
THIS WEEK

Hell Let Loose: Vietnam (2026), Expression Games | Team17
This week, we speak to Expression Games CEO Errol Ismail about Hell Let Loose: Vietnam's million-unit success, and how Team17's shooter play in the UK, which includes Bulkhead's three-million-selling Wardogs, has quietly cornered a highly lucrative double-A market.
In addition, we return to the subject of development crunch, speaking to Vlambeer, Blue Moon Production Company and others about defining and avoiding institutional overwork.
Then we have the realities of running game media businesses in Social Commentary, the start of Steam's autumn sale in Extra, and details of the new edition of Edge, starring Final Fantasy VII Revelation. Most importantly, it's Friday. Stop working. You deserve it.
NEWS
The game industry stories of the week

Xbox CEO Asha Sharma said this week that Microsoft's game business will not be spun off (Image: The New York Times)
Xbox CEO Asha Sharma has told the New York Times that Microsoft’s gaming division is "not for sale," following a June report on The Information that the company was considering spinning off the business. Sharma wasn't the only senior Microsoft executive to be talking Xbox to the mainstream press this week, with corporation CEO Satya Nadella telling Sources Podcast that Sharma's "streamlining" at Xbox has been "great to see". Around 3,200 Xbox Studios jobs will be cut in the current financial year.
Steam's ongoing battle against discovery woes resulted in the announcement this week that the Discounts & Events panel on the Steam homepage will shift in early 2027 "from a manual calendar-based approach into something more dynamic and personalized for each customer." Slots in the carousel are currently curated placements either scheduled directly by partners via Steamworks or manually by the Steam team. "By moving away from that approach, more discounted games or sale events will have the chance to be visible on the homepage and elsewhere on Steam, rather than be limited by a small, fixed number of slots," said Valve.
Europe's Consumer Protection Cooperation Network (CPC) is taking "coordinated actions" to bring major game companies into line over virtual currency regulation announced last year. Activision Blizzard, Crytek, InnoGames, King, Mojang, Plarium, Riot, Supercell and Ubisoft are all being targeted. The CPC's main demand appears to be that the real value of virtual currencies be clearly displayed to those purchasing. There's more detail on PocketGamer.
Following major restructuring announced in January this year, Ubisoft has renamed "Creative House 2" as Massive Entertainment, to include Massive's studios and others working on the Tom Clancy franchise. These teams – based in Malmö, Paris, Montréal and Toronto – report into Christoph Hartmann as GM. There's a press release on GamesBeat.
Team17 parent Everplay has confirmed sales figures for key 2026 releases in a trading update. Bulkhead's Wardogs has now sold more than three million units in Early Access since releasing on September 10, while Expression Games' Hell Let Loose: Vietnam has now sold more than one million copies across PC and console since its August 13 release. Read this week's interview with Expression CEO Errol Ismail below.
Wardogs boss Joe Brammer has said on social media that a "good chunk of the team have been forced to use holiday this week," following being "overwhelmed" by "bottom-feeder cheaters and constant DDOS attacks" since the military team shooter launched three weeks ago. Brammer attracted attention recently with frank comments on crunching and studio culture. Full story on GamesRadar+.
The Golden Joystick Awards 2026 has revealed its shortlist of nominees across 21 categories, including PC Game of the Year, Best Visual Design and Most Wanted Game. Nominees will be revealed on September 25, which is when the first round of public voting will begin. The award ceremony itself will take place in London on November 11. Last year's event attracted a record-breaking 21 million public votes. More here.
Speaking in an interview with Kotaku, Nippon Ichi CEO Kenzo Saruhashi has hinted that Sony may be softening its stance on dropping discs entirely from the PlayStation business. While his comments are vague, he said, "I think they’re hearing a lot of the feedback from customers and… it’s possible that the discussion may change in the future, so we’ll have to see what happens, what comes of it." Sony said in July that PlayStation games will no longer be released on disc after January 2028.
Finally, YouTube has put Playables – its arcade of embedded, no-download mini-games – live across 50 markets, including Nordic regions and the EU. YouTube's gaming strategic partner manager, Joel Jansson, confirmed the rollout in a LinkedIn post. The web-game service supports Godot, Unity and other engines. If you have a game you'd like to see included, you can apply using this form.
INTERVIEW
Insight and advice from industry leaders
"It's a lot of pressure": Expression Games' Errol Ismail on shipping Hell Let Loose: Vietnam and surviving what comes next

Hell Let Loose: Vietnam (2026), Expression Games | Team17
By Patrick Garratt
Since releasing on August 13, Hell Let Loose: Vietnam, Expression Games' first full title since forming in 2022, has sold more than one million copies. And the developer has had a terrible time.
"It's been a really difficult five weeks," Expression CEO Errol Ismail tells Knowledge. "Shipping games is incredibly difficult, and especially in this market. There's so much pressure for success, to keep your team together, to give the studio a future."
By the numbers, the Team17-published game is a hit. Alongside Bulkhead's Wardogs, now confirmed as having sold more than three million units since it launched three weeks ago, the multiplayer shooter is proving the validity of a publisher portfolio play that deliberately steered away from battle royale and extraction. No one could deny that selling a million units of a full-price double-A game and crowning the global Steam charts for four days is an amazing accolade for Expression. Not everything, however, has gone as Ismail would have liked.
"The game has sold incredibly well," he says. "We always knew that we'd have commercial success. The critical reception for me was more of an unknown."
Early reviews were encouraging, but scores drifted as more outlets weighed in, some of which, he says, "maybe didn't spend enough time in the game to really understand that core gameplay loop." Despite being clearly piqued by average review scores, he stands by the product: "We're still proud of the game that we shipped," he says, "but recognise that it didn't meet the expectations of our core playerbase as well as that wider demographic."
Successful and sore
Why do reviews still sting when the game is a clear commercial hit? Expression's business model is the reason: "We're a work-for-hire studio. We offer services to publishers and developers," Ismail explains. "Our future opportunities are defined by a combination of critical and commercial reception. We've got commercial. We now have to show, through the work that we're doing on Vietnam, that we understand our demographic and how quickly we can respond to that feedback."
Vietnam sits at the centre of a deliberate strategy. Team17 has recently restructured into three dedicated portfolios, and WWII team-based shooter Hell Let Loose, acquired from original developer Black Matter in 2022, was the signature title of its shooter lineup alongside Wardogs.

"It's a concerted effort to target this space and to try and do something different," Ismail says. The pitch is "cost-effective, well-scoped videogames" for audiences that triple-A studios are spending heavily to chase. "Hell Let Loose has always been a niche," he adds. "We know that market's quite small, but you can be very successful in that space."
He's gracious about Wardogs, even though the two games compete. "We've definitely lost some players to Wardogs," he admits. "I think most games have, and rightly so, because they made a fantastic game. It's fun. That's what we need to find in Hell Let Loose as well."
Regardless of portfolio competition, though, Team17's shooter strategy has obviously worked, both for the publisher and for UK development. Britain now has two dedicated shooter studios with million-selling double-A hits thanks to Team17 acting on the current perceived wisdom of keeping budgets and feature scope tight.
The studio Sony made
Expression's origin story is one of acquisition. After leaving his position as development director at EA Shanghai in 2018, where he worked on Battlefield and other franchises, Ismail took control of Fabrik Games in 2020. Fabrik, however, was far from healthy.
"It had no money. It was two million pounds in debt when I took the studio over," he says. He built a team there through his own networks: veteran leads with young, high-potential colleagues. Then Fabrik was absorbed into Firesprite as part of Sony's acquisition of the Liverpool studio. Ismail left, to eventually found Expression, but the experience of rebuilding Fabrik clearly marked him.
"Fabrik had something that was different from any other studio I've worked at," he says. "It was about learning, it was about sharing experiences, it was about succeeding together. And that's why Expression exists, because Sony took that away from us. It was the best thing that ever happened."
Four years on, Expression employs more than 100 people, and roughly 30 per cent of them came over from Fabrik. "I don't have shareholders," Ismail says. "I don't have a board. If someone has an idea, we can pivot."
His ten years at EA still shape almost everything else. "I've always described Expression as a sort of mini EA studio in how we build games," he says. The quality bar came with him: "Regardless of what your budget is, regardless of what your team size is, build the best product you possibly can. We're not EA, but my brain's still there."

Expression Games CEO Errol Ismail
What he left behind was the inertia that comes with scale. Having worked on cancelled projects – including Visceral's Star Wars game, Project Ragtag – he watched teams in production still "trying to figure out what the game was, or who the audience was." Expression won't start without those questions answered. "We know what we're building before we start development," he says. "Battlefield has a thousand, two thousand people working on it. Failing fast in a small studio is what triple-A publishers struggle to do, because the machine is so big." Vietnam's team, by contrast, peaked at around 70 developers.
His career experience has left Ismail with a self-deprecating attitude despite his successes. "This industry humbles you so quickly," he says. "There's no value in ego. We know how fragile the game industry is. We could sell X million units of Vietnam but still face financial difficulties, or the market changes again and Hell Let Loose is no longer relevant."
Survival mode
Asked what success looks like a year from now, Ismail shrugs. "This is going to sound like a really miserable answer but honestly it's: 'Still here'."
The arithmetic explains why. "The cost to run the studio is half a million pounds per month," he says. "It's a lot of pressure." He co-founded Expression just before the industry's contraction began. "Someone said to me back in 2023, 'You're fucking mad. Why did you start a studio?' And it's like, I didn't see it coming."
While the studio's size allows it to retain personal values built around its staff, Ismail remains pragmatically blunt in relation to Vietnam's initial success: "The reality of any business is that you can only take care of your people if the business still exists."
But exist it does, even if, as is his wont, Ismail attributes Expression's success to factors other than his own judgement. "We were very fortunate, very lucky back in 2024 to sign two projects at the same time," he says, meaning Vietnam and another, unnamed game. "We put ourselves in the position to sign those projects, but we were lucky, and other studios haven't been. So hopefully in the next 12 months we continue to have a little bit of luck."
FEATURE
Opinions, testimonies, advice and more
Crunch: How should we define it, and how can we prevent it?

Wardogs (2026), Bulkhead | Team17
Following on from last week's interview with Joe Brammer, CEO of Wardogs developer Bulkhead Studios, James Batchelor returns to the evergreen issue of crunch. How to define it? How to avoid it? Vlambeer's Jan Willem Nijman, Blue Moon Production Company's Richard Browne and others give a wide breadth of opinion, showing just how difficult it is to pin down what we even mean when we talk about crunch, and whether or not it should exist at all.
Read the full feature.
SOCIAL COMMENTARY
Highlights from industry chat channels

(Image: Amir Satvat)
"There are much easier industries in which to build a career. Everything I did before games was more stable and lucrative."
Industry recruitment figurehead Amir Satvat lays out the reasons you shouldn't get into games, saying anyone looking for employment in the sector should understand the norms of muddy career paths and unstable finances: "I don't think anybody should enter this industry without understanding the tradeoffs anymore. You should work in games because you understand those tradeoffs and, for you personally, what you get in return is worth."
"The industry needs to have a conversation about the kind of game media it wants in the future – while there's still one left."
Andy Robinson, owner and editor of independent UK news site Video Games Chronicle, explains the difficulty of covering indie titles when the editorial brings little return by traditional metrics, while larger developers rarely support the media financially despite demanding constant attention: "A flattering but frustrating regular occurrence is the amount of praise senior games industry figures give me about our least profitable content. In my 25 years in the games media, I've genuinely never had more coverage opportunities than right now. The authenticity of reporting is clearly valued by the industry, and publishers and developers frequently ask for our support, and we want to give it, but it's rarely reciprocated."
"Yesterday was one of those days… AI upended the fundamentals of a company I work with. New game development has permanently changed."
Deconstructor Of Fun founder Michail Katkoff notes just how profoundly the latest AI tools are affecting development, giving rise to organisational difficulties while dramatically increasing output: "A very reputable studio I work with has gone from launching four games a year to being able to launch four full-on games a month, all with arguably better production quality… AI solved problems that didn't need to be solved (more games) and created new problems to what was already challenging (live operations and publishing)."
EXTRA
More to read, watch, play and discover

Gears Of War: E-Day (2026), The Coalition | Xbox Game Studios
As we head into the big-hitting holiday season, Microsoft's Gears Of War: E-Day leads the pre-GTA charge with an October 6 release. In addition, Namco's Ace Combat 8: Wings Of Theve is out now, backed by an 88 per cent Metacritic score.
Steam's autumn sale begins today, offering a galaxy of further options to get stuck into this weekend.
PS5 emulation is making great advances, according to this GamesRadar article, with notable projects SharpEmu and KytyPS5 now approaching 60fps success with games such as Demon's Souls and Astro Bot. How? AI, obviously. Give it a read.
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.
Hit this for a full rundown of Edge 429's lineup.
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.
