More than 70 people lost their jobs at Supermassive Games this week, and the studio behind Until Dawn and The Quarry is far from the only one bleeding staff. Across the UK and North America, a second wave of game-industry layoffs is working through consultation periods, closure threats, and at least one executive warning that the cheapest fix for a studio’s balance sheet might be moving the work somewhere else entirely. Supermassive’s cuts are done. Ninja Theory’s situation is still unfolding. The Coalition hasn’t announced anything, but workers on Gears of War: E-Day are reportedly nervous anyway. And Warhorse Studios co-founder Martin Klima has put into words what a lot of developers have been thinking privately: if making games keeps getting more expensive, studios will go find cheaper countries to make them in.
This is not one layoff story. It’s four separate situations that landed in the same month, each with a different cause, and together they say more about the state of AAA game development in October 2026 than any single press release could.
Supermassive Games: the layoffs are done, not announced
Supermassive Games opened a redundancy consultation in August 2026, telling staff the process could affect as many as 75 employees. The consultation followed the release of Directive 8020, the studio’s branching horror title that shipped to a mixed reception. By October 5, 2026, multiple outlets were reporting the process had run its course: more than 70 people had actually left the company.
The clearest account came from inside the building. Frank Tindle, Supermassive’s IT and facilities director, posted on LinkedIn that “more than 70 brilliant people are leaving Supermassive: developers, artists, producers, QA, operations and more.” That list matters, because it shows the cuts weren’t confined to one department. This wasn’t a studio trimming a single underperforming team; it was a reduction that touched nearly every function needed to ship a game.
Supermassive itself described the move in blunter terms, calling it a necessary step to help ensure the sustainability of the company. That phrasing, “sustainability,” has become the default language studios reach for when a layoff isn’t tied to a single bad launch but to a broader cost structure that no longer adds up. Supermassive has leaned on narrative horror games, including the Dark Pictures Anthology, as its core business for years. Directive 8020’s mixed reception didn’t help, but the size of this cut suggests the studio was already carrying more headcount than its pipeline could support.
For deeper detail on how the Supermassive numbers broke down, our earlier coverage of the Supermassive cuts walks through the studio’s own statements in full.
Ninja Theory: a closure that failed to happen, twice
Ninja Theory’s situation is messier, and less resolved. The Hellblade and Senua’s Saga: Hellblade II studio reportedly began its own redundancy process after Microsoft moved to close or divest it. According to reporting cited by GamesIndustry.biz, Microsoft tried twice to find a buyer for Ninja Theory and failed both times, after which the studio was reported to be heading toward closure rather than a sale.
The exact number of people affected at Ninja Theory has not been confirmed, and it shouldn’t be treated as settled. UK redundancy law requires a formal consultation period before job losses become final, which means reports of layoffs “beginning” are not the same as a studio being legally wound down. GamesIndustry.biz reported employee posts describing layoffs at the studio, and Beebom’s account of the deal collapses lines up with the twice-failed divestment narrative. Neither outlet has published a final headcount, and neither should readers assume one.
What makes Ninja Theory’s case distinct from Supermassive’s is the trigger. Supermassive’s cuts followed its own commercial performance. Ninja Theory’s followed a corporate decision made above it, by Microsoft, about whether the studio was worth keeping inside the Xbox Game Studios portfolio at all. We’ve tracked the Ninja Theory employee reporting as it developed in our earlier piece on the named staff departures, and the broader pattern of Microsoft trimming its first-party studios is covered in our report on Ninja Theory nearing closure alongside Xbox’s 268 job cuts.
The Coalition: no announcement, but workers are watching
The Coalition, the Microsoft-owned studio behind the Gears of War series, has not announced any layoffs. That needs to be stated plainly, because it’s the one fact in this story that is easy to overstate. What has been reported, without confirmation of scale, is that some developers working on Gears of War: E-Day fear they could be caught up in a future round of cuts, given Microsoft’s recent history of restructuring inside its gaming division.
That fear exists in a specific context. Microsoft has cut jobs across its gaming studios multiple times in the past two years, and The Coalition sits inside the same corporate structure that has already absorbed those cuts elsewhere. A studio shipping a high-profile game doesn’t automatically protect it from a parent company’s cost decisions; in some cases it just delays the conversation. We covered a related moment for The Coalition’s flagship project in our report on the E-Day director’s departure shortly after the game went gold, which is the kind of signal that tends to feed exactly this sort of worker anxiety.
Until Microsoft or The Coalition says otherwise, this remains a reported fear rather than a confirmed plan. It’s worth including here precisely because it shows how layoff anxiety spreads through an industry even at studios with no announced cuts, once enough neighboring studios have already gone through it.
Warhorse’s warning: the part that outlasts any one studio’s headcount
The most consequential comment in this whole story didn’t come from a studio announcing layoffs. It came from Martin Klima, co-founder of Warhorse Studios, the Czech developer behind Kingdom Come: Deliverance. In a September 2026 interview, Klima said that rising costs could push studios toward “countries that are cheaper” to operate in, rather than continuing to absorb development costs in traditionally expensive markets like the UK or North America.
Klima didn’t name a specific country, and Warhorse hasn’t announced any relocation plans or layoffs of its own. The comment should be read as a warning about the industry’s direction, not a statement of Warhorse’s intent. But the timing lines up with Supermassive’s completed cuts and Ninja Theory’s unresolved status, and that timing is what gives the comment weight. When a studio founder who isn’t currently laying anyone off says the industry’s cost structure is pushing toward geographic arbitrage, it reads less like speculation and more like someone describing a trend he’s already watching play out around him.
This isn’t a new idea in games. Outsourcing art, QA, and co-development work to lower-cost regions has been standard practice for over a decade. What Klima’s comment points to is something larger: entire studios, not just subcontracted tasks, potentially relocating core development to reduce fixed costs. Warhorse’s own pricing stance on AAA games is covered in our earlier piece on the studio’s hopes that GTA 6’s price point could lift the wider AAA market, which gives useful context for why a studio like Warhorse is thinking about cost structure in the first place.
Four situations, one underlying number
Put side by side, these four stories aren’t really about four studios. They’re about a cost equation that keeps getting harder to solve. AAA development budgets have climbed for a decade while the number of games that can recoup those budgets at launch has not grown at the same pace. Supermassive absorbed that pressure through layoffs after a mixed-reception release. Ninja Theory absorbed it through a parent company deciding the studio wasn’t worth the investment to keep running independently. The Coalition hasn’t absorbed anything yet, but its workers know the math applies to them too. And Warhorse’s Klima is describing the next stage of that math: if labor costs are the biggest lever left to pull, some studios will pull it by moving.
Here’s a side-by-side of what’s actually confirmed versus what’s still reported but unverified across the four cases:
| Studio | Confirmed status | Reported, unconfirmed | Trigger |
|---|---|---|---|
| Supermassive Games | 70+ employees left; redundancy process complete as of Oct. 5, 2026 | — | Mixed reception to Directive 8020, cost sustainability |
| Ninja Theory | Redundancy process reportedly underway | Exact headcount affected; whether closure is legally final | Microsoft’s two failed attempts to divest the studio |
| The Coalition | No layoffs announced | Developer fears about Gears of War: E-Day team’s exposure to future cuts | None confirmed; general Microsoft restructuring history |
| Warhorse Studios | No layoffs or relocation announced | Possible industry-wide shift toward cheaper countries | Klima’s September 2026 comments on rising development costs |
How this compares to the industry’s last layoff wave
Games-industry layoffs are not new to 2026. The sector logged well over 10,000 job losses across 2023 and 2024 combined, driven largely by post-pandemic overhiring correcting itself as player spending normalized. What’s different about the current round is the shape of it. The 2023-2024 wave was dominated by huge, single-company cuts, Microsoft and Embracer among them, each announcing thousands of jobs at once. The current wave looks more fragmented: a 70-plus cut here, a stalled divestment there, a warning about future relocation from a studio that hasn’t cut anyone yet.
That fragmentation makes the current moment harder to track but arguably more revealing. A single giant layoff announcement is a corporate decision made once. A string of smaller cuts spread across independent and semi-independent studios, each citing its own version of the same cost pressure, suggests the pressure itself is structural rather than company-specific. Supermassive is independent. Ninja Theory sits inside Xbox Game Studios. The Coalition sits inside the same portfolio. Warhorse is independent and based in the Czech Republic. Four different ownership structures, all converging on the same underlying problem.
What outlets are and aren’t confirming
It’s worth being specific about sourcing here, because the gap between “confirmed” and “reported” is doing a lot of work in this story. Supermassive’s numbers come from the company’s own statements and Frank Tindle’s LinkedIn post, which puts them on solid footing. Ninja Theory’s situation is sourced to employee posts and industry reporting, including coverage from GamesIndustry.biz and Beebom, neither of which has published a company-confirmed headcount. The Coalition’s situation is sourced only to worker sentiment, not to any studio or Microsoft statement. Warhorse’s comment is sourced to a named executive in a named interview, but it’s a statement about industry direction, not an announcement of company action.
Additional detail on the Supermassive timeline, including the studio’s earlier rounds of cuts dating back to a previous reduction in force, is available via Shacknews’ reporting on the layoff announcement and Tech Times’ coverage noting this marks a third layoff round for the studio. KitGuru’s reporting ties the August consultation directly to Directive 8020’s reception.
The wider market impact: what this means for AAA budgets
For publishers and investors watching this unfold, the signal isn’t any single studio’s headcount. It’s that cost discipline has become the default operating mode for mid-size and large studios alike, regardless of whether their last game sold well. Supermassive’s Directive 8020 wasn’t a flop; it was a mixed reception, which used to be survivable without a staff reduction of this size. That it wasn’t survivable this time says the margin for error has shrunk.
That shrinking margin connects directly to the AAA pricing debate playing out elsewhere in the industry. Warhorse’s own hope that GTA 6’s price point could lift the broader AAA market, and the budget scrutiny around releases like Blood of Dawnwalker, are part of the same conversation: studios are trying to find a price and cost structure that lets a mixed-reception game still be a sustainable one. When that structure fails, layoffs are the fallback. When studios start talking about relocating development to cut costs before a game even ships, that’s the industry trying to get ahead of the problem instead of reacting to it.
A rough comparison of scale helps put these four cases into the context of the past two years of industry-wide cuts:
| Period | Reported pattern | Primary driver cited |
|---|---|---|
| 2023-2024 | Large single-company cuts (thousands at a time) | Post-pandemic overhiring correction |
| Early-to-mid 2026 | Mixed: large Microsoft-driven restructuring plus independent studio cuts | Portfolio consolidation, rising dev costs |
| August-October 2026 (this wave) | Smaller, studio-specific cuts (dozens, not thousands) plus unresolved divestment cases | Individual studio sustainability, cost-of-development pressure |
Why “sustainability” has become the industry’s go-to word
Supermassive’s own description of its cuts as necessary for sustainability is worth sitting with for a moment, because it’s become the standard phrase studios reach for across the industry, not just at Supermassive. It’s deliberately vague. It doesn’t say the studio is in financial trouble. It doesn’t say a specific game underperformed. It says the current structure can’t continue as-is, which could mean almost anything from a slow decline in revenue to a parent company tightening its investment criteria.
That vagueness is probably intentional, and it’s not unique to Supermassive. But it also means outside observers, including readers trying to figure out whether their favorite studio is at risk, don’t get much real signal from the announcement itself. The more useful signal tends to come from context: how many layoff rounds has a studio already had, what shipped right before the cuts, and whether a parent company has a pattern of divesting or consolidating studios nearby. On all three counts, Supermassive, Ninja Theory, and The Coalition each tell a slightly different story.
What happens to the people who worked on these games
It’s easy to turn a story like this into an abstract discussion of studio economics and skip past the fact that it’s a story about more than 70 confirmed job losses at one company alone, with more possible at others. Frank Tindle’s LinkedIn post specifically named developers, artists, producers, QA staff, and operations personnel as the people affected at Supermassive. Those are specialized roles in a tight labor market, and horror-game and narrative-adventure expertise doesn’t always transfer cleanly to other genres hiring at the same moment.
The UK games industry in particular has absorbed several of these rounds in quick succession over the past two years, and each one adds to a pool of experienced developers competing for a shrinking number of open roles at a time when several studios are simultaneously cutting rather than hiring. That’s the practical downstream effect of a story that, from a corporate press release, looks like a single line about “sustainability.”
Predictions: where this goes next
Based on the pattern across these four cases, here’s where the story is likely headed over the next two quarters:
- Ninja Theory’s status will clarify, not necessarily improve. UK consultation requirements mean a formal outcome, confirmed layoffs, a sale, or a wind-down, should become clear within the next reporting cycle rather than staying in limbo indefinitely.
- The Coalition will likely stay quiet unless Microsoft makes a broader portfolio move. Worker fears without a studio or corporate announcement tend to either fade or get confirmed by a subsequent restructuring announcement; they rarely resolve on their own.
- More studios will use the word “sustainability” in layoff announcements. It’s become the industry’s preferred term for cuts that aren’t tied to one bad launch, and that framing is spreading because it works.
- Klima’s comment will get cited again. Expect other executives, particularly at mid-size independent studios, to reference the idea of relocating development to lower-cost regions as budgets keep climbing, even if few actually follow through in the near term.
- Expect at least one more named-studio layoff announcement before the end of 2026. The frequency of cuts across the past 18 months makes a quiet fourth quarter unlikely.
The bottom line
Supermassive’s cuts are real and finished. Ninja Theory’s situation is real and unresolved. The Coalition’s situation is speculative, sourced to worker sentiment rather than any announcement. And Warhorse’s warning is the most interesting part precisely because it isn’t about Warhorse at all, it’s a forecast from someone inside the industry about where the whole cost structure is headed. None of these four threads fully explain each other, but together they describe an industry where the gap between what a game costs to make and what it needs to earn back keeps narrowing, and studios are running out of easy ways to close that gap without cutting people or relocating the work entirely.
Frequently asked questions
How many people lost their jobs at Supermassive Games?
More than 70 people left the studio, according to Supermassive’s own statements and a LinkedIn post from IT and facilities director Frank Tindle. The redundancy consultation, opened in August 2026, had initially cited a potential impact of up to 75 employees.
Why did Supermassive Games have layoffs?
The cuts followed the release of Directive 8020, which received a mixed reception. Supermassive described the layoffs as a necessary step to help ensure the sustainability of the company, rather than attributing them to a single cause.
Is Ninja Theory closing down?
Ninja Theory’s closure has not been confirmed as legally final. Reports indicate Microsoft tried twice to divest the studio and failed both times, after which Ninja Theory reportedly moved toward a redundancy process. UK consultation requirements mean reported job losses may not represent the final outcome yet.
Has The Coalition announced layoffs?
No. The Coalition has not announced any layoffs. Reports have described unconfirmed fears among some developers working on Gears of War: E-Day, but no studio or Microsoft statement has confirmed any cuts at The Coalition.
What did Warhorse Studios say about layoffs?
Warhorse co-founder Martin Klima said in a September 2026 interview that rising costs could push studios toward “countries that are cheaper” to develop games in. Warhorse itself has not announced any layoffs or relocation plans.
Are these layoffs connected to each other?
Not directly. Each case has a distinct trigger: Supermassive’s follow a mixed-reception release, Ninja Theory’s follow a failed Microsoft divestment, The Coalition’s are unconfirmed worker fears, and Warhorse’s comment is a general industry warning. They’re grouped together because they surfaced in the same reporting window and reflect the same underlying cost pressure on AAA development.
How does this compare to past gaming layoff waves?
The 2023-2024 wave was dominated by large, single-company announcements affecting thousands of jobs at once. The current round is more fragmented, smaller individual cuts spread across several studios with different owners, which suggests the cost pressure driving it is structural rather than specific to one company.
Could more studios relocate development to cut costs?
It’s possible but unconfirmed for any specific studio. Martin Klima’s comment describes a potential industry direction, not an announced plan by Warhorse or any other named studio. Outsourcing specific tasks to lower-cost regions is already common; relocating entire core development teams would be a bigger shift.




