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Supermassive Games Cuts 70 Jobs After Directive 8020 Launch

Supermassive Games has confirmed it cut around 70 positions following the release of Directive 8020 earlier this year. The news comes months after the studio warned employees that downsizing was coming. Frank Tindle, who served as IT & Facilities Director and was part of the Senior Leadership Team, confirmed the cuts on LinkedIn on October 5.

The layoffs affect developers, artists, producers, QA staff, and operations across the studio. Tindle said he joined in 2010 when the team consisted of just a few people. By his departure, Supermassive had grown to more than 400 employees. "Any studio would be lucky to have them," Tindle wrote of his departing colleagues.

At a Glance

  • Supermassive Games eliminated roughly 70 positions
  • Frank Tindle, long-serving IT director, was among those let go
  • Studio grew from a handful of staff in 2010 to over 400 people
  • Directive 8020 launched with strong horror moments but missing online co-op
  • Online multiplayer patch arrived nearly five months after launch
  • Until Dawn sequel coming in 2027, but development moved to PlayStation studio Firesprite
  • Company warned about "necessary" cuts in August

How We Got Here

Supermassive built its reputation on interactive horror games where player choices reshape the story. The Dark Pictures Anthology has produced several entries, and 2022's The Quarry showed the studio could handle larger-scale productions. None of these became breakout hits, but they cultivated a loyal following among horror fans who enjoy branching narratives and replayability.

Directive 8020 launched as one of the studio's most ambitious horror projects. Critics noted it contained some of Supermassive's strongest horror sequences yet. However, the game struggled with inconsistent writing and shipped without online co-op—a notable gap for a studio known for multiplayer features. The promised online patch arrived only recently, nearly five months after release.

The company flagged the layoffs in August, framing them as essential for long-term viability. "This is a necessary step to help ensure the sustainability of the company," management stated at the time.

Why This Matters

Directive 8020 needed a post-launch window to rebuild momentum, especially with online co-op finally working. Losing experienced staff during that critical period could slow bug fixes, DLC plans, or quality-of-life updates. A leaner team means the same workload distributed across fewer people—increasing the risk of burnout and longer turnaround times.

The trade-off is stark: cost-cutting preserves the studio's runway, but it may compromise the product quality needed to attract new audiences. Supermassive's horror pedigree gives them credibility, but credibility alone doesn't sell games. They need execution.

Until Dawn's sequel presents another concern. Sony moved development to Firesprite, effectively stripping Supermassive of its most recognizable franchise. With a smaller workforce, the studio must now prove Directive 8020's strengths outweigh its flaws while simultaneously building new intellectual property that can fill the gap. That's a difficult balancing act for any studio, let alone one operating under financial pressure.

Senior leadership losses compound the issue. Tindle's LinkedIn post hinted at institutional knowledge walking out the door. When IT and facilities leadership changes during restructuring, projects often face unexpected technical hurdles. New managers may require months to reach full productivity, delaying work that depends on infrastructure decisions.

Who Should Care

Group Why It Matters
Horror game fans Fewer hands means slower updates and potentially scaled-back post-launch support for Directive 8020
Industry observers Another mid-sized studio choosing survival over growth signals continued consolidation in the sector
Job seekers 70 talented developers, artists, and producers are now available—competition for talent intensifies
PlayStation ecosystem Until Dawn's move to Firesprite raises questions about Supermassive's long-term relationship with Sony

What Happens Next

Supermassive needs Directive 8020 to sell steadily without heavy marketing spend. A smaller team cannot support aggressive DLC schedules or major patches. Watch whether the studio announces new projects or doubles down on existing franchises like The Dark Pictures.

The horror genre remains competitive. Dead Space proved single-player horror can thrive commercially, but Supermassive hasn't reached that level. Readers should monitor review scores and player engagement for future releases.

Key takeaways

  • Directive 8020's missing online co-op likely hurt early sales momentum; the late patch may be too little, too late
  • A 70-person reduction from a 400-person studio represents roughly 17-18% of the workforce—a significant cut
  • Until Dawn's sequel leaving Supermassive removes their highest-profile project, increasing pressure on future releases to perform
  • Institutional knowledge loss, particularly in leadership, may create operational friction in the coming months

Frequently asked questions

What game did Supermassive release before the layoffs?

Directive 8020 launched earlier this year as the studio's latest sci-fi horror title, featuring some of their strongest horror sequences despite mixed writing and absent online multiplayer at launch.

How many people did Supermassive Games employ before the cuts?

The studio grew from a small team of a few people in 2010 to over 400 employees by the time of the layoffs, according to departing IT director Frank Tindle.

Is the Until Dawn sequel still happening?

Yes, a sequel to Until Dawn is planned for 2027, but development has shifted to PlayStation's studio Firesprite rather than remaining with Supermassive Games.

What did Supermassive say about the layoffs?

In August, the company stated the cuts were "a necessary step to help ensure the sustainability of the company," framing the layoffs as essential for long-term viability.

When were the layoffs confirmed?

Frank Tindle confirmed the cuts on LinkedIn dated October 5, describing himself and over 70 colleagues as departing the studio that day.

Inspired by reporting from: kotaku.com

Source & credits. This article was originally published by kotaku.com. All images belong to the original publisher. Content and images remain © their respective owners and are shared here for informational, non-commercial purposes with full attribution.

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