16 October 2026
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THIS WEEK

No, I'm Not A Human (2025), Trioskaz | Critical Reflex

This week we speak to Rita Lebedeva, CEO and founder of independent publisher Critical Reflex, about ensuring that all voices are heard in the workplace and offering a seven-course menu as a marketing strategy. Her methods are working: horror title Buckshot Roulette, published by Critical Reflex on Steam in 2024, has now sold more than 10.5 million units.

In addition, James Batchelor talks to the industry about addressing the GTAVI-shaped elephant in the room in terms of scheduling late 2026 releases. To publish or not to publish? The answer isn't an binary as you may think.

Then have documentation of the AI IP apocalypse in News, a warning on revenue-chasing in Social Commentary, and Steam's love for co-op in Extra.

NEWS
The game industry stories of the week

Mike Bithell (R) talking to Knowledge editor Patrick Garratt at Game Republic in Middlesbrough, UK, yesterday about Vampirium: 1997

  • Game Republic New Horizons took place in Middlesbrough, UK, this week. The event, now the largest in the north of England, saw more than 400 developers, publishers, studios, entrepreneurs and investors converge at the Riverside Stadium, the home of Middlesbrough FC, and was headlined by PlayStation pioneer Ken Kutaragi and 4J Studios' Chris van der Kuyl. Knowledge editor Patrick Garratt hosted a stage interview with Mike Bithell on in-progress immersive sim Vampirium: 1997 yesterday at the show. Check back next week for a full report.

  • Epic has told its developers to adopt an "AI first" workflow and that its production will now include "no more hand-written code". The news, broken by Bloomberg (paywall), was backed by a statement which said the Fortine creator is "embracing AI-accelerated development, led by Epic developers who are the visionaries and creative drivers for everything we do." Epic has also delayed a forthcoming Disney collaboration featuring Marvel and Star Wars characters.

  • And to apparently prove it wasn't joking, Epic announced a new, AI-created Epic Games Launcher this week with the lines, "Programming is hard. So, instead of doing that, we vibe-coded a new Epic Games Launcher that’s way faster and more responsive than the current one, and has a new look." The announcement included an image showing what Epic claims to be faster launch times than the Steam launcher. The software's new version is currently in Preview.

  • In further AI news, Google has launched Playground, a free, prompt-based tool which creates shareable browser games. Genres such as tower defence are suggested, but the platform will attempt to make anything. Playground is currently only available in the US, but is planned for a fuller rollout in the coming months.

  • The launch of Claude's Opus 5.5, which is particularly good at decompiling software, has led to an avalanche of PS2- and PS3-era games becoming available for browser play, including Call Of Duty: Black Ops, the original Halo, and Grand Theft Auto: Vice City. The games' unauthorised distribution feeds into a critical moment for IP protection: the Adobe suite and Microsoft Office apps were also decompiled, recompiled in clone form and posted for open download this week.

  • Xbox has created XP, a division, led by Kayleen Walters, which is to span film and television, consumer products, strategic partnerships, and live experiences, including theme parks. Walters previously headed Minecraft for Microsoft and spent 13 years at Lucasfilm. The announcement's here.

  • Following news last week that Gardens Interactive has secured funding of around $70 million for an unreleased PvPvE title, PocketGamer is reporting that Turkish mobile developer Flow Games, the creator of the popular Smash Fest, has secured a $46 million package, largely backed by Tencent. Smash Fest achieved more than ten million downloads in July, according to AppMagic estimates.

  • Arc Raiders and The Finals are to be adapted for TV and film by Chernin Entertainment, the firm behind the recent Backrooms movie. No details have yet been released on the nature of the projects, but Embark owner Nexon said the partnership will allow the creation of "deeply integrated transmedia experiences that reward the passion of our global player community". There's more on Variety.

INTERVIEW
Insight and advice from industry leaders

"I'm just very distinct from your average publisher CEO": Critical Reflex's Rita Lebedeva on listening, learning through failing, and navigating gaming’s Wild West

By Patrick Garratt

Being a woman in the videogame industry isn’t easy. Rita Lebedeva, CEO of publisher Critical Reflex, adds that being a young woman who's genuinely passionate about playing games makes working in the sector more difficult still. It isn’t hard to understand the frustration she felt in the stereotypically male environments anyone with experience of videogames knows only too well.

"I didn't feel like I was being taken seriously," she says of previous roles, which included producer jobs at HypeTrain and My.Game. "And I wouldn't just attribute that to being a woman. I would also attribute that to being younger. When I was in a production role, I was in my early twenties."

She adds: "I often found myself being the champion and the voice of the developers in the room. And I didn't necessarily feel supported or even heard on why those things can be important, and why we're not supposed to just look at how much money there is on the publisher back-end in Steam."

In 2020, Lebedeva finally got bored of waiting for others to listen. She founded Critical Reflex, the publisher of subsequent indie hits such as Buckshot Roulette and No, I'm Not A Human. In her office, no one gets ignored.

"If you have something interesting, important, or something you're passionate about, just say it and it will be heard. It may be wrong – it may be really, really wrong – but it will be heard.

"Whenever we brainstorm, whenever we discuss things, it's mostly about making sure that every voice is heard, no matter how junior or senior, how old they are, or what kind of background they come from."

The inclusivity generated by this approach has led to Critical Reflex being seen as a safe option for marginal developers.

"When we're approached by teams that are female-led or led by non-binary people, they feel way more appreciated and supported," says Lebedeva, speaking from a glowing pink bedroom replete with geekery.

"But, on average, what I've heard the most is that people find it really refreshing to talk to me as a CEO, because I'm just very distinct from your average publisher CEO."

Taster menu

While Lebedeva’s mission may have been at least partially personal, her approach has resulted in sometimes spectacular success, specifically because the publisher’s editorial line is based on the undefinable and on curation rather than genre.

"[Most publishers treat] every game kind of like an à-la-carte entry on the menu," she says. "Every game exists separately, and they're marketed separately, and then sold separately, and then they're forgotten, also separately."

"I see [Critical Reflex] as almost like a seven-course dinner menu, where you enjoyed something bigger, something we internally refer to as a flagship title, but then there’s something that you’d probably just miss on the storefront. Something small, something surprising, something that can last an hour."

This Steam-led approach has worked. The publisher’s big horror hit, the brutal Buckshot Roulette, has now sold more than 10.5 million units on Steam. ("Just selling a lot of copies of a cheap game generally makes a lot of money. But let’s keep it a secret from the rest of the industry").

She gives a further example of 2024's Threshold, created by Julien Eveillé, getting a fresh wave of attention when Trioskaz's No, I'm Not A Human launched in 2025. Players have responded naturally to the publisher’s portfolio, allowing Critical Reflex to amass over 200,000 members on its Discord server and an enviable follower count on Steam.

Buckshot Roulette (2023), Mike Klubnika | Critical Reflex

"The metric we're internally most proud of is our number of followers on Steam itself," where more than 80,000 people watch Critical Reflex’s output.

"If anything, that just directly confirms that it works: people want to see what we come up with next."

Why publishers in 2026?

No media company pulls together communities of this size without good reason, and anyone asking whether developers still need publishers in 2026 should treat this as a bellwether. Of course developers don’t need "publishers": they need the right publisher. Lebedeva is firm on the belief that funding isn't the main hurdle to developers achieving high sales.

"I think the money itself is the most interchangeable part… For [publishers] that just stop their services at giving money, I think they may be fooling themselves on how good of a partner they can be.

"What should never be interchangeable is the expertise, and basically everything that comes after the product exists, as well as the platform that the publisher can create for themselves."

Signing to a herd-mentality distributor in the current climate, then, can easily spell a quick death for any game.

"[People] follow this boring-ass formula of: I'm gonna announce my game, then I'm gonna do a demo, then I'm gonna do a release-date announcement, and then, guess what? I'm going to launch the game and just pray."

The market is rewarding invention, trial and error, she says, and "relying solely on hot tips from LinkedIn on how to market your games is definitely not the meta."

She concludes: "It's just the Wild West. You try, and you can fail, but what's important is to learn from every failure you get."

FEATURE
Opinions, testimonies, advice and more

"Don't stand in front of the bulldozer": How game companies are navigating around the launch of GTAVI

To release or not to release? That's the question all developers and publishers with late-2026 projects are facing in response to the arrival of Grand Theft Auto VI on November 19.

While the answer may appear to be cut and dried given the unprecedented reach of Rockstar's behemoth, James Batchelor speaks to the industry to find surprisingly divided opinion on whether or not smaller games can find opportunity this winter.

Read his full feature on Knowledge's website.

SOCIAL COMMENTARY

Highlights from industry chat channels

Hooded Horse is publishing a sequel to horror adventure Darkwood (pictured, 2017), which has more than 22,000 very positive reviews on Steam

  • "Indie publishers walk a dangerous line – we're basically always one step away from turning to the dark side."

    • Hooded Horse CEO Tim Bender urges independent publishers to focus on median revenue in order to build sustainable businesses for the studios they represent, rather than chasing virality and revenue spikes. He says it's "downright wrong" to think that "the primary purpose of games is to part players from their money" while "subjecting them to a gamble on game quality."

  • "A few funds do most of the leading. Play Ventures, Arcadia and Laton led 42 rounds between them. The other seven led 41 combined."

    • PixelCFO founder Laurent Saurel breaks down the current most active investment funds for developers searching early-stage backing, noting that those successfully raising pre-release money right now are following a distinct strategy: "Rotatelab, BOLD, Antihero Studios and Circle each raised from two funds on this list. When you research a fund, look at who else backed its portfolio companies."

  • "Another crisis now needs more, if not new, attention: early careers in games."

    • Having warned consistently that the majority of jobs being lost in the game industry are originating from studios in comparatively wealthy regions such as the US and western Europe, recruitment specialist Amir Satvat is now pointing to the fact that it's becoming almost impossible for graduates to find starter roles at all: "My estimated annual placement odds for early-career candidates have slipped from 5 per cent to 4 per cent. For North American candidates seeking only North American roles, I believe the odds may be closer to 2 per cent."

EXTRA
More to read, watch, play and discover

Iron Gate's Valheim (pictured, 2026) is currently one of the most popular co-op titles on Steam

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.

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