Netflix shipped Unhinged six weeks ago. This week it shut down the studio that made it.
> Night School Studio (LA) - makers of Oxenfree, Oxenfree 2, and Unhinged - closed, alongside Moonloot Games (Helsinki)
> Unhinged launched on Netflix's own platform six weeks ago
> both studios were built or bought by Netflix within the last five years
> Netflix says the plan now is casual, party, and kids games instead
> this is at least the third straight year Netflix has closed a game studio it built
Netflix didn't get out of games because games didn't work. It got out of the games it just spent five years building - six weeks after shipping the last one.
That's not a strategy pivot. That's a write-off with a press release.
CD Projekt reported one of its best quarters in years this week. Same week, it cut the multiplayer Witcher team by more than a fifth - for the second time.
> Q2 2026 filing: PLN 430M revenue (+37% YoY), PLN 170M net profit (+41% YoY), ~88% gross margin
> same week: Project Sirius drops from 83 to 65 developers - 9 laid off across Boston and Warsaw, 9 more reassigned
> this is round two - the project was already fully rebooted in 2023, when 29 people were cut
A studio doesn't gut a live-service project it still believes in during its best quarter in years. It guts the one it's already quietly decided isn't the next Witcher 3.
The earnings call said the franchise machine is working. The layoff memo said which part of it isn't.
EA's press release called it a "new chapter." The cap table says something else.
$55B, the largest leveraged buyout ever recorded - and after this week's close, the ownership split is finally on paper:
> Saudi Arabia's Public Investment Fund: 93.4%
> Silver Lake: 5.5%
> Affinity Partners - the fund run by Jared Kushner: 1.1%
PIF didn't walk into this cold. It already held roughly 9-10% of EA before the deal was even announced last September - the same fund that's also stacked positions in Take-Two, Nintendo, Capcom, and Scopely.
$36B of that price tag is equity. The other ~$18-20B is JPMorgan-arranged debt sitting on EA's own balance sheet now - control changed hands, the debt didn't move with it.
EA isn't publicly traded anymore. That means no more quarterly filings for outsiders to check any of this math against. The paperwork that told this story stops being filed the moment it would matter most.
Sony already paid to make this exact argument disappear once.
$7.85M, no admission of fault, a U.S. class action over PlayStation Store pricing - settled quietly months before the same claim resurfaced in five more countries.
> Aug 6: U.S., U.K., Netherlands, Portugal, Mexico file over Sony's exclusive control of digital PS game sales
> Aug 12: plaintiffs price the harm - $457M, with a standalone UK claim near £2B, on a "Sony Tax" they say runs digital prices up to 47% over physical
> Aug 13: Sony pulls 500+ movies out of customers' own libraries, citing "expiring licensing agreements"
The number that should worry you isn't the lawsuit. It's the settlement Sony already wrote before anyone forced the question.
Physical PS discs stop in 2028. After that, the PlayStation Store isn't just where you buy the game - filings say it becomes the only place that was ever allowed to sell it to you.
@corj1k I don’t get why he’s so upset - he got paid for his voice. This is where things are headed anyway: soon, they’ll just buy voice actors’ voices and won’t need the actors themselves anymore.
15 days until Netflix gets something Rockstar has never given anyone before: the first extended look at GTA 6, exclusive, six hours before it's free on YouTube.
Nobody's calling this what the filings say it is.
Take-Two's own guide only pencils out if this launch beats GTA 5's real 2013 record by 3.5-5x. 78% of the company's current revenue is recurrent consumer spending, not one-time game sales - meaning day-one reach matters more to this launch than any title Take-Two has ever shipped.
A six-hour head start on a platform with 200M+ subscribers isn't a favor to Netflix. It's the cheapest media buy Rockstar's ever made - paid for in exclusivity, not cash, aimed at exactly the audience the trailer alone won't reach on its own.
Full math on what has to go right for that bet to pay off - below.
Take-Two's CEO just told investors: no discounts on GTA 6 this holiday season.
That's not confidence. run the numbers in the piece below and it's the only move they have left.
5% off the $80 price is $4 a unit. Multiply that by the 25–40M day-one units Wall Street's already pricing in, and one markdown erases more than Take-Two's entire FY2027 net income guide - before the review embargo even lifts.
They didn't announce a holiday policy. They announced what happens if they miss the number.
GTA 6's budget could have built the Burj Khalifa - the tallest building on Earth - with money left over.
Rockstar's game: up to $2B, built by people typing code in air-conditioned offices.
Burj Khalifa: $1.5B, built by thousands of laborers stacking concrete and steel 828 meters into the sky, over 6 years, with real-world engineering failures priced in along the way.
One of these numbers has a ribbon-cutting ceremony and a public construction record. The other one Take-Two still won't confirm on an earnings call.
Full breakdown of where the money actually went - the delays, the dilution, the margin math nobody put in the trailer
$2B spent. Shareholders diluted 4.7% to clear the balance sheet before a single copy shipped.
A guide that only pencils out if launch-day revenue beats GTA 5's real 2013 record by 3.5-5x.
Projected margin on that scenario: under 2%.
The math nobody put in the trailer. Full breakdown below.
Sure, Sony isn’t the best company out there, but why is there so much backlash over moving away from physical copies?
With Steam or Epic Games, for example, we don’t get physical copies either, and that’s totally normal. Thanks to digital distribution, billions of players around the world can play games on release day.
As for cloud gaming, you mentioned that there are over 3 billion gamers worldwide, but you also have to consider that not everyone can afford gaming hardware. People still want to play, and cloud gaming gives them a way to do that.
Maybe I’m wrong about some of this.
Over 40 days since Sony’s plan to end physical games was announced🚀
Still no real statement from Sony regarding the push back, other than a vague arrogant response during a Q&A at their earnings call
✅Sony conspired with Rockstar to make this move, conveniently announcing this mere days after GTA6 pre-orders started and were digital only or code in a box
✅Sony wants to start a monopoly and take away second hand market and trading, and introducing dynamic and regional pricing which tends to result in higher pricing
✅Take-Two CEO pretends physical games don’t make sense to players and predicts cloud streaming to be mainstream in 3 years due to expensive console pricing
✅Ending physical games doesn’t only hurt physical game fans, but affects gaming as a whole as it eliminates ownership, options, and the convenience of not being reliant on a network or storefront which may suffer outage or take away your games without compensation
✅Ending physical games is a stepping stone towards ending digital purchases and replacing them with cloud gaming
✅Cloud gaming means you don’t even own the hardware, let alone your games, and don’t expect pricing to be lower anymore than digital games didn’t end up being cheaper than physical
There are over 3 billion estimated gamers around the world, so we outnumber and overpower these predatory corporations
✅Cancel pre-orders and subscriptions
✅Don’t buy digital
✅Speak out
✅Seek the help of the law
NO DISC 💿 NO BUY
@IGN It’s crazy that there are still people who can’t separate a character from the actor playing them. If a character makes you feel anything at all, it means the actor did their job well
Scopely just valued a 20-person Istanbul studio's business at up to $1 billion.
The studio has shipped exactly one game.
> Loom Games: founded 2025, ~20 employees, one live title — Pixel Flow!, a mobile puzzle game
> Pixel Flow: 10M users, top-20 grossing in the US within its first year
> the deal: "up to $1 billion" — a multi-year, performance-linked earnout tied to hitting future milestones, not a confirmed lump sum
> the buyer: Scopely, itself owned by Savvy Games Group, itself backed by Saudi Arabia's Public Investment Fund — the same sovereign fund that paid $4.9B for Scopely in 2023
$1B divided by 20 people is the headline math. The actual contract math is "up to" a number nobody outside the deal has seen, tied to a single mobile game staying this hot for years it hasn't been tested over yet.
Take-Two just told investors 78% of a $6.7B fiscal year came from spending that happens after the sale, not the sale itself.
Then Zelnick confirmed the next GTA won't touch that model at launch.
> FY2026: $6.7B total revenue, $5.22B (78%) from recurrent consumer spending — not new game sales
> GTA Online alone: reportedly ~$500M/year, from a game that shipped in 2013
> per Schreier's report from the earnings call: GTA 6 story mode isn't expected to carry microtransactions
> Rockstar has "no plans to discuss" the next GTA Online timeline
A company whose revenue is three-quarters recurring spending just launched a flagship with none of it built in on day one. The $500M/year machine from 2013 isn't retiring — it's covering the gap until whatever comes for GTA 6 Online is ready to take over.
Jason Schreier has shared more details on Rockstar’s plans for GTA 6 following Take-Two’s latest earnings call.
>Jason Schreier asked Zelnick why Rockstar and Take-Two decided to make the GTA 6 “extended look” a Netflix exclusive for six hours.
Zelnick said viewers would understand the reason when they watch it.
When Schreier asked if that meant it would feel like watching a Netflix show, Zelnick simply replied: “Yes.”
>Schreier said Rockstar has no plans to discuss the next GTA Online anytime soon.
>He also doesn’t expect GTA 6’s story mode to include microtransactions
>Take-Two generated $6.7 billion in revenue during fiscal 2026, with $5.22 billion coming from recurrent consumer spending.
>The current GTA Online is reportedly generating around $500 million a year, despite GTA 5 launching back in 2013
Microsoft gave Double Fine its independence on July 6. Twenty-two days later, Double Fine gave a quarter of its staff their layoff notice.
> July 6, 2026: Xbox spins Double Fine back out as independent, retaining its IP, catalog, and "runway for their next games"
> July 28, 2026: Tim Schafer confirms 23 cuts - roughly 25% of a ~90-person studio
> Schafer's own words: "Our transition to becoming an independent company also means becoming a size that we can sustain"
> the gap in that sentence: "runway" covered the IP and the catalog. It didn't cover the ongoing operating budget the studio had inside Microsoft
Independence retained the IP and the catalog. It didn't retain the budget. What's the next "independent" studio going to find out the hard way?