09 October 2026
FOLLOW USLinkedIn
 

SIGN UP ⋅   SHARE

THIS WEEK

Cinder City (release TBC), BigFire Games | NC

This week we speak to BigFire Games CEO James Bae about Cinder City, the Nvidia-flagship, triple-A MMO shooter attempting to redefine the space occupied by Destiny and The Division. While a recent pre-alpha playtest showed users happily ignoring the blurring between genres, how is NC able to take such a risk in a sector famous for claiming some of the biggest names in action gaming?

Next, we investigate the future of the independent game media, speaking to site and newsletter owners about constantly transforming revenue models and the necessity for additional reader support.

Then we have analysis of Gardens Interactive's blockbuster series-B investment in Social Commentary, 8,000 words on Vib-Ribbon in Extra, and details of the latest Edge, headlined by Square Enix's Final Fantasy VII Revelation.

NEWS
The game industry stories of the week

The French STJV union was present at student protests across France this week (Patrick Garratt/Knowledge)

  • Le Syndicat des Travailleureuses du Jeu Vidéo (STJV) called for two strikes in France this week, the first in support of ongoing student protests in relation to education funding, and the second, which was refused authorisation by the Paris police and subsequently cancelled, in relation to Quantic Dream attempting to fire its union rep for gross misconduct. The worker in question has apparently been "suspended without pay and summoned to a disciplinary meeting with the goal to fire him for a supposed 'faute grave'," said the union, and is being accused of "having participated in negotiations, and having kept workers informed of said negotiations. He was even suspended without pay, under the pretense that his presence in the studio would be dangerous." Quantic Dream is currently embroiled in legal turmoil related to more than 90 redundancies.

  • Xbox CEO Asha Sharma has, according to Windows Central, told staff in an internal town hall that the corporation is "making the right decisions to reinvest in the business," and that "after an all time low, we've started to return to growth, more than two to three times what we were, and we expect that continue." Microsoft is currently in the process of laying off 3,200 Xbox division staff, and the "growth" she mentioned is reportedly only related to the firstparty development and publishing business. Sharma also described "Gen-10" Xbox hardware, currently named Project Helix, as a "family of devices." Read more through the link.

  • London Games Festival (LGF) has opened applications for its 2027 event, inviting those looking to showcase games, seek funding or "bring your community together" to pitch to take part in LGF27. This LinkedIn post has full details of how to apply to be part of the festival's public, industry and side events programmes. 

  • The failure of a planned divestment of British Xbox studio Ninja Theory is now seemingly moving towards job losses. Staff in the past week have taken to social media to say the company is "facing closure" and the team is now "facing redundancy". Xbox COO Matt Booty had previously confirmed that two potential sales for the Hellblade developer "fell through", and a soft landing to match that of Double Fine, which managed to return to independence with limited redundancies after the ongoing Xbox "reset" was announced in June, hasn't materialised. There's a full story on Eurogamer.

  • Gardens Interactive has secured a series-B round of over $35 million for an unreleased "strandbox" PvPvE title "about the stories that emerge when players cross paths and experience chance encounters, set in a shapeshifting world full of myth, mystery and magic." The news has been widely heralded as a return to serious pre-release development funding. The studio is headed by brothers Chris and Stephen Bell, whose credits include Journey and What Remains Of Edith Finch. There's a press release here.

  • The $111 billion Paramount–Warner Bros. Discovery merger closed this week, with the new company emerging under the name Skydance and former Activision CEO Bobby Kotick joining the board. Rocksteady, NetherRealm, TT Games and Avalanche now sit under the same umbrella, with Skydance saying it's targeting more than $6 billion in savings.

  • Itch.io has announced upgrades to its app, including enhanced Collections editing and upgrades to the previously released Steam Shortcuts tool, which allows users to add any software installed on Itch into Steam. Proton support has also been added. Users can now "install Windows games on Linux via Itch, and then add them to Steam to be launched with Proton." Full details here.

  • Unity is to release Spark, a web-based AI game-creation platform, later this year on Google Playground. Users will be able to create games using natural language prompting, and Spark is to be linked to the Unity Asset Store. Here's GI's demo report.

  • Finally, British QA and localisation company Universally Speaking is launching a free, two-week "game testing bootcamp" in Liverpool to "help meet the industry's need for highly skilled Functional Quality Assurance (FQA) professionals." Beginning this October, the QA training sessions will be delivered in collaboration with Liverpool City Council, with the first round offering ten local testers training at no cost. Applications are open here.

INTERVIEW
Insight and advice from industry leaders

Cinder City: Why is NC gambling on a triple-A MMO shooter that defies genre expectations?

By Patrick Garratt

Of all the projects you might expect to encounter when bouncing between Gamescom 2026 meetings, Cinder City is not one of them. In a big-budget development and publishing climate firmly ensconced in calamity mode, the showcase of a new triple-A IP attempting to create a fresh blend of MMO and shooter is an oddity. Fortunately, it's an impressive one that's sure to raise interest among those still smarting from the cessation of development on Bungie's Destiny 2. 

First announced as Project LLL in 2022 and officially branded as Cinder City at Gamescom last year, the game, the very first non-MMORPG original IP from publisher NC, is being produced by South Korean studio BigFire Games under the tutelage of CEO James Bae, a lead developer on Lineage II and Blade & Soul. While it seems unlikely to hit a previously projected release date of 2026, everyone in the room for our demo is relaxed. Bae laughs when we ask if Cinder City was a tough pitch. 

"There have been yearly hurdles that we always go through as a dev team, but we have been managing to convince [NC] yearly and continuing the development," he tells Knowledge. 

The reasoning behind making a major play on a project objectively alien to NC's normal output came from Bae's conviction that the straight MMO has passed its peak.

"The way I convinced them was [by saying that] the MMO genre itself was kind of sitting down," he says. "It was, like, being downsized a little compared to its prime time. I'm personally a big fan of shooters, and I saw real value in delivering a really high-quality MMO shooter. Globally, there have been some attempts in that genre, but I think delivering one of the great games in that genre is definitely valuable."

Genre anxiety 

While there may well be an opportunity in the beloved MMO shooter space, especially since the decline of franchises such as The Division and Destiny alongside the rise of the more frenetic extraction shooter, it's clear that Cinder City, a cyber-soldier affair set in a near-future Seoul after an apocalyptic event, is creating a messaging issue thanks to its attempt to innovate. The game is described at the beginning of a video-based demo as "a narrative-driven first-person shooter" that "has strong co-op and open world elements" with "the open world having hundreds of players sharing the same space" and "a very strong horror element". We frame the blurring as "genre anxiety," but Bae says this stems from forging new paths. 

"It's really tricky to define this kind of game, especially because there is no exact predecessor that incorporates both this heavy MMO and the shooter," he says. 

"It's not just a small-scale, four-player or eight-player instance play – we're talking about a much more large-scale MMO, so it's really hard to find [comparable games]." 

The absence of a clearly defined design lineage to Cinder City won't present a problem to those seeking to enjoy it, Bae assures us. 

"We recently had a pre-alpha test in North America, and we were really happy about the results. It was received very well when it comes to the gunplay experience." 

He adds: "From our experience during the pre-alpha test, we noticed players not really caring about what genre it is. They just jump into the session, they naturally connect from the single-player into the multiplayer and the open world… I don't think labelling it as a specific genre really matters to the players, as long as it can deliver an experience." 

Bae's aim has been to balance the best from FPS and MMO, taking care to achieve campaign-like standards from "high-profile shooter games," and not favour one over the other. 

"The focus, especially to really differentiate our game, was to really harness the gunplay. [We] do not sacrifice gunplay to achieve the MMO experience… We really tried hard to achieve the high level of gunplay experience, at the same time [as the] MMO experience."

Back to business 

While all of this undoubtedly looks good (any lapsed Destiny player will view the horror instances with misty eyes), it doesn't explain why NC is making such a large-scale play in the live-service sector, an area fraught with real, costly danger. When discussion turns to Nvidia, however, the situation becomes a little less opaque.

BigFire Games CEO James Bae

The commitment to higher-end shooter and MMO aspects quickly caught the attention of Nvidia, a long-term NC tech partner. As a graphically demanding, large-scale PC title, the game is exactly what RTX features exist to showcase. 

At Gamescom 2025, Cinder City was unveiled as an RTX flagship game, with hands-on demos on RTX 50 Series hardware and showcases of DLSS4 with multi-frame generation, ray reconstruction and Nvidia's Reflex technology. It’s also planned for GeForce NOW cloud streaming. The risk is underwritten: Nvidia itself is headlining Cinder City. 

"We are being presented as a flagship partner," says Bae. "The partnership itself has been going on for decades now between NC and Nvidia… It doesn't really feel like a new opportunity for us, because we have always been collaborating, receiving new SDKs first, testing them out in the field, getting performance checks from them to make sure we are up to date and fully optimised. It's not a new strategy or a new challenge for us – it's been going on for a long time." 

This big-box collaboration also means that Cinder City will be allowed a more traditional route to consumers. While the game may seek to differentiate itself from its peers, its business setup will be familiar to those who spend time playing or selling live-service games. 

"The business model will be a box price," says Daniel Lafuente, director of operations at NC America. "And then as part of the live service we'll have an in-game shop that will have cosmetics for sale, and a battle pass that's also cosmetics. 

"There will definitely be regular updates of content… There will be new campaigns, new stories unlocked, new characters unlocked along the way, and that will be a continuous live service." 

Which all sounds very solid, very triple-A, and, frankly, very tempting to those who're constantly looking for the next Speranza, or Super Earth, or 1890s Louisiana bayou in which to shoot baddies alongside friends. Why not the ruined Seoul districts of Samseong-dong and Nonhyeon-dong? Closing the door on the demo room, we cannot think of too many reasons.

FEATURE
Opinions, testimonies, advice and more

"A lot of great, talented people and institutional knowledge will be lost": The shifting landscape of independent game media

RPG Site co-founder Alex Donaldson launched B2C site Respec in July

In the face of ongoing layoffs from all major game media publishers, the continuing collapse of the online ad market, and traffic declines tied to changes in Google search, independent game media owners are increasingly leaning on reader support to prop up their businesses.

VideoGamesChronicle owner Andy Robinson's call last week for the industry to better support the independent game press provoked reactions from other founders, who are seeing the media's business landscape constantly transform.

We spoke to Robinson, The Games Business's Chris Dring and Respec's Alex Donaldson to assess the opportunities and risks currently facing the independent game media. Read the full article on our website.

SOCIAL COMMENTARY

Highlights from industry chat channels

Concept art from Gardens Interactive's unreleased PvPvE title

  • "Game studio funding is back: Gardens Interactive has raised a $35M+ series-B, bringing total funding to over $70M before launching its flagship game."

    • Investor Moritz Baier-Lentz notes the significance of Gardens Interactive having successfully completed a large second round of funding for its unreleased PvPvE fantasy adventure RPG: "By any measure, but certainly in 2026, that's an extraordinary vote of confidence and tier-1 syndicate for a pre-launch studio. What inspires that conviction while it seems all venture dollars chase automation? A team creating a new genre around a simple and proven design principle: deepen human connections, and let the players be the fun."

  • "If you want to build a new game or studio in this environment, start with something small – something you can make by yourself or with just one or two other people."

    • AR specialist Michael Fitch offers wisdom for those seeking to launch products or teams in the current climate, noting, yet again, that modest beginnings and an open development process are no longer optional: "Start the marketing and community plan at the same time as your studio or project. You're going to need as much momentum as you can get. There is no 'build it and they will come' anymore. If no one knows your game exists, it will not suddenly break out and go viral when it launches. The things that go viral at launch have huge momentum behind them already."

  • "Of the reviews written in a player’s first two hours, 29 per cent recommend Aion 2. Past two hours, it’s 80 per cent."

    • According to Vela Games' Travis George, playing releases for longer than a couple of hours can have a dramatic effect on whether or not a consumer recommends them on Steam. His data is drawn from this week's largest releases, including Gears Of War: E-Day and the Witcher 3 remake: "Ace Combat 8 goes from 33 per cent to 79 per cent. Every game we’ve mapped this way scores lower early on, but the size of the drop really varies."

EXTRA
More to read, watch, play and discover

Vib-Ribbon (1999), NanaOn-Sha | Sony Computer Entertainment

  • Remember Vib-Ribbon? Here's an 8,000-word piece on its creation, featuring an interview with Masaya Matsuura and the rest of the 1999 music game's team (free sign-up required).

  • And here's a 10,000-word GTAVI interview on IGN, taken from a July visit to the Rockstar offices before the game's Netflix deep dive.

  • "How $560,000 in Steam gross revenue turns into just $73,000 for an indie dev." Read it and weep.

  • Nova Games Foundation, the "non-profit to support future game directors" from Geoff Keighley and Sony's Mark Cerny, now has a website and will start accepting applications for grants and mentoring in December.

THIS MONTH IN EDGE

Edge 429

Edge 429 is out now, headlined by Square Enix's Final Fantasy VII Revelation. Three special subscriber covers for this edition showcase artwork from each individual instalment of the remake trilogy, and inside we talk with director Naoki Hamaguchi about how the RPG is reaching its epic conclusion.

For a full rundown of Edge 429's lineup, visit the Knowledge website.

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.

Recommended for you

View all
caret-right