
THIS WEEK

Fortnite (2017), Epic Games
This week, we're preparing for the forthcoming London Games Festival, where attendees will be scrutinising some of the key issues facing the game industry in 2026. In this edition, Rob Fahey weighs up one of the biggest talking points: the teetering live-service space.
To follow, we meet with Kris Lorischild, the writer of politically satirical Twine titles You Are Jeff Bezos and You Are Elon Musk, to get insight into effective activism through tiny videogame projects.
News: Developers form Nova Assembly, Halo Studios harassment allegations emerge, Landfall launches publishing arm.
Viewpoint: Columnist Rob Fahey inspects the state of the live-service game industry as Fortnite slows and Arc Raiders numbers decline.
Interview: Solo developer Kris Lorischild talks Twine and anticapitalist activism.
Social Commentary: A call for unionisation, a lament for workers who pay for executive mistakes with their careers, a reminder that women are not a "segment."
Extra: London Games Festival's programme, indie games to play this weekend, a spotlight on New Zealand's development scene.
This Month In Edge: Remedy's Control Resonant headlines issue 422.
NEWS
The game industry stories of the week

Unfrozen, Sad Cat Studios, VEA Games, Game Garden, and Weappy form new alliance Nova Assembly
Developers Unfrozen, Sad Cat Studios (featured here just last week), VEA Games, Game Garden, and Weappy have joined forces to form a collective called Nova Assembly. The idea is for the studios to share resources, including tech and knowledge, to increase opportunities for success. The studios will continue working on their individual projects but come together when specific skills are needed. In the long term, the alliance aims to build its own publishing arm. "Making games is hard; making games is daunting; and there's nothing more valuable than the sense you aren't alone in the endeavor," co-founders said in an open letter explaining the initiative.
Claims of "unethical and/or unlawful acts" including blacklisting, fraud and harassment emerged against Halo Studios (formerly 343 Industries) this week from former art director Glenn Israel (who departed the developer last October). As reported by Game Developer, the allegations were backed by a number of ex-employees on social media and follow previous accusations of misconduct made by former staff back in 2023. Xbox wouldn't comment on the matter to Windows Central but said it takes "all claims seriously for both current and former employees."
Peak developer Landfall is launching its own publishing arm, called Evil Landfall. Kirsten-Lee Naidoo, previously head of publishing at the studio and now CEO of the publisher, announced the move on LinkedIn. The label is to focus on "business, publishing and investment in the Landfall ecosystem." More from Naidoo in this GamesIndustry.biz interview.
Take-Two is seemingly taking a step back from AI, with the head of its AI division, Luke Dicken, reportedly laid off alongside his team this week. It is unclear how many people were made redundant. Dicken made the announcement on LinkedIn and Game Developer has more.
In other layoffs news, Coffee Stain shut down its Malmö studio, dedicated to mobile development, last week. The announcement came via VP of mobile Daniel Persson, who was let go. Meanwhile, MechWarrior developer Piranha Games laid off 30 per cent of its staff this week. The studio will continue working on DLC, CEO Russ Bullock said.
A new pitching platform called Sail.game launched this week. Created by Vladimír Geršl (board member of the Czech Games Association) and Guillaume Jamet (former VP of publishing at Plug In Digital), it aims to match publishers with developers looking for funding. Over 200 labels are reportedly on the platform. More info here.
Indie.io is launching its own subscription service called Indie Pass on April 13. The indie-focused retailer has an initial offering of 70 titles for $6.99/month, with more to be added in the future. For developers wanting to get involved, you can find more info on its official website. Reactions to the new service have been mixed, as noted by PC Gamer.
VIEWPOINT
Opinions, testimonies, advice and more
"The definition of success has changed into something unattainable": Can service games still succeed in 2026?

Fortnite (2017), Epic Games
By Rob Fahey
What does the pathway to success look like for a live-service game in 2026? Amid all the talk about this sector – from the high-profile failures of games such as Concord and Highguard, to Epic Games' recent layoffs raising questions about the long-term health of Fortnite – there's surprisingly little discussion of what it looks like to succeed. The well-documented pathways to failure are six-lane highways festooned in neon signs, while whatever road to success remains is hidden, overgrown, and largely seems to be stumbled on by accident as much as by design.
It's not that money isn't being made in live service. The big hits still hit big. Even as its star begins to fade, Fortnite still has massive sales. Roblox is an economy unto itself, chalking up around half a billion dollars in sales every month. Farther down the tier list, games including Apex Legends and Arc Raiders have carved out profitable market niches for themselves.
Do we focus too much on the failures? It's understandable to feel pretty glum about the seemingly headlong rush to turn everything into live service, especially when we've seen so many recent cases in which years of work by talented teams are thrown out within months or even days of launch for failing to instantly hit player and revenue targets. Those failures and their catastrophic impact on their studios are easy to obsess over and to point to as evidence for a broader market failure.
Yet looking more closely at some of the success stories doesn't necessarily paint a rosier picture. Epic's layoffs, apparent proof that its reach has exceeded its grasp in its ambitions for Fortnite as a cultural pillar, cast a long pall, but it's really in the next tier down of live-service games that we find genuine cause for concern about this entire market sector.
Arc Raiders is by any yardstick a major success – it was reportedly made on a modest budget and the latest data point released showed that it had sold 14 million copies at its $40 price point. Yet whether it's actually succeeding as a live-service game – turning those strong initial sales into a sustainable month-to-month business – is less clear. Players complain of the content becoming stale and repetitive, an issue developer Embark Studios has acknowledged; Steam player numbers (admittedly only one slice of the market, but the best data we have nonetheless) have been in steady decline, falling from consistently recording 400k+ concurrent peaks at the start of the year to rarely breaking 200k over the past month.

Arc Raiders (2025), Embark Studios
It's far from alone in trending this way. Helldivers 2, another game sold with a premium price tag but with live-service monetisation thereafter, was almost universally acclaimed at launch but eventually met with similar complaints about its content and a drop in player numbers. Blizzard's Overwatch saw a major resurgence in interest after effectively relaunching a couple of months ago, but Steam stats suggest that player numbers rapidly fell off again, dropping from concurrent peaks of over 160k to back well below 100k.
Bungie's Destiny 2 struggled massively to get players to come back after finishing its main story arc in an expansion pack a couple of years ago. In this tier of games, only Apex Legends seems to have escaped the steady erosion of its playerbase.
And these are the success stories. Every publisher that green-lights a live-service game has the stellar revenues of Fortnite and Roblox in mind as motivation, but the reality is that those are extraordinary lightning strikes. Realistic, attainable success in this market looks more like an Arc Raiders, a Helldivers 2, an Overwatch – and all of those games appear to be in a constant fight against relentless gravity.
This is happening, in part, because live-service games have an ecosystem problem, one that is far bigger than flaws or issues with any one game. The rush to launch so many of these games has created a massive supply of attractions competing for players' attention. No sooner does a player engage with one game than the next is clamouring for their attention, and the trick of using their financial investment in skins or other unlockables to trigger a sunk-cost fallacy seems to have seriously diminishing returns as they cycle through new game after new game.
Is that really an ecosystem problem, though, or is it the actual basic ecosystem of videogames reasserting itself over a distortion? Many of the players talking about stale content and cycling through to newer games (or back to old games to see what's changed) have racked up hundreds of hours of playtime – a figure that would have been considered absolutely fantastic for games in the past. Playing a game for a few weeks or months before moving on has been the norm for decades – and still represents an attention span far greater than almost any other kind of media demands.

Helldivers 2 (2024), Arrowhead Game Studios | Sony Interactive Entertainment
Whether or not you buy into the notion that players' attention spans have atrophied in recent years, it's fairly grim that a large swathe of the game industry has painted itself into a corner where that success – keeping people engaged for a few months – has been redefined as a sign of struggle, and the equally reasonable feat of keeping people entertained for a few weeks is a catastrophic failure state.
While there will always be a lucrative corner of the market for live-service games, the low-hanging fruit they were once thought to represent feels increasingly out of reach, and that may not be simply because of the glut of such games on the market. Sales psychology isn't an eternal constant, and players who have felt burned by investing in games they didn't enjoy for long enough to be satisfied will be wiser the next time around. Moreover, players are aware that a lot of live-service games don't survive past the first few months, with publishers increasingly quick to cancel games that don't immediately record massive player numbers or huge revenues. That also makes consumers wary of spending money (or attention, an even more scarce commodity for many) on new games, creating a vicious cycle for the whole sector.
All of this has made the risk profile for this kind of game even more excruciating than before. It's not enough to do well at launch; you must absolutely smash it out of the park at launch to have any chance of long-term survival. There's no room for fixes and improvements, for gradually finding your playerbase, or for homing in on the real core of your game that's revealed as players engage with it. Such freedom, taken for granted when titans such as Fortnite and Counter-Strike were initially building their audiences, are now unimaginable luxuries for live-service developers. Perhaps the problem isn't just that the road to success is obscure, it's that the definition of success has changed into something unattainable to most.
INTERVIEW
Insight and advice from industry leaders
How political satirist Kris Lorischild targets titans with Twine: "In a world of Call Of Duty, be a Disco Elysium"

Elon Musk at a rally for Donald Trump's second presidential inauguration at the Capital One Arena, Washington DC, January 20, 2025.
By Patrick Garratt
"I think billionaires shouldn't exist, point blank; their proliferation in our society is a reflection of a moral and legal breakdown."
Kris Lorischild, the sole creator of 2018's You Are Jeff Bezos (YAJB) and this year's follow-up, You Are Elon Musk (YAEM), will not be quiet. Their satirical Twine projects have become benchmark games in underlining the folly of unfettered capitalism, having for object the task of spending, and therefore contextualising, the billionaires' wealth.
The original You Are Jeff Bezos drew hundreds of user comments on Itch.io (a rarity) and significant press coverage despite being built in less than five days, even attracting mainstream media attention. Its sequel, the just-released You Are Elon Musk, holds a 4.6/5 rating on Itch.io.
Lorischild didn't expect the 2018 game to do anything, let alone end up on Newsweek.
"YAJB's success completely blindsided me," they tell Knowledge. "It was written in about five days and was intended to be enjoyed only by my immediate circle of friends."
The sequel, which Lorischild released to Itch.io in March this year, hasn't attained the same virality thus far. But Lorischild is well aware of the ephemeral nature of this type of success, especially after making the social media shift to Bluesky.
"I certainly wanted You Are Elon Musk to appeal to the same people who had helped spread You Are Jeff Bezos, so I did consciously hew close to the original in terms of the game's verbs, playtime, and overall look," they say. "I knew better than to assume I could catch lightning in a bottle again and go viral twice, but the response has been respectable, given Bluesky's much smaller audience."
The games originated from Lorischild's luckless job hunt in 2018.
"In terms of return on investment, it was an easy calculation: in the case of both games, I wasn't making any headway with job applications, so I had infinite time and incredibly limited funds," says Lorischild. "Like a lot of creatives, I suffer from low self-esteem and don't value my free time very highly, so any amount of return on an investment of time would probably feel worthwhile."
For Lorischild, the value of these projects is largely pedagogical. These games, rather obviously, are not made for financial profit.
"You Are Jeff Bezos is taught in high schools and universities around the world because it's a small, uncomplicated Twine game, the basic structure of which can be replicated by a beginner in about five minutes," they say. "It's often an object lesson in games as rhetorical tools, I would argue for the same reason: it doesn't couch itself in metaphors or try to build a 1:1 functional economy; it states its purpose and moral viewpoint quite clearly."

You Are Elon Musk (2026), Kris Lorischild
Addressing international capitalism with Twine: a cheat sheet
These projects are a form of praxis, so if you're reading this thinking, 'I'd absolutely like to use Twine and Bluesky to try build a better world in a low-budget, educational fashion,' you're in the right place. Asked how a studio might build on the concept, Lorischild is happy to give advice you can absolutely follow as an individual:
Don't be scared of "politics": "You can differentiate yourself from other creators by speaking plainly and openly about a game's intended message and not shying from that in the press. Too often I see senior developers swear up and down in interviews that a game with a clear political bent is 'not political,' and all that tells me as a consumer is that the game's message will be muddled at best, cowardly at worst. In a world of Call Of Duty, be a Disco Elysium."
Forget complexity: "The simpler, the better. No, simpler than that. No, simpler than that. Take however many verbs you're thinking of using and cut them in half, at least. Your game does not need to be a 1:1 simulation to be engrossing, it just needs to do one thing in an entertaining way. Once you've got that one thing down, you can worry about adding others."
Slow and steady wins the race: "Iteration doesn't need to take great strides to be meaningful. One of the biggest differences between You Are Jeff Bezos and You Are Elon Musk is how I handled citations, which emerged from conversations with educators who taught the game. That was a simple and straightforward change that made a material difference in how real-life sources were surfaced in the game's text."
Press on Twine's native advantages: "Twine, thankfully, is a highly visual format, so it's easy to arrange the nodemap to gauge the length and pacing of a scene even at a glance. At 210 passages, You Are Elon Musk is roughly as long as You Are Jeff Bezos – 184 passages – so I always had that as a useful model as well. I knew the 'menu' format would lead to a certain number of passages for each phase, and I knew it should only have four to five phases to roughly match the play time of the original. Twine thrives on simplicity. Most of the 210 passages are split into reaction sets which belong to one of You Are Elon Musk's phases. Very little of the game is spent on its logic, which is almost exclusively booleans and a tiny bit of JavaScript. Quite frankly, the reason for this is that I'm not much of a programmer and I have little interest in complexity that doesn't advance a story."
When it comes to satire, less is more: "Within brevity lies humour. Twine lends itself to humour automatically. I never thought consciously about balancing satire with systemic clarity because if you ask me they emerge from the same point."
SOCIAL COMMENTARY
Highlights from industry chat channels

Epic Games CEO Tim Sweeney
"The only constructive advice at this juncture is to network and build coalitions to unionise this industry."
Game analyst and veteran product manager Carlos Nieves reflects on the state of employment following the Epic layoffs, and calls out the lack of self-awareness on LinkedIn, among other platforms: "When someone loses their employment and healthcare benefits, the last thing they need is to see an ex-colleague post advice like, 'Remember to do this (insert basic advice) to land a job during America's most severe economic downturn, surpassing the pandemic and the 2007 housing crisis'."
"Workers keep paying for leadership decisions they didn't make."
Game marketing specialist Hilary Goldstein also reacts to the situation at Epic Games and suggests what accountability should look like: no executive bonuses post-layoffs, better labour protection, and more. "If leadership can make huge mistakes, wipe out jobs, and face little real consequence, that isn't accountability."
"Women are not a segment, they are the market."
University professor and industry veteran Marco Accordi Rickards reflects on a recent Newzoo report showing that 76 per cent of women globally play games. "The future of games is not only about including women, but about understanding that the idea of a single, dominant player identity no longer exists. The audience has already evolved, and we need to catch up with it."
"Data is completely essential to our ability to counter partisan and uninformed views of what our industry is all about."
UKIE CEO Nick Poole once again tackles a thorny issue: the lack of data to inform and guide business decisions, improve education pipelines, and combat misinformation about videogames. "Why don't we have a games industry approach to data? Perhaps because we didn't need one, or because our habit of being iconoclasts and moving fast meant we never paused to lay the foundations of one. [...] What this means in effect is that we go into lobbying with Government with one hand tied behind our backs."
EXTRA
More to read, watch, play and discover

The Ensemble 2026 cohort (from top left): Charlie Webb, Charmie Kim, Christopher White, Deanne Pierre-Pacquette, Jennifer Estaris, HaZ Dulull, Sara Veal, Harun Ali
The London Games Festival takes place next week and you can find the full programme here. B2B highlights include the Games Finance Market on April 13–14, where developers can meet up with investors, while for consumers there is New Game Plus, a showcase taking place at Exhibition White City on April 16–17, which will host an Edge In Person interview session featuring Peter Molyneux. The Festival has also unveiled its 2026 Ensemble, highlighting a cohort of eight Black, Asian and underrepresented ethnic creatives. This year celebrates Harun Ali, HaZ Dulull, Jennifer Estaris, Charmie Kim, Deanne Pierre-Pacquette, Sara Veal, Charlie Webb, and Christopher White. More about their work here and at the exhibition on display at Trafalgar Square next week before it tours the UK.
If you want to see what some of the people behind GoldenEye and TimeSplitters have been up to lately, Beyond Words released this week, taking cues from Scrabble and merging them into a strategic Roguelike.
Finally, learn more about the flourishing videogame industry in New Zealand and the women leading the charge there in this great article from The New Zealand Herald.
THIS MONTH IN EDGE
What's inside the latest edition of the magazine?

Edge 422
Edge 422, featuring Remedy's mind-scrambling Control Resonant, is available now. If you haven't picked it up yet, these morsels may get you in the mood.
"We haven't done a melee game before at Remedy. We knew we really needed to invest in systems and gamefeel, to make sure it's intrinsically fun to hack enemies into pieces and you're getting these pops of dopamine from that combat loop."
Art director Elmeri Raitanen on one of many departures Remedy is making with Control Resonant.
"Something that's quite unusual in games is to have a story that’s driven by romantic intent, not a revenge motivation. But we start with these kinds of archetypes and figuring out what their relationships are with one another in the same way as you would do with any sort of character-driven narrative."
Mafia: The Old Country director Alex Cox on virtual romance in modern games.
"We weren't trying to make a simulator. We were trying to make a piece of theatre."
Lead designer Mads Prahm recalls the inspiration behind IO's Freedom Fighters.
"I feel like there's so much in the world of difficult play that has not been explored. It’s a toolset that games have that other media doesn't."
Surely Bennett Foddy's games aren't going to get even more challenging?
"Neither of us have ever done any kind of training for what we do. We have limped along and picked things up and slowly built up our knowledge base and skills."
Bad Viking co-founder John Donkin tells us about the journey towards Strange Antiquities.
"Eventually a literal demon shows up to tell you what a great job you’re doing. As it turns out, what you really hunger for is a pat on the back from your boss."
Steven Poole achieves his goal playing Bottomless Pit Supervisor.
Edge 422 is available from UK newsagents now, and online here. For a limited time, you can subscribe and get your first three issues for just £5.
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.
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