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‘Some Studios Won’t Survive’ as AI Takes Over Gaming, Says Google Cloud Exec

by admin August 24, 2025



In brief

  • Google Cloud exec Jack Buser warned that rising costs and stagnant play time have left studios with a broken business model.
  • A recent Google Cloud study said nine of 10 developers now use AI tools somewhere in production.
  • While critics fear job losses and backlash as AI reshapes game design, Buser said AI can create “living games.”

Generative AI is triggering an industry-wide reckoning in gaming—and some studios won’t survive the fallout.

That’s the warning from Jack Buser, global games director at Google Cloud, who says the industry is entering an upheaval as big as any in its history.

“Some of these game companies are going to make it, and some of them are not,” Buser told Decrypt. “And some are going to be born through this revolution.”

Buser, a 30-year industry veteran, works with publishers and studios to adopt cloud infrastructure and AI, from scaling multiplayer systems to analyzing player data and testing generative tools. That role puts him at the intersection of big tech and game development, where studios connect to Google’s servers and AI models to build, or sustain, their titles.

He pointed out that AI is arriving just as developers face mounting financial pressure and shrinking player engagement with new games.

“Over half of play time is in games more than six years old,” he said. “So if you’re making a new game, you’re competing for less than half of the available play time. And if you’re the creator of one of those older games, you’re struggling to keep it relevant and keep players engaged.”

Following decades of growth, the global games industry dipped post-pandemic, with revenues falling in 2022 before recovering. In 2024, it generated $182.7 billion, up 3.2% from the year before. Revenues are expected to rise to $188.9 billion in 2025, a 3.4% increase.

“You have a broken business model, and the result is layoffs, game cancellations, and other problems across the games industry in recent years,” Buser said.



However, Buser believes generative AI could be the industry’s way out. A Harris Poll commissioned by Google found that nine out of 10 developers are already using AI tools in some part of the production process.

“If you go use case by use case in your development pipeline, from concept to quality assurance, and you attack every use case with AI, you can have quite a radical reduction in development time,” he said.

Developers are testing generative tools aimed at changing how games look, feel, and evolve in real time. Buser called this the era of the “living game”—titles that use AI in real time to analyze player behavior and generate new content on the fly. Unlike traditional games, which rely on patches and downloadable content (DLC) drops, these systems could adapt in minutes rather than months.

“Take Darth Vader in Fortnite, for example—the player reaction was strong,” Buser said. “We’re just scratching the surface.”

But the rollout wasn’t smooth. When Fortnite introduced an AI-powered Darth Vader earlier this year, the bot spewed racist and homophobic slurs before Epic Games quickly patched the system.

Not everyone welcomed the experiment. Following the release, SAG-AFTRA filed a labor complaint against Epic subsidiary Llama Productions, accusing the company of replacing voice actors with artificial intelligence without union consent.

“This charge concerns the union’s critical role in negotiating terms concerning the replacement of bargaining unit work with AI technology,” a SAG-AFTRA spokesperson told Decrypt. “We are very supportive of AI tools to enhance the audience experience, but employers cannot implement these types of uses without coming to the union first and bargaining terms.”

Buser drew comparisons between the increased role of AI and earlier shakeups in gaming history—moments when technological shifts redrew the industry map. Some companies adapted to the move from cartridges to CD-ROMs. Others didn’t.

“You will see some companies that did not make it,” Buser said. “And then you see other just massive game companies today that were what I’ll call CD-ROM-native. This is the exact same thing happening now.”

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August 24, 2025 0 comments
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Hypixel Studios announces closure and cancellation of Minecraft-like game Hytale
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Hypixel Studios announces closure and cancellation of Minecraft-like game Hytale

by admin June 26, 2025


Riot Games-owned developer Hypixel Studios is closing in the next few months, with development ending for the long-gestating game Hytale.

This news was shared in a statement by Hypixel Studios co-founder Aaron ‘Noxy’ Donaghey, who called the move “a painful decision”.

“This is not the outcome any of us – at Hypixel or at Riot – wanted. But after years of pushing forward, adapting, and exploring every possible path, it became clear we couldn’t bring Hytale to life in a way that truly delivered on its promise.”

Hytale – a Minecraft-style, RPG-infused sandbox game headed up by the modders behind the popular Hypixel server in Mojang’s game – was announced back in 2018. The reveal trailer has amassed 61 million views to date.

The statement says that Riot will support affected staff with “generous severance and resources to help them find what’s next”.

As for the decision behind cancelling Hytale, that’s explained by the “ambitious vision” for the game requiring a lot more time.

“Game development is brutally hard – especially when you’re trying to build something original that speaks to a creative, passionate community,” the statement reads. “Over time, as our vision evolved and the genre matured around us, the bar kept rising.

“Our technical ambitions grew more complex, and even after a major reboot of the game engine, the team found that Hytale still wasn’t as far along as it needed to be. It became clear we’d need a lot more time to get it to a place where it could support the ambitious vision for the game.”

Despite references to an evolving vision and the bar being raised during development, the statement ultimately blames the cancellation of Hytale on not being able to live up to the game the developers originally wanted to make.

“We looked at reducing scope, adjusting timelines, and finding new angles to keep moving forward. But each of those options would have meant compromising on what made Hytale special in the first place. It wouldn’t have been the game we set out to make. And it wouldn’t have been the game you deserve.”

Hypixel Studios was acquired by Riot in April 2020, after the League of Legends developer and publisher invested in the project previously. At the time, it was expected that Hytale would be made available to play publicly in 2021.

The statement credits Riot for the years of support and opportunities it gave the studio, and that it backed Hypixel on finding new investment.

“They supported us in going out into the world to see if there were investors or acquirers who could continue to help carry Hytale forward.”

The existing Hypixel server for Minecraft will not be affected by the studio closure.



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June 26, 2025 0 comments
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Nightdive Studios' long-awaited System Shock 2 remaster has been delayed on consoles
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Nightdive Studios’ long-awaited System Shock 2 remaster has been delayed on consoles

by admin June 24, 2025



There’s some bad-ish news if you’ve been eagerly awaiting developer Nightdive’s System Shock 2 remaster on consoles. The studio has been forced to delay the remaster’s PlayStation 5, PS4, Xbox Series X/S, Xbox One, and Switch release, but – good-ish news time – only by a couple of weeks as it seeks to remedy undisclosed “issues”.


Nightdive announced it would be remastering BioShock developer Irrational Games’ critically acclaimed – and hugely influential – 1999 FPS/RPG sci-fi horror hybrid back in 2019, but it wasn’t until earlier this year that the project got a new name (it’s now officially known as the System Shock 2: 25th Anniversary Remaster) and a 26th June release date for all platforms.


However, the studio has now announced a short delay for the console versions in a statement on social media, saying it has “encountered issues that have prevented us from launching System Shock 2: 25th Anniversary Remaster on consoles… on 26th June as originally intended.” Nightdive adds that it’s “currently working to address these issues as quickly as possible”, but that the console release is now “targeting the first two weeks of July.”

System Shock 2: 25th Anniversary Remaster reveal trailer.Watch on YouTube


As for the PC version, that’s managed to retain its 26th June release date and will launch for Steam, GOG, the Humble Store, and Epic on 26th June as originally announced. “We’ll update everyone as soon as we have a set launch date for consoles,” Nightdive’s statement concludes.


Nightdive’s System Shock 2: 25th Anniversary Remaster, which follows on from 2023’s extremely well-received System Shock 1 remake, promises enhancements to characters, weapon models, textures, cinematics, and animations. That’s alongside quality of life improvements, optimised controller support, updated co-op multiplayer, and achievements. PC players can also expect mod support, up to 144fps, and ultra-widescreen compatibility.


At its heart, though, it’s still the same acclaimed System Shock 2 released in the hazy days of 1999, taking players onboard the FTL ship Von Braun in the year 2114 for another battle of wits with rogue AI SHODAN. “Hybrid mutants and deadly robots roam the halls while the cries from the remaining crew reverberate through the cold hull of the ship,” Nightdive explains. “SHODAN… has taken over, and it’s up to you to stop her.”


As Eurogamer contributor Rick Lane wrote of System Shock 2 back in 2015 (beware spoilers!), “It’s the finest work that both Looking Glass and Irrational ever produced… and if that doesn’t give you a shout of being the best game in existence, I’m not sure what does.”



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June 24, 2025 0 comments
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7 Games That Prove Indie Studios Are Outshining AAA Publishers in 2025

by admin June 15, 2025



Spending $300 million on a game is one way to set that game on the road to success; ultra-detailed, immersive games like Assassin’s Creed Shadows and next year’s Grand Theft Auto 6 appeal to gamers looking for a cutting edge experience.

But $300 million doesn’t promise you a good game—just a big one. We’re not even six full months into 2025, and indie developers can’t stop dropping great games on us, from genuine all-timers to zeitgeist-catching games that we all can’t resist picking up and checking out.

Making it even more impressive is how many big mainstream releases we’ve had so far this year. Kingdom Come: Deliverance 2, Assassin’s Creed Shadows, Monster Hunter Wilds, Avowed, and Doom: The Dark Age would make for a great year so far on their own.

But small teams are as scrappy as ever, bringing us unique, special games—and they’re outshining and making headlines just as much as the big guys. Here are this year’s biggest, must-play indie gems so far.

Blue Prince

Puzzles within puzzles within puzzles. Blue Prince is one of the most lauded games of the year, with an impressive 92 critic rating on Metacritic, and was developed by a single person over the course of eight years—a true indie title.

In this one, you’re exploring a house ostensibly to find the hidden 46th room, but there’s a lot more going on. This game quickly caught on with fans of puzzle games, earning comparisons to the legendary Myst and games like Fez. Those of us who listen to video game podcasts couldn’t miss it—no matter where you turned, gaming people were talking about it.

It’s as divisive as any puzzle game—some of us just aren’t there to do math in video games—but it’s rare for a game to be as well received as Blue Prince.



Clair Obscur: Expedition 33

Let’s get it out of the way: The title of this game makes it sound terrible and generic. But it’s not. Instead, it’s a haunting tale of a dying world, with a story told via excellent voice acting and writing.

From French indie developer Sandfall Interactive, this game punches way above its weight. It combines ideas from classic Japanese role-playing games (JRPGs) with twists from other genres to make something new, prompting fans to dub it an FRPG, or French role playing game, to demonstrate the differences and commonalities.

The team at Sandfall is relatively small, considering the visual fidelity and size of the game, though it’s important to note that Sandfall used contracted work—just like every other studio building an ambitious game these days. Even with those contractors, though, it’s still a demonstration that games developed by big studios don’t need to be so big and complex to capture an enthusiastic and receptive audience.

Schedule I

If you’re an old gamer who came up in the days of graphing calculators, you might’ve played, or seen friends play, a game called Drug Wars. Schedule I jumps off the same idea. You play a drug dealer who must grow and manufacture a variety of illegal drugs and drug variants, and then sell them to interested buyers—all without getting caught.

Despite being a single-player game that looks like a South Park knockoff, Schedule I raced to the top of the Steam charts quickly. It’s still in Early Access, which means it’ll get a bunch more content—but even in its early state, it had over 400,000 players playing at once in April and March, putting it in the top three PC games during those times (right below Counter-Strike 2 and Dota 2).

R.E.P.O.

Games with cooperative gameplay and proximity chat have been growing in popularity the last few years, and R.E.P.O. is the latest to do it—and also maybe the funniest. You and your friends play as stout little robots who must extract valuable items from haunted places, avoiding monsters like “girl with sword hands” and “frog chef with a knife.” Not to mention the gnomes.

As you talk and look around, though, the top of your character’s head bobbles, and the eyes track where you’re moving the mouse, which make for very expressive characters despite the simple designs. Even just looking at your friend and quietly saying “hey” can be enough to get a laugh, but the screams suddenly cut off by a monster sighting are the best part.

Wanderstop

Davey Wreden is best known for The Stanley Parable, and his latest game, Wanderstop, is something completely different. It’s the very definition of a cozy game, with warm, cartoon-y art, telling a story about career burnout and change as an ex-warrior reluctantly learns to manage a tea shop.

It also acts as a sort of commentary on cozy games in general, as a narrative game that offers very little in the way of traditional progression. You won’t level up your tea machine or upgrade your shop here; Inverse’s review nailed it with this quote: “If cozy games are a reaction to the power fantasy of action games, Wanderstop is a reaction to the fantasy of productivity and self-sufficiency that cozy games offer.”

How the game hits for you will depend on your relationship to those kinds of games, but it’s the willingness to peel the veneer off a well-trodden genre and examine it like this is perfectly in line with Wreden’s previous work, and makes it a standout indie game.

Keep Driving

Keep Driving is a turn-based road trip RPG. Management games are so often about places, but this is a management game about an experience. You’re not trying to make a self-sustaining store or restore an entire town. You’re just trying to keep your road trip going.

You’ll pick up hitchhikers along the way, as well as upgrade and customize your car. There’s a soundtrack of Swedish indie bands and a bunch of endings to keep the game compelling, and the art feels like it would fit into a game published during the early 2000s setting of the game.

Despelote

Despelote is a short but beautiful autobiographical story from its creator, told about living in Quito, Ecuador, and the way soccer affects the citizens of the city as Ecuador comes closer and closer to qualifying for the World Cup. The story is told through the eyes of 8-year-old Julian, as you kick the ball around and listen in on adult conversations as you explore your corner of Ecuador’s capital.

The game features unique art, with backgrounds that bring Return of the Obra Dinn to mind, and simple, hand-drawn characters. This is a quiet but affecting little narrative game, telling the kind of personal story a huge AAA game simply can’t.

Edited by Andrew Hayward

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June 15, 2025 0 comments
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Nice Plans Studios raises $3m in funding round
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Nice Plans Studios raises $3m in funding round

by admin June 14, 2025


Cyprus-based Nice Plans Studio has secured $3 million in a funding round led by Pixeldog with $600,000 being sourced from its founders.

This latest investment will support further development of its 3v3 shooter Ricochet Squad.

It also plans to use the funding to “further expand its gameplay formula” for future titles.

The developer is currently preparing a Series A funding round “to scale Ricochet Squad and accelerate a portfolio strategy”.

“Our mission is to evolve mobile multiplayer through games built on shared foundations: physics-driven combat, reimagined controls, meaningful teamplay, and system designed for long-term engagement,” said Nice Plans Studio co-founder and CEO Roman Malakhov.

Co-founded by Malakhov and game director Dmitry Koblyk, Nice Plans Studios currently has a 21-person team.



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June 14, 2025 0 comments
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Outer Worlds 2 is first Xbox Game Studios title to retail at $80
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Outer Worlds 2 is first Xbox Game Studios title to retail at $80

by admin June 9, 2025


The Outer Worlds 2 will be the first Xbox title to retail at $80 following Microsoft’s planned price rises announced last month.

Published by Xbox Game Studios, the Obsidian Entertainment title will launch on October 29, 2025, just as the holiday window starts.

This is the time frame Microsoft previously confirmed for consumers to expect pricing to climb for its first-party titles, as well as consoles, controllers, and headsets.

“We understand that these changes are challenging, and they were made with careful consideration given market conditions and the rising cost of development,” it said.

“Looking ahead, we continue to focus on offering more ways to play more games across any screen and ensuring value for Xbox players.”

The rise in price of Xbox games came after Nintendo announced its flagship title Mario Kart World would retail at $80 for both its physical and digital versions.

This decision received major backlash from consumers. Nintendo of America president Doug Bowser said the $80 price tag “equal[s] the value of the gameplay experience”.

“We look at things such as the content, the extended amount of play that would be provided through the gameplay experiences, and the number of different factors as we consider what the pricing may be,” Bowser explained.

GamesIndustry.biz also spoke with analysts about why Nintendo game prices are so high, citing global inflation and development costs as major factors.



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June 9, 2025 0 comments
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RGG Studio's Project Century Formally Unveiled As Stranger Than Heaven In New Trailer
Game Updates

RGG Studio’s Project Century Formally Unveiled As Stranger Than Heaven In New Trailer

by admin June 7, 2025


Ryu Ga Gotaku Studio has formally unveiled Stranger Than Heaven, the official title of its in-development game, Project Century. It revealed this during today’s Summer Games Fest showcase with a new gameplay trailer. 

Set in the years 1915 and 1943 (at least), this action game oozes the style and substance of RGG’s Like a Dragon series, but with some 20th-century noir flair, and it looks awesome. When we first saw Project Century last year, we saw a game set in 1915, but in today’s trailer, Stranger Than Heaven brings us to 1943, a different decade. Fortunately, all the fisticuff combat from 1915 remains in this 1943 look at the game, and if these two trailers together are any indication, it seems Stranger Than Heaven will jump between different time periods. 

Check out the Stranger Than Heaven reveal trailer for yourself below: 

 

There’s no release date or projected platforms for Stranger Than Heaven. While waiting to learn more about it, read Game Informer’s feature on the history and future of RGG Studio. 



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June 7, 2025 0 comments
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The demons are both tragic and hot in Possessor(s), the Hyper Light Drifter studio's new fantasy platformer
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The demons are both tragic and hot in Possessor(s), the Hyper Light Drifter studio’s new fantasy platformer

by admin June 7, 2025



Heart Machine’s side-scrolling metroidvania platformer Possessor(s) is Hollow Knight with a splash of Amanita Design’s Creaks. The bulk of your enemies are household objects – vending machines, plant pots, office printers and other fittings that have become vessels for demons. From this premise springs a note of tragedy powerful enough to conquer my outrage at a game title that has brackets in it. The demons are not, in themselves, violent – it’s inhabiting the inanimate that maddens them. “Possessing something cold and dead is agony… so they lash out,” explains Rhem, a mortally wounded devil you meet in the prologue.


The demon invasion is also more of an uprising, triggered by a nefarious corporation, Agradyne, who have been bottling the fiends like bacteria and carrying out dreadful experiments. Or at least, such is my understanding after 20 minutes with a demo at a Devolver event last week. It all makes me feel positively awful about chain-whipping the hellspawn for power-up points. And yet. Here’s a trailer.

Watch on YouTube


Aside from making me reconsider my prejudices against demons, Possessor is notable for some winsome anime character design. You are Luca, a snub-nosed, apple-cheeked teenager who loses her legs while trying to escape the interdimensional onslaught. Luca is saved from death by raven-haired hellboy Rhem, who is himself in need of a fresh body after getting his chest ripped open. With Rhem tagging along as one of the titular possessors, Luca both regrows her legs and acquires a sizzling set of knives, a combat grapple, a wall-kick, a double-jump, and more besides. It’s clearly a Faustian pact, possibly also a doomed romance, but hush now, away with your talk of Consequences – there are new abilities to unlock, and weapons to find.


The game is set in a huge, trashed, quarantined city with some kind of Berserk-ass singularity popping off in the background. It’s a towering expanse of soft neon glows and gladiatorial shadows, very much a depth I’m willing to plumb, though I’m not yet blown away by the combat.


It works well enough, once you adjust to some slightly curt animations, but so far, it’s playing the hits – dodge, combo, launch. I do like the ordinariness of the tools: one of the early secondary weapons is a computer mouse you swing by its cable. See, this is why new computing tech isn’t automatically better computing tech. Can’t juggle underworld hooligans with a bluetooth connection, can you? Later you get a guitar – “shredding” is a word with at least two senses – and a hockey stick.


I broke off playing the demo after I was saddled with the sub-objective of locating somebody’s eyeballs so that I could fool the retina scanners for a laboratory door. I stopped playing mostly because I was at an event and on the clock, but it’s also fair to say that being handed a key quest blunted the enthusiasm amassed by the world and characters.


Still, this feels both more florid than many metroidvanias and more sensitive in its writing, as you might expect from some of the people behind Hyper Light Drifter and, less positively, Hyper Light Breaker. I will end with the throwaway thought that the main characters remind me a bit of the lead characters from volleyball anime Haikyuu. Probably, a volleyball would make a sensible addition to Luca’s arsenal. More stopping power than a hockey stick, surely? Anyway, you can read more about the demo on Steam.



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June 7, 2025 0 comments
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Yakuza studio's Project Century gets a proper name and a stylish new trailer
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Yakuza studio’s Project Century gets a proper name and a stylish new trailer

by admin June 7, 2025



Cast your mind back to the distant days of last December, and you might remember Sega unveiling Project Century, a curious new venture from Yakuza developer Ryu Ga Gotoku Studio. Well, it’s not been given a proper name alongside a new trailer.


Project Century’s initial showing was eye-catching but not entirely informative, revealing it to be a Yakuza-style third-person action game with real-time combat set in an open city located somewhere in 1915. And honestly, its latest appearance isn’t a whole lot more illuminating. But! We’ve shifted to 1943 this time around, perhaps suggesting the game – just like its codename implies – does indeed unfold across the course of 100 years.


Aside from that curiosity, we get an extremely evocative new trailer, featuring some era-appropriate music, a whole lot of fisticuffs, and more of that lovely warm art style. More crucially though, Sega has jettisoned the Project Century moniker in favour of its final title, Stranger Than Heaven.

Stranger Than Heaven title reveal trailer.Watch on YouTube


But, unfortunately, that’s your lot. There’s no hint of a release date, or even the platforms Stranger Than Heaven might be coming to, so for now about all we can do is soak up the ambience of its new trailer and patiently wait to learn more.



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June 7, 2025 0 comments
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Jacob Diaz in MindsEye
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MindsEye is set to launch next week, so it’s probably not great that the studio’s chief financial officer and chief legal officer have both resigned

by admin June 3, 2025



The pre-release saga of MindsEye, the debut game from former Rockstar Games stalwart Leslie Benzies and his Build a Rocket Boy studio, has taken another strange twist. As noticed today by Eurogamer, Build a Rocket Boy’s chief financial officer and chief legal officer have both left the company, just a week ahead of MindsEye’s release.

Former chief legal officer Riley Graebner, who joined Build a Rocket Boy in 2022 and also served as chief operating officer until April 2024, announced his departure from the studio in a message posted to LinkedIn.

“After three and a half years my time at BARB has come to a close,” Graebner wrote. “I’m proud of what we’ve accomplished. During that time we more than doubled the size of the company to over 450 employees. We launched multiple products worldwide. We built the legal team and legal ops infrastructure from the ground up, working to systemize and automate.


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“I’m beyond excited for what’s next—but currently operating in stealth mode for a while longer. Stay tuned.”

CFO Paul Bland didn’t make any sort of public declaration about leaving BARB, but updated his LinkedIn profile to indicate that he’d parted ways with the company in June. Somewhat oddly, he seems to have subsequently changed his LinkedIn page: The Paul Bland page on the site (which I successfully visited earlier today) is gone, but the account itself remains available, at a different URL, under the name Paul B. I have no idea what to make of that, but it’s weird.

The whole thing is weird, really. Executives come and go, it’s true, but losing two C-suiters, effectively at the same time, and literally a week before the launch of the big thing you’ve been working on for years—well, it’s not a very good look, is it?

There’s no indication that anything untoward is going on behind the scenes, but even so their departures have caused an understandable ripple amongst some of the MindsEye community. As one person put it in the MindsEye Discord, “Two major players inside the company just resigned. That’s concerning!” I’m inclined to agree.

Keep up to date with the most important stories and the best deals, as picked by the PC Gamer team.

Similar sentiments can be seen on the MindsEye subreddit, where people are already somewhat less than enthusiastic about the game due primarily to a relative dearth of information about it. Back when the metaverse was still a thing, MindsEye was billed as an experience taking place within the Everywhere platform, which has been kicking around—equally ill-explained—since 2016. But I know even less about Everywhere than I do about MindsEye at this point, and it seems to have fallen off the radar: The Everywhere website, for instance, now redirects to a MindsEye site—which is just a trailer and purchase links.

“They’ve done such an incredibly poor job explaining this game I still have no clue what it even is,” redditor Greatnes wrote. “It’s just buzzwords and features with nothing linking them or explaining them. I’ve never had this issue with a game before with not even knowing what it is. Game is out in 13 days and they don’t seem interested in actually showing it off beyond carefully scripted gameplay trailers that don’t explain anything.”

(MindsEye is, for the record, “a narrative driven, single-player action-adventure thriller” with an estimated 15-hour campaign—it looks a bit like GTA, but don’t expect anything on that scale.)

The departures of Build a Rocket Boy’s CFO and CLO come less than a week after the company’s co-CEO Mark Gerhard caused a stir by claiming publicly that the negative reactions to MindsEye were part of a “concerted effort to trash the game and the studio” ahead of its release, being financed by an unnamed entity. That was not great either, and also very weird.

MindsEye is set to launch on June 10. I’ve reached out to Build a Rocket Boy for comment and will update if I receive a reply.



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June 3, 2025 0 comments
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