Splitgate studio faces massive layoffs after game launch
The landscape of indie game development is often defined by thrilling leaps and sudden pivots, but for some studios, the current reality is a choppy ride. Developer 1047 Games, known for their experimental shooter Empulse, is currently navigating an unexpected shift, having reportedly laid off more employees in the wake of the title’s release. While the company has remained tight-lipped about formal announcements, multiple crew members have shared their experiences on social media, describing these cuts as part of a broader restructuring that some are calling the “third wave.”
The internal mood appears to reflect the volatile nature of chasing massive goals in competitive gaming. QA director Igor Krinitskiy described the recent period as an “interesting ride, bumpy at times, narrowly avoiding derailment,” highlighting the intense pressure inherent in the development process.
This pattern of turbulence is not unique to 1047 Games. The studio’s history is marked by ambitious ventures, most notably their success with Splitgate: Arena Warfare, a title that quickly gained traction and fueled grand ambitions—some even aiming for a $100 million funding round with the goal of becoming the next Riot Games.
However, the journey from ambition to sustained success proved challenging. Subsequent attempts, like Splitgate 2, encountered significant difficulties, leading to rollbacks and further staff reductions. This history underscores a persistent industry challenge: translating innovative concepts into enduring commercial success is often an uphill battle.
Now, the focus shifts to Empulse. Announced earlier this year as a game featuring frantic movement and giant mechs, it has garnered a positive initial impression. Yet, despite the buzz surrounding its release, player numbers have not yet reached the heights expected of a major shooter. The difference is stark when comparing it to its predecessor, which was free-to-play.
The commercial challenge is palpable: Empulse is priced at $20 to access, and even within that context, concurrent player counts on Steam remain below 1,000. This reality places a heavy burden on developers who strive for growth. Studio CEO Ian Proulx has reflected on this, noting that the philosophy guiding their work is about long-term development, emphasizing that the goal should be to grow over time rather than aiming for an immediate, massive splash on day one.
Ultimately, 1047 Games’ story reflects the wider industry narrative: developing a game is not just about creating compelling mechanics; it is about managing expectation, adapting to market feedback, and maintaining a sustainable vision through inevitable periods of adjustment. The pursuit of greatness in gaming often involves navigating the rough waters of constant change.