and teammates you unlock during the match by filling a gauge [18].

What is striking is the design decision underneath it. Simplified inputs let a beginner throw a finisher with one button [18]. Eurogamer notes that Street Fighter 6 and 2XKO put players on simple controls into a separate pool [17]. Tokon gives everyone one control scheme, so a new player and a veteran meet in the same queue [17]. There is very little single-player content - five short episodes, a party mode, some arcade ladders. Almost all your time is spent in casual matches, ranked matches and open lobbies [18].

That is the design end of the same trade. A game whose content is other players never runs out of content, and never needs a sequel to keep earning.

Two smaller stories cut the other way. Ahead of its September early-access release, Bulkhead published a 15-minute video called “10 Reasons NOT to Buy” its $39.99 shooter Wardogs [19]. One reason was that players should not expect regular content drops. The game then shot up Steam’s best-seller list [19]. And Soul’s Remnant, a 2D multiplayer role-playing game built largely by one person over eight years, came out free on Steam with no pay-to-win selling inside it [20].

Also this week

Twitch told users their streams, clips and chat will be used to train Amazon’s AI models unless they opt out [21]. Opting out does not stop your words being used if you chat on someone else’s stream [21]. Asked why it is not opt-in, chief product officer Mike Minton was blunt: “if it was opt-in nobody would opt-in” [21].

Apple proposed the fees it wants on purchases made through links out of the App Store [23]. The rates are 15% on standard apps, 10% on some partner programmes and subscription renewals, and 5% for small businesses [23]. In the same filing Apple concedes its own necessary costs for allowing those links “would be essentially zero” [23]. Epic called the request far outside the bounds of the court’s guidance [23].

Saber Interactive will add an AI disclosure to the Steam page for Rideshare “Stimulator” [24]. A former lead writer said she had been replaced by ChatGPT partway through development [24]. Saber denies it and says its writing staff has tripled since 2023 [24]. It says AI is used for an experimental mode because the number of passengers in the game is endless [24].

The far end of engineered play

Finish in Pennsylvania, where for 12 years machines called “skill games” have spread through gas stations and laundromats [22]. They look and behave like slot machines. They escape gambling law on a technicality: lose a spin, and you can win your money back by playing a memory game [22]. Games of skill for prizes are not gambling [22].

The New York Times sat down at one in Allentown and played the memory game through. It took 9 minutes and 50 seconds and earned 3 cents [22]. A court ruled against the machines in June, and lawmakers are now trying to save them [22]. The skill is real, technically. It is just priced so that nobody uses it.

02 · Lesson · why it matters

Why getting better will not win you more games

A ranked ladder measures you, and it learns most from matches it cannot call - so it keeps finding opponents you can barely beat.

How it works

  1. A ranked ladder holds a number that guesses how good you are
  2. Every match is a test of that guess
  3. A blowout tells it almost nothing; a close match tells it most
  4. So it hunts for opponents you have about an even chance against
  5. You improve, your number rises, the opponents get harder
  6. Your win rate lands back near half

The twist

Getting better does not make you win more often - it makes you fight harder people, because the ladder is measuring you, not rewarding you.

Where you've seen this

School exams

graded on a curve, so the whole class improving moves nobody up

Job levels

the bar for the next band rises as more people clear the last one

Dating apps

who you are shown is chosen by an estimate of you that updates as you swipe

Credit scores

one number stands in for you and quietly decides what you get offered

The catch

A perfect measuring instrument is a permanent coin flip, which is exhausting to play - so studios deliberately hand out easier matches to keep people around, and buy retention with a worse measurement.

Full lesson

The queue is the game

Marvel Tokon launched this week with almost nothing to do alone. Five short story episodes, a party mode, a handful of arcade ladders. Everything else is other players: casual matches, ranked matches, open lobbies.

Arc System Works went out of its way to make that queue easy to enter. One control scheme for everybody, so a beginner and a veteran stand in the same line. No separate pool for people using simple inputs.

Then the ladder takes over. And the ladder is not there to give you a fair fight for its own sake. It is running a measurement.

A match is a question

A rating system holds a number for you. It is a guess about how strong you are, and it starts out wrong.

Every match is a test of that guess. The system predicts the result, sees what actually happened, and moves your number by the size of its mistake. Win when it expected you to lose, and it moves a lot. Win when it expected you to win, and it barely moves at all.

So the value of a match depends entirely on how uncertain it was. A game you were always going to win teaches the system nothing it did not already believe. A coin flip teaches it the most, because either outcome is genuinely news.

That is why the matchmaker hunts for opponents it thinks you have about an even chance against. Not to be kind. Because that is where the information is.

The ladder moves under your feet

Here is the part that surprises people. Improve, and your win rate does not go up.

You get better. You win a few more than expected. Your number rises. The matchmaker reads the higher number and starts finding you harder opponents. Within a few dozen matches you are back to winning about half.

The gains are real. They just show up in a different column. Your rank moved; your record did not. That is why “I have got much better and I still win half my games” is not a contradiction. It is also why the number beside your name tells you more about your progress than your win-loss record ever will.

The instrument and the product pull apart

A perfect measuring instrument would be a permanent coin flip. Every match a knife edge, forever. That is exhausting to play.

So studios trade. New players get softer matches for a while. Some ratings are hidden. Some queues are quietly loosened when the population thins out. Each of those buys people staying, and each of them costs measurement: a lopsided match tells the system less, so the number takes longer to find where you actually are.

Both dials are set by the people who built the game, and neither is announced. What arrives on your screen as “your skill level” is partly a setting somebody chose. The pressures behind that choice are ones you were not in the room for. How many people are online tonight. How long a queue can run before players quit. Whether this month is about keeping newcomers or serving the top. It is a real measurement of something. It is also a business decision.

The same machine, outside the game

Once you have seen it, the shape turns up everywhere a system sorts people by an estimate and then changes what it puts in front of them.

A class graded on a curve: everyone studies harder, the grades stay where they were. A promotion band at work: the bar for the next level rises as more people clear the last one. A dating app deciding who you get shown, from a number it keeps about you and updates as you swipe. A credit score standing in for a person and quietly deciding what they are offered.

In each one, the number is not a description of you sitting still. It is a running argument between what the system believed and what you keep doing.

What the number can and cannot hold

The estimate is honest about one thing and silent about the rest. It knows who beat whom. It does not know that you played the last hour tired, or on a bad connection, or against a team that had rehearsed together for a year.

And you are inside it, not above it. From your seat you see your own matches, which is the smallest possible sample of the thing being measured. The system sees millions and still calls itself an estimate.

Pennsylvania’s gambling machines are the same claim stretched until it snaps. They are called skill games because there is, technically, a skill in them. That skill takes ten minutes to earn three cents, so nobody ever uses it. A number can be a real measurement, a rough guess, and somebody’s convenient arrangement, all at once. Usually it is all three.

03 · Lab · your turn

Two Ladders, One Player

Train, play, and watch a ranked ladder keep your win rate near half while your rating climbs.

04 · Hope · carry this

A studio published ten reasons not to buy its own game, and players bought it anyway. Plain honesty is still the cheapest thing to offer, and people can still tell the difference.

Across the beats