People Can Fly Axes Two Projects, Lays Off Workers Amid Industry Shake-Up

"People Can Fly Cuts Two Projects and Lays Off Staff Amid Industry Changes"

People Can Fly has canceled two projects and announced layoffs due to issues with a publisher, specifically Square Enix, affecting development.
Sam Gupta2 June 2025Last Update :
People Can Fly cancels two projects and will lay off workers
www.theverge.com

In a significant shift within the gaming industry, People Can Fly has announced the cancellation of two in-development projects, Gemini and Bifrost. This decision, made public on 2025-06-02 18:27:00 by CEO Sebastian Wojciechowski, also includes a round of layoffs at the Warsaw-based studio.

6 Key Takeaways
  • People Can Fly cancels two projects.
  • CEO cites difficult decision on LinkedIn.
  • Issues with publisher's communication noted.
  • Cancellations linked to cash flow problems.
  • Studio continues work on Xbox title.
  • Previously acquired by Epic Games in 2012.

Wojciechowski cited a lack of necessary publishing agreements and poor communication from an unnamed publisher as key reasons for the cancellations. The studio, known for its work on titles like Bulletstorm, has faced ongoing challenges with its projects. The publisher in question has been identified as Square Enix, which has raised concerns about cash flow and resource allocation.

Fast Answer: People Can Fly’s project cancellations highlight ongoing challenges in the gaming sector, emphasizing the importance of stable publisher relationships for successful game development.

This situation raises questions about the future of independent game studios. How will these changes affect their ability to innovate? The implications are significant:

  • Increased scrutiny on publisher-developer relationships worldwide.
  • Potential layoffs may impact talent retention in the gaming industry.
  • Future projects could face delays, affecting gamers globally.
The cancellation of major projects signals potential instability in the gaming industry, affecting developers and gamers alike.

As the gaming landscape evolves, stakeholders must adapt and seek new partnerships to ensure project viability. Will the industry learn from these setbacks to foster more robust collaborations?

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