Heartbreak in the gaming world as Wildlight Entertainment confirms significant layoffs, casting a shadow over the future of their ambitious project, Highguard. The exact number of individuals affected remains undisclosed, leaving many to wonder about the true extent of the impact. But here's where it gets controversial: while a core group of developers will remain to steer the ship, a former employee suggests "most of the team" has been let go.
Wildlight Entertainment, the studio behind the free-to-play shooter Highguard, has issued a statement confirming that they have made the incredibly tough decision to part ways with a number of their talented team members. In a message shared on social media, the company expressed immense pride in the team, their collective talent, and the product they've built together. They also extended their gratitude to the players who have embraced Highguard and those who continue to be an active part of its growing community.
However, a former employee paints a starkly different picture. Alex Graner, who previously served as a level designer for Highguard, shared his disappointment on LinkedIn, stating that "most of the team" had been affected. He expressed his personal sting, lamenting the loss of unreleased content that he and his colleagues had poured their creativity into. This raises a critical question: When a studio claims to retain a "core group," how many is that truly, and what does it mean for the remaining team's workload and morale?
GamesIndustry.biz has reached out to Wildlight Entertainment for clarification on the precise number of employees impacted by these workforce reductions. This news comes shortly after Wildlight CEO and founder, Dusty Welch, admitted that he wished Highguard "had been received better." Welch candidly discussed the mixed reception of the game's reveal at The Game Awards and the limited marketing efforts leading up to its launch on January 27, 2026.
"I think, ultimately, we could have made a different trailer – a better trailer that wasn't about entertaining, which is what we think [The Game Awards] was about," Welch reflected. "We could have made something that did a better job of highlighting the unique loop of the game. So that's on us. We take that, but the team is resilient." He believes the strategy of announcing the game, going dark, and then having players experience it firsthand was the intended path, regardless of initial reception. The crucial element, he emphasized, is for players to actually get their hands on the game.
And this is the part most people miss: While the developers acknowledge missteps in marketing and reception, the underlying sentiment is one of resilience and belief in the game itself. But does the success of a game truly depend on its initial reveal, or can a strong core product overcome early marketing hurdles? What are your thoughts on this delicate balance between marketing hype and gameplay substance? Do you believe Wildlight's strategy was flawed from the start, or is this a case of a game simply needing more time to find its audience? Share your opinions in the comments below – we'd love to hear your take!