
THIS WEEK

007 First Light (2026), IO Interactive
This week, we look at the release of 007 First Light, widely hailed as a triumphant return to videogames for James Bond. We talk to IO Interactive's senior combat designer, Tom Marcham, who tells us about emphasising player creativity and agency, and taking a "Batman approach" to lethality.
Next, we turn to Japan. Alan Wen reports from BitSummit, where he met with Indie Game Incubator's co-founder Takaaki Ichijo to discuss his decade-long effort to support the indie scene in the region, and why this particular event isn't always quite what it seems.
News: French game workers on strike, Steam Deck price hike, Unreal Engine 6.
Interview: IO Interactive's mission to create a new kind of James Bond experience.
Report: Takaaki Ichijo on a decade of indie dev and supporting the Japanese scene.
Social Commentary: The importance of constant marketing for indies, Ubisoft's potentially existential dilemma, the increasing difficulty in tapping the mobile game market.
Extra: Summer Game Fest looms, catching up on the Game Workers Conference, the realities of starting an indie.
This Month In Edge: Inside issue 424, an AI special edition.
NEWS
The game industry stories of the week

Picket action at Kylotonn in Paris this week (Image source: Anass Iddou / Mediapart)
Le Syndicat des Travailleureuses du Jeu Vidéo (STJV) has again called for strike action in France following ongoing job losses and project closures, the latest being last week's confirmation of the discontinuation of Quantic Dream's free-to-play multiplayer game, Spellcasters Chronicles. The union claims 95 staff were let go as a result of the closure, and that more than 1,000 game industry jobs have been lost in France since 2024. Over 100 people picketed Nacon-owned racing game developer Kylotonn on Wednesday, after confirmation earlier this month that the studio is to shed around 70 per cent of its workforce, totalling some 80 employees. More direct action is planned to counter a situation the union describes as untenable: "The French video game industry is on the brink of the abyss, and is suffering its worst social crisis in more than 20 years."
Valve has substantially increased the retail price of Steam Deck OLED models, citing "rising memory and storage costs". The 512GB model has risen from £479/€569/$550 to £649/€779/$790, with the 1TB version increasing from £569/€679/$650 to £779/€919/$950. Valve said the product itself remains unchanged, and that the move reflects "the current state of component costs and other global logistical challenges across the industry as a whole". Community reaction has been less than cordial. The cost of PC memory has been dramatically affected by AI data centre demand since last year.
Epic chose last Sunday's Rocket League Championship Series 2026 Paris Major to make the first formal announcement of Unreal Engine 6, showing a logo in a video about the future of the Psyonix game. No other details regarding the engine's new version have been provided, but a fuller reveal is now looking increasingly likely for Unreal Fest 2026, to be held June 16–18 in Chicago. Unreal Engine 5 went into early access in 2021 and was released fully in 2022. UE6 isn't expected to hit full release until 2028 at the earliest.
Ahead of a vote on whether or not to unionise under the CWA, Wizards Of The Coast management has sent letters to staff saying it believes its staff's voice is "strongest when it is heard directly" and "not through a third party". The CWA has responded, accusing the publisher of spreading "old lies about how union representation works" and that the attempt to convince Wizards Of The Coast staff to view unionisation as negative "is unfortunately both crazy and very predictable." The vote will take place on June 2.
Bungie is to cease development on Destiny 2, saying June 9 will see the shooter's final content update. Substantial layoffs are reportedly planned as a result, although no figures related to job losses have yet been confirmed. The studio, Sony-owned since 2022, first released Destiny in 2014. Focus is now expected to shift to Marathon, the extraction shooter Bungie released in March. This Bloomberg report (paywall) says internal pitches are being accepted for new projects, although nothing has been greenlit as yet.
Released to Early Access on May 14, Subnautica 2 has now sold more than four million copies, developer Unknown Worlds has confirmed. Concurrent player figures on Steam peaked at just under 500,000 since launch. The original game achieved 18.5 million sales, having released into Steam Early Access in 2014 ahead of a full launch in 2018. The action-adventure survival sequel, developed on UE5, adds co-op for up to four players.
Global Game Jam and Endless Foundation are launching a new initiative, titled 'GGJ Micro-Missions: Small Projects, Big Impact', designed to support indie studios and emerging game talent. The project aims to link indie developers with aspiring game professionals through "short-form paid micro-projects in art, audio, and QA testing." The "microgrants" are valued at $2,500 each. The pilot is expected to support at least 25 studios, engage more than 500 participants globally, and generate an estimated 1,500–2,000 paid projects during its first year. Full details here.
INTERVIEW
Insight and advice from industry leaders
"I hope it becomes the Bond game people think of for the next ten years": IO Interactive on making 007 First Light

007 First Light (2026), IO Interactive
By Marie Dealessandri
007 First Light released on Wednesday to positive reviews and went on to sell over 1.5 million copies within 24 hours, making it the fastest-selling title in IO Interactive's history. The production was a labour of love, from a team dedicated to delivering a new kind of James Bond experience.
"James Bond very rarely does what you're expecting," senior combat designer Tom Marcham tells Knowledge. "He's this globetrotting adventurer, always going to different exotic locations, and then there's this spycraft and gadgetry, which has become iconic… And when you take it away, you start to lose some of the uniqueness of the franchise. Those were the main things we knew we needed to get in."
From the moment the game was announced, comparisons with IO's Hitman franchise were unavoidable. It wasn't until previews arrived that players finally understood the studio's vision – that, despite being uniquely positioned to tackle the iconic agent, IO built its Bond very much in opposition to Hitman.
"There always was this methodology from the moment I joined that [we] didn't want to make James Bond into Hitman," Marcham says. "And there was this love for the franchise that meant that [the team] knew that it would be almost dishonest to do that. It might meet the expectations of some Hitman fans, but it wouldn't meet the expectations of those coming for a James Bond experience. With that came a ground-up approach to everything."
IO rebuilt its tech specifically for First Light. Marcham mentions in particular having to work on higher-fidelity movement, to make sure IO's Bond would move in a characteristic way – away from Hitman's "stiff, wooden assassin" walk and towards movement that's "stylish in every moment and has loads of flourishes."
Marcham acknowledges that it's hard to put a finger on precisely what can convey "Bondiness" – the concept isn't set within rigid boundaries and required a lot of trial and error.
"Sometimes you sadly don't know that it's wrong until you see it. A lot of the time we would try something, and then just go: 'This doesn't look like what James Bond would do'. You often think that you'll find some hard-and-fast rules you can work with, but I don't think we ever found them.
"Instead, what we found was that you know when it's right and you know when it's wrong – and that became the way we worked."

007 First Light (2026), IO Interactive
Licence to kill
First Light is an origin story, focusing on the events that formed James Bond. The game makes good use of his freedom to kill, but with a unique twist setting the game firmly apart from previous Bond games and traditional shooters: the game's 'License To Kill' mechanic limits the player's ability to be lethal. You can only kill enemies who have raised weapons first.
"It is an element that comes directly from the character, right?" Marcham points out. "He won't walk into a room and shoot a civilian. He won't even walk into a room and necessarily shoot a bad guy as his first resort. He normally goes about it in a smarter way. And we wanted players to do the same thing. It also ties into where he is on his journey as a character: he's maybe not so ready to pull the gun yet. This is him right at the start of his career, so he's still dealing with the consequences of killing people.
"We explore that within the game itself, and the Licence To Kill mechanic is a way for us to tie the two together – the character, the narrative, but also the gameplay objectives that you'd expect an agent from MI6 to be operating under. But I think it's also important for us that, when the guns do come out, it's very explosive. We've built that pacing into the gameplay."
Bond in his traditional incarnation isn't quite the killing machine previous videogames have portrayed him to be, often killing fewer than ten people per film. Compared to shooters where players often kill dozens of enemies in a single level, the parameters are certainly different. We ask Marcham about making combat exciting without it seeming out of place.
"The Licence To Kill mechanic is obviously a part of that, but then there's also just building out the other elements of the world – entire social systems, gadgetry, and then also close combat, which is very themed around a lack of lethality. It's still quite brutal, but we go for a Batman approach to lethality, where he'll often take someone out non-lethally rather than just ending them. There's even mechanics you can use within the gun sections to keep people alive, even though you're firing at them.
"So you can play around with the level of lethality, and how much you choose to avoid conflict. But a core element of the character, I think, is that he does kill. He's someone who genuinely believes you can shoot your way to a better world, which is inherently an interesting idea to explore. What that means – what character that makes him, and how the world responds to that – is interesting."

007 First Light (2026), IO Interactive
The right level of tech
Figuring out what feels right for Bond also applied to designing First Light's gadgets, which Marcham says was one of the hardest development challenges.
"That was the place where it seemed the most free at first, but we quickly found that a lot of gadgets don't actually feel like James Bond gadgets. We had a few failed prototypes where they ended up feeling like he had the Force," he laughs. "You have to get the tech level right. There is a perception of how technical James Bond gadgets should be, and they have to stay within the realm of realism, so we had to find where that line was. And then there's a level of impact to them, that generally you want them to work across multiple scenarios."
He notes that, in the movies, the gadgets are used sparingly, and often in unexpected ways.
"The only thing we could really take from that was that you should be able to use them for things that you don't immediately think, 'That's what it's for'. And then, on top of that, we had to make sure that the level of usage was right. If we went too far, it'd stop feeling like Bond and start feeling like 'gadget man'.
"So we had to go through a lot of iterations to nail those down to find the tech level and make sure they were fun within the game. The moment we knew we got it right was when players started doing unexpected things with them."
Marcham shares the team's pride in having created novel approaches to combat, prioritising player agency. As we discuss how he'd define success for First Light, this is one of the things he hopes sticks.
"I think we've done some really cool things, especially around the transition between melee and ranged combat, and some of the creativity you can have in the middle of a gunfight. I would like to see other franchises or designers take that further, or take inspiration from that in the future. That, to me, would be like the coolest thing.
"And then, as for the game itself, I hope it becomes the Bond game people think of for the next ten years. There've been so many good Bond games before, but I don't think any of them have actually been able to capture all of the elements of the character. I'd like that to be the thing that people think about this game for years to come."
REPORT
Opinions, testimonies, advice and more
Takaaki Ichijo's ten-year mission to raise the game for Japan's indie development scene

BitSummit 2026 gathered a record-breaking 68,000 attendees
By Alan Wen
Takaaki Ichijo was working as a salesman for Japanese middleware company CRI when he first discovered Unity, which had established its Japanese subsidiary in 2011. At first, it was his job to try to sell his company's products to the engine-maker: "It was when I started trying Unity that I then realised I could make my own games with this engine, so I quit my job!"
He eventually used Unity to make and release his own game, Back In 1995, a 3D action adventure game that was a tribute to the low-poly survival-horror games of the PS1 era.
Released on Steam in 2016 and consoles later on, it was, for Ichijo, "a small hit" considering he was a solo developer. Yet the experience also left him burned out. "I felt a lot of difficulty doing everything as an indie developer in Japan," he explains. "So, rather than continuing as an indie dev, I started to support other indie devs, from friends to upcoming devs."
Ichijo may not be well known outside of Japan but he has played a crucial role in his country's growing indie game dev scene. He was the author of the book The Indie Game Developers Survival Guide, and helped start up community events such as Tokyo Indies. In 2021, he co-founded Japan's first incubating program for indies, Indie Game Incubator (IGI), based on GameBCN's incubation program model, and supported by Japanese publisher Marvelous. As of 2023, this model has also been adopted by the government-funded game acceleration program So-Fu, for which Ichijo also advises.
IGI has already seen success with alumni including Nao Shibata, the solo developer of Ninja Or Die, whose recent release Berserk Or Die was published by Vampire Survivor creator Poncle, as well as Kotake Create, creator of The Exit 8 (which was actually working on another game during the incubation program). So-Fu alumni behind the games Finding Polka and Mount Lomyst were also among the prize winners at BitSummit, Japan's largest indie game festival, which just concluded its 14th edition last weekend with a record-breaking 68,000 attendees.
It's interesting to view Ichijo's achievements in the Japanese indie dev space alongside BitSummit's exponentially growing popularity. Yet while IGI is among the sponsors of the Kyoto-based festival, where its graduates also have a booth to showcase their games, when we meet with Ichijo at BitSummit, he has a more stark view of how the event represents the Japanese indie game dev community.
"BitSummit will say they started a Japanese indie event and are the Japanese indie scene, but I don't believe that," he says. "Of course, it's a great event, and anyone can join it, and you can find lots of great games there, but it is an international event with international developers."
It's a potentially controversial perspective, not least given that the game industry has always been extremely international in nature. But Ichijo also considers 'indie' "a word that was imported from overseas," overlooking the history and culture of hobbyist game creators (or 'doujin') that have existed in Japan since the 1980s. For instance, one of the most successful doujin games is Cave Story, created by Japanese solo developer Daisuke 'Pixel' Amaya in 2004, which preceded the release of Braid by four years but is often overlooked when discussing the rise of indie games as we know them today.

IGI co-founder Takaaki Ichijo at BitSummit 2026 (photo by Alan Wen)
There is of course a difference, in that 'doujin' developers tend to make games out of their own passion alongside day jobs, whereas 'indie' is increasingly viewed as a business model, albeit one with more individual creativity than triple-A allows. Ichijo isn't necessarily saying one is better than the other, but he wants local developers to have that choice. "A new student team making their own game to release on Steam might wish to become a company to get more funds and connect to the international scene, but if they just want to be hobbyists, Japan has another way to continue their creativity," he says. "The developer can choose both or a mix."
What Ichijo finds frustrating is that there are opportunities available to western developers based in Japan that aren't accessible to local developers, but are still considered part of the Japanese indie scene. "I feel BitSummit or any other event or award run by foreigners is from their friends' circles rather than related to the actual Japanese indie scene," he continues.
Even while the indies chosen for official selection at BitSummit cover a diverse range of creativity, Ichijo also criticises their location – away from the shinier sponsors' booths, in a small, dimly lit space, with rows of small tables bunched up together. He points to Taipei Games Show as an example of a better model, where half of the space is reserved for domestic developers, and recommends the Digital Games Expo held in Akihabara as a place for the "real" Japanese indie scene.
Nonetheless, there are improvements across the region's indie movement as a whole. Japanese indie publishers continue to grow in number, joined recently by Toei Games, from the animation giant behind Dragon Ball and One Piece. Meanwhile, just ahead of BitSummit, Square Enix announced a new game contest for residents in Japan, with a total prize pool of ¥1bn ($6.2m), contrasting with the Square Enix Collective headquartered in London, which Ichijo had bemoaned as an indie initiative that was not open to developers in Japan.
"Ten years ago, Japan didn't have a choice in connecting with the western world, but I, along with friends, have built an incubation program, written books, made events, and that bridge is getting built," Ichijo says. "My motivation for running programs like the incubator and government accelerator is to give the same opportunity and know-how to Japanese developers as those in the western world."
SOCIAL COMMENTARY
Highlights from industry chat channels

Road to Vostok (2026), Road to Vostok Ltd
"By the time Road To Vostok was ready on Steam, it was already one of the most awaited indie games on the platform, with 1,000,000+ wishlists."
Dreamloop Games CEO Joni Lappalainen lays out the importance of constant messaging in game development, citing Road To Vostok, a hardcore survival shooter developed by ex-army lieutenant Antti Leinonen, primarily alone, in Godot. Leinonen, upon releasing the game in April, awoke to "absolutely insane" day-one sales, thanks, says Lappalainen, to his open development process: "For indies, marketing should start as early as possible. As soon as you have anything to show. Most studios wait until the game is 'ready' to start telling people about it. By then it is already too late."
"Can Ubisoft actually improve game quality while aggressively reducing costs at the same time?"
Marketer Piryank Agarwal notes the apparent rock and hard place Ubisoft finds itself between right now, having posted a €1.3bn operating loss for the last financial year while facing criticism from gamers related to creative issues: "Studios can't scale infinitely anymore. Which means publishers like Ubisoft are now being forced to optimize operations aggressively. But rebuilding player trust is much harder than cutting costs."
"If you want to understand why every gaming VC is now a 'gamified app' investor, look no further."
While the global app ecosystem has grown ten per cent year over year, none of the uptrend came from games, says PVX Partners' Jeff Cohen. Why? "Gaming is a mature market [in mobile]. The top games are deeply entrenched. Apps launched before 2020 still generate 70 per cent of all gaming revenue. Breaking in is expensive and getting harder."
EXTRA
More to read, watch, play and discover

Summer Fame Fest 2026
A quick reminder that Summer Game Fest is almost upon us, with its series of LA-based events streaming next week. Sony's State Of Play takes place on Tuesday, while the Xbox Games Showcase 2026, Asha Sharma's first as head of Xbox, is set for Sunday. Aside from platform holders, many events are taking place across the week, including PC Gamer's PC Gaming Show, a new edition of Day Of The Devs, plus regional showcases such as streams highlighting Southeast Asian and Latin American developers.
If you missed the inaugral Game Workers Conference last weekend, fret not: two six-hour videos, one from each day, are on YouTube now. Get the full schedule here, including talks on building intentional communities, and the stories of unionisation at Rockstar and Zenimax.
Purple Bean Games has been formed by three developers who were laid off and decided to make their own game. They documented costs, the reality of only having enough money to last six months, and facing up to the fact that they know nothing about marketing while making a "survivor-style bullet heaven type game" in Unreal Engine. Thinking about launching your own indie studio? Watch.
Finally, following on from the Elden Ring PS1 demake mentioned here two weeks ago, here's another project inspired by FromSoft's modern classic, this time for a console approaching its 30th birthday, the good old N64.
THIS MONTH IN EDGE

Edge 424
"We built this thing under the assumption that it would solve a lot of problems, and now we really need someone to solve a problem with it or we're going to look super-stupid."
'This thing' is generative AI, and by 'we', Dr Mike Cook, AI researcher at London's King's College, means the technology industry as a whole. What does the rise of machine-authored content mean for the future of videogame production? What might be the benefits of so-called 'synthetic creativity'? And how do we square such developments with ethical considerations?
Edge 424, out now, is a special edition centred on artificial intelligence throughout the world of games in 2026. Alongside our cover story, AI also features as a key theme among several new and forthcoming releases discussed this month, such as Prove You're Human, D-topia, Saros, Pragmata and Replaced, while designer Jordan Thomas (BioShock 2, The Magic Circle) shares his views on gen-AI in our new Profile slot.
Elsewhere, we tell the story behind the creation of Mewgenics, talk to Jenova Chen about games as art on the occasion of Thatgamecompany's 20th anniversary, and revisit GTA: Vice City in Time Extend. This month's Hype lineup features forthcoming releases such as Orbitals, Blighted and All Will Rise, while games including Mixtape, Vampire Crawlers and Tides Of Tomorrow arrive for review.
In the magazine's iteration of Knowledge, we consider why so many videogames worship at the altar of Warhammer, and also talk to some of the people driving Scotland's new wave of game production. Finally, on a lighter note, Steven Poole takes a look at Eva Illouz's Emotional Technologies: How Techno-Capitalism Exploits Our Subjectivity.
Edge 424 is available to buy here, and right now you can also subscribe to the magazine for just £/$5 for your first three issues.
FINAL WORDS
See you next Friday
We'll be back next week. In the meantime, don't forget to share your feedback with us by email ([email protected]), and follow us via Bluesky and LinkedIn.