supermassive layoffs put up to 75 jobs at risk 1786998007671

Supermassive Layoffs Put Up To 75 Jobs At Risk

Supermassive layoffs have become the latest grim plot twist at the studio behind Until Dawn, The Quarry, and The Dark Pictures Anthology. On August 11, Supermassive Games began consulting on redundancies that could affect up to 75 employees. This is the studio’s third publicly reported round of cuts in under three years. “Sustainability” is the official explanation, which is corporate for “the spreadsheet has chosen violence.”

For the people making these games, this means another round of uncertainty after years of industry turmoil and repeated restructuring. For players, it raises uncomfortable questions about the studio’s future, its upcoming projects, and why successful developers keep treating staff like disposable gameplay mechanics. The numbers matter, but so does the pattern. This one is getting impossible to ignore.

Key Takeaways

  • Supermassive Games began a redundancy consultation on August 11, 2026, putting up to 75 employees at risk while citing the company’s “sustainability.” The figure is provisional until the consultation concludes.
  • This is Supermassive’s third publicly reported redundancy round in less than three years, following approximately 90 expected job losses in 2024 and 36 redundancies in 2025.
  • The latest cuts follow the release of major projects such as Directive 8020, underscoring that shipping successful games does not guarantee workforce stability for the teams that make them.
  • Supermassive has not confirmed the final number of job losses or which teams and projects will be affected. Claims about cancellations or specific production changes remain speculation until the studio provides further details.

Supermassive Announces Another Redundancy Round

Supermassive Games confirmed on August 11, 2026, that it had started a redundancy consultation process that could affect up to 75 employees. That wording matters. “Up to 75” describes the potential impact, not a finalized headcount, and the consultation still has to run its course. The studio said the cuts were necessary to support the company’s “sustainability,” a tidy corporate word for a deeply unpleasant situation. In plain English, the people who helped ship the games may now be treated like expenses the spreadsheet would rather not see.

This is Supermassive’s third publicly reported redundancy round in less than three years, which makes the timing especially grim after the release of Directive 8020. Shipping a game is supposed to be the victory lap, not the moment the studio starts measuring everyone for a cardboard box. Consultation gives affected staff a process, but it does not make the prospect of 75 lost jobs any less stark. Until Supermassive confirms the final figure, we should report it accurately: up to 75 workers are at risk, not 75 confirmed layoffs.

Three Layoff Rounds In Three Years

Three Layoff Rounds In Three Years

Supermassive Games has now entered its third publicly reported layoff round in less than three years, which is a grim way to build a trilogy. On February 26, 2024, a report stated that roughly 150 employees had initially been placed at risk, with about 90 jobs ultimately expected to disappear. That first round arrived after the departure of co-founders Pete and Joe Samuels, adding another unpleasant chapter to an already shaky period. The warning signs were not exactly hiding behind an optional collectible.

The next cut came on July 22, 2025, when 36 redundancies were announced. Then, on August 11, 2026, Supermassive began another redundancy consultation expected to affect up to 75 employees, citing the company’s “sustainability.” I understand that studios need to manage budgets, but the industry keeps treating experienced developers like seasonal decorations. Remove them when the spreadsheet gets nervous, then act surprised when making games becomes harder.

The timing is especially hard to ignore because Supermassive shipped Directive 8020 only about three months before the latest consultation. A game can reach players, collect its reviews, and still leave the people who made it staring at a redundancy process before the credits have finished rolling. That is not a minor footnote about business health. It is the brutal pattern: ship the product, praise the team, then cut the team when the next financial headache arrives. If “sustainability” means repeatedly throwing skilled staff overboard to keep the studio afloat, the boat may need more than a smaller crew.

Games Shipped People Still Cut

Supermassive has continued delivering major projects, including Directive 8020 and Little Nightmares III, while announcing another redundancy consultation affecting up to 75 workers on August 11, 2026. That makes this the studio’s third publicly reported layoff round in less than three years, which is a grim achievement nobody asked to unlock. The message is hard to miss: shipping the game does not mean the people who built it get to stick around. Apparently, the credits roll, the invoices clear, and the cardboard boxes spawn.

I find the timing especially revealing because Directive 8020 arrived only months before the latest cuts, while Little Nightmares III remains part of Supermassive’s active slate. A successful launch is treated like a finish line for shareholders, but for developers it can be the starting pistol for another round of “restructuring.” The same workers who survive production crunches, solve last-minute disasters, and turn unfinished ideas into playable games can be thanked with a polite email and a deadline to collect their desk mug. “Sustainability” may be the official explanation, but job insecurity is doing most of the actual sustaining.

This is the industry’s favorite trick: celebrate the product, quietly discard the production team, then act surprised when experienced developers stop trusting studios. A game is not made by a logo, a quarterly report, or a cheerful launch trailer, no matter how hard executives pretend otherwise. If Supermassive can release major projects and still put up to 75 employees at risk, then a shipped game is clearly not proof of stability. It is only proof that the work was extracted successfully. I like these games, but I like the people who make them more, and no marketing campaign can make that contradiction disappear.

What Happens To Supermassive Next

What Happens To Supermassive Next

Supermassive’s immediate future is still stuck in consultation limbo, which is corporate language for “everyone waits nervously while the spreadsheet decides.” The studio announced on August 11 that up to 75 employees could be affected, but that is not the final redundancy figure. Until the consultation ends, we do not know how many roles will actually disappear, which teams will be hit, or whether any employees can avoid the axe. After two previous publicly reported layoff rounds in less than three years, another “sustainability” announcement is unlikely to reassure anyone who works there.

The bigger question is what happens to Supermassive’s games once the cuts settle. The studio previously said its 2025 redundancies would not affect Little Nightmares III, so there is no reason to present that project as a casualty of this latest process without evidence. That statement also does not tell us whether current support, post-launch work, or future projects will change behind the scenes. I would rather stick to what is confirmed than turn every unknown into a dramatic rumor with a fog machine.

For now, the honest answer is frustratingly simple: we are waiting for the consultation’s outcome and the final number of job losses. Supermassive has shipped major projects while repeatedly cutting the people responsible for making them, a neat trick if your definition of sustainability involves treating experienced developers like disposable loading screens. Until the studio provides clearer details, claims about canceled games, altered productions, or specific teams being affected remain speculation. The employees deserve answers, and players deserve more than another carefully polished statement that says almost nothing.

Supermassive’s Layoffs Need Real Answers

Supermassive’s next step is not another statement about “sustainability.” It is completing the redundancy consultation affecting up to 75 workers. I want to know how many jobs are actually lost, which teams are affected, and whether these proposed cuts become permanent once the process ends. The studio has already faced multiple publicly reported layoff rounds in less than three years, including cuts announced after games shipped, so “temporary adjustment” is starting to sound like corporate wallpaper over a structural leak. Shipping Directive 8020 and then cutting more of the people who made it is not exactly a ringing endorsement of the business plan.

The wider problem is hard to ignore: a studio can release games, build recognizable franchises, and still treat its workforce like a disposable save file. If Supermassive keeps repeating this cycle, the issue may not be one rough patch or one difficult production. It may be a business model that cannot provide stable work even when projects reach players. I am not expecting a tidy executive farewell with everyone pretending this is normal, because it clearly is not normal for the people losing their jobs. The concrete answer now is whether the consultation turns up to 75 proposed redundancies into permanent cuts, and Supermassive needs to disclose that result plainly.

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