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Supermassive Games Layoffs: 70+ Cut, 3rd Year [2026]

Owen Castellanos
Owen CastellanosHardware & Gaming Reporter
12 min read
Supermassive Games Layoffs: 70+ Cut, 3rd Year [2026]

Supermassive Games has cut more than 70 jobs this month, making 2026 the third straight year the UK horror studio has shrunk its headcount. The round follows an August redundancy consultation that had warned staff as many as 75 roles were at risk, and it lands less than six months after the studio shipped its newest title, Directive 8020, part of The Dark Pictures Anthology. The cuts were confirmed publicly by Frank Tindle, the studio’s departing IT and Facilities Director, in a LinkedIn post that also announced his own exit after sixteen years at the company.

The news, reported first by outlets including Eurogamer and Video Games Chronicle, lands at an uncomfortable moment for the Camberley-based developer. Supermassive built its name on branching, choice-driven horror, from the original Until Dawn to the episodic Dark Pictures series, yet the studio behind some of the genre’s biggest hits is now shedding staff for a third consecutive year while Sony moves its flagship franchise to another team entirely.

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What Happened: Supermassive Confirms More Than 70 Layoffs

Supermassive Games laid off more than 70 employees in October 2026, according to multiple outlets tracking the studio’s redundancy consultation. The reductions touched a wide range of disciplines, including developers, artists, producers, and quality assurance staff, according to Kotaku. The round was not a surprise in the broadest sense: Supermassive had already told staff in August that a consultation process was underway and that up to 75 positions could be affected. What changed this month is that the cuts became final, and a senior leadership figure chose to make them public.

Supermassive itself framed the move in stark business terms. In its original consultation announcement, the studio said it had “made the difficult decision to begin a redundancy consultation process, which we anticipate will result in the loss of up to 75 of our colleagues,” adding that the step was “necessary to help ensure the sustainability of the company.” That language, reproduced by Video Games Chronicle, mirrors almost word for word the justification Supermassive gave for its prior rounds of cuts, a pattern that has repeated for three years running.

Frank Tindle’s LinkedIn Post Breaks the News

The clearest public confirmation came not from a corporate press release but from Frank Tindle, a member of Supermassive’s senior leadership team who was himself among those leaving. In a LinkedIn post reported by Video Games Chronicle and Kotaku, Tindle wrote: “More than 70 brilliant people are leaving Supermassive: developers, artists, producers, QA, operations and more. Any studio would be lucky to have them.” He went on to offer to make introductions for former colleagues who were job hunting, a gesture that has become common among game industry veterans navigating a labor market strained by repeated rounds of cuts across the sector.

Tindle’s own history at Supermassive highlights how deep the cuts reach into the studio’s institutional memory. He joined in 2010 in an IT role and rose to IT and Facilities Director with a seat on the senior leadership team, meaning his departure removes more than fifteen years of operational knowledge from the company at the same time as dozens of creative and production staff head out the door. His decision to speak publicly, rather than let the studio’s own statement stand alone, is part of why the story spread quickly across gaming outlets this week.

Third Straight Year of Cuts: The Pattern Behind the Numbers

What makes the October 2026 round notable is not just its size but its place in a sequence. Supermassive has now reduced its workforce in three consecutive years, a run that outlets covering the studio have started referring to as a pattern rather than an isolated event.

2024 and 2025: Setting the Pattern

According to GameSpot, Supermassive cut approximately 90 employees in 2024, after warning that up to 150 positions could be at risk. The following year, in July 2025, the studio announced plans to cut up to 36 roles, a round that multiple outlets tied directly to a delay of Directive 8020, the Dark Pictures entry that eventually launched in 2026. Several reports describe the actual 2025 reduction as exceeding 30 staff once the process concluded.

2026: The Numbers Get Specific

This year’s round is the largest of the three in raw numbers, with Supermassive confirming more than 70 departures after an August consultation that flagged up to 75 roles. Earlier reporting had put the studio’s peak headcount above 400 employees, which would put the October cut at roughly 17 percent of staff, though neither Supermassive nor Tindle has published an official percentage, so that figure should be read as a rough estimate rather than a confirmed statistic.

YearScale of CutsStated TriggerSource
2024Approximately 90 employees let go, up to 150 at riskBroader restructuring across the studioGameSpot
2025Up to 36 roles announced in July, over 30 confirmedDelay of Directive 8020Multiple outlets
2026More than 70 confirmed in October, up to 75 flagged in AugustBusiness sustainability, post launch restructuringEurogamer, Video Games Chronicle, Kotaku

Directive 8020’s Launch and Its Role in the Cuts

Directive 8020, Supermassive’s latest entry in The Dark Pictures Anthology, shipped in May 2026 and became the project most directly associated with this year’s turmoil. Kotaku’s headline on the layoffs specifically noted that the cuts arrived less than six months after the sci-fi horror title’s release, a timeline that suggests the studio scaled down production staff once the bulk of the game’s post-launch content pipeline was in place. Supermassive added online multiplayer to Directive 8020 through a patch in October 2026, the same month the layoffs became public, which indicates the studio was still actively supporting the title even as it cut the team behind it.

That overlap, a major content update landing in the same month as a major redundancy round, is a pattern familiar to anyone who has watched narrative-driven studios manage live-service style support on top of single-player campaigns. Teams tend to swell during a game’s final production push and contract once post-launch patches are locked in, and Directive 8020’s multiplayer update looks like the last big deliverable before Supermassive trimmed down.

Until Dawn Moves to Sony’s Firesprite Studio

Compounding the pressure on Supermassive is the fact that its best-known franchise is no longer exclusively its own. Reporting indicates the Until Dawn series, which Supermassive built from a 2015 PlayStation exclusive into one of gaming’s most recognized branching-horror brands, has moved to Firesprite, a PlayStation first-party studio, with a sequel reportedly in development there. Sony has not detailed the full scope of that arrangement publicly, and the move should be treated as reported rather than formally confirmed in every contractual detail, but multiple outlets agree Firesprite is now the studio attached to Until Dawn’s next chapter rather than Supermassive.

For a studio whose identity is tightly bound to the Until Dawn name, losing creative control of that franchise while simultaneously cutting a third of a decade’s worth of staff in a single year is a harder blow than the layoff numbers alone suggest. It leaves Supermassive leaning more heavily on The Dark Pictures Anthology and licensed horror work, including Little Nightmares 3, which GameSpot’s reporting also ties to the studio, as its remaining pillars.

Why Narrative Horror Studios Are Under Pressure

Supermassive’s repeated layoffs sit inside a wider story about how mid-size studios fund narrative-heavy, single-player games in 2026. These titles are expensive to produce, with full motion capture, branching scripts, and licensed voice talent, but they rarely generate the recurring revenue that live-service or multiplayer-first titles can sustain between major releases. When a game like Directive 8020 ships and its launch window sales settle, the production headcount built up to finish it becomes difficult to justify on the balance sheet, especially when the next anthology entry is still years away.

The timing also lines up with a rougher year for the console hardware market broadly, which has made publishers and investors more cautious about greenlighting new narrative projects at the previous generation’s budget levels. That caution shows up across the industry, not just at Supermassive, and it is part of why game-industry layoffs have remained a near-monthly occurrence through 2026 even as individual studios post strong review scores and respectable launch numbers. A game can be critically well received and still not generate enough ongoing revenue to keep a 400-person studio fully staffed between releases.

Supermassive Games vs. Other 2026 Studio Shakeups

Supermassive is far from the only studio trimming staff this year, though the specifics vary by company. Ubisoft, for instance, closed its RedLynx studio in Singapore and cut 70 jobs as part of a broader restructuring, a coincidentally similar headline number to Supermassive’s round but a very different outcome: a full studio shutdown rather than a workforce reduction inside a studio that keeps operating. Supermassive, by contrast, is not closing. It is shrinking around its remaining projects while continuing to patch and support Directive 8020.

Not every studio working in adjacent genres is struggling in the same way. Remedy Entertainment’s narrative thriller Control Resonant recently passed 1 million copies sold, outperforming Alan Wake 2 at a comparable point after launch, showing that narrative-driven studios can still post strong commercial results even as others in the same broad genre cut staff. The difference often comes down to publishing structure, franchise recognition, and how much of a studio’s cost base is tied to a single anthology format versus a diversified slate.

Studio / StoryScale of ImpactRegionKey Driver
Supermassive Games70+ roles cut, studio continues operatingUK (Camberley)Third straight year of redundancies tied to post-launch restructuring
Ubisoft RedLynx70 jobs cut, studio closedSingaporeUbisoft-wide restructuring and studio consolidation
Remedy Entertainment (Control Resonant)No reported layoffs, 1M+ sales milestoneFinlandStrong post-launch sales performance in the same narrative genre

Market Impact: What This Signals for Publishers and Investors

For publishers that license or co-fund narrative horror titles, Supermassive’s third consecutive restructuring is a signal worth watching. It suggests that even a studio with a globally recognized franchise and a freshly launched title cannot assume stable staffing between anthology entries. Investors and publishing partners evaluating mid-size UK studios are likely to ask harder questions about post-launch headcount planning before greenlighting the next installment in any episodic or anthology-style series, since the costs of rebuilding a team after each layoff round, recruiting, onboarding, and rebuilding institutional knowledge, eat into the margin that the format is supposed to protect.

There is also a reputational cost. Repeated layoffs make it harder for a studio to attract and retain senior talent, since prospective hires can see the pattern just as clearly as reporters can. Tindle’s own departure, after sixteen years, is itself a data point: when leadership-level staff with the longest tenure start leaving alongside the broader workforce, it becomes harder to argue the cuts are purely about trimming a swollen production team rather than a deeper reassessment of the studio’s direction.

Historical Context: The Games Industry’s Layoff Wave

Supermassive’s situation did not emerge in isolation. The games industry has gone through a multi-year stretch of restructuring that stretches back well before this month’s news, with console makers, publishers, and independent studios all announcing cuts at various points. The broader console hardware slowdown reported earlier this year has squeezed budgets across the industry, and hardware sales hitting a multi-year low has made publishers more conservative about which single-player, narrative-first projects get funded at previous budget levels. Supermassive’s own history mirrors this: its 2025 cuts were explicitly tied to a delay, not just a staffing surplus, showing how closely production schedules and headcount are now linked at mid-size studios.

It is also worth remembering how recently Supermassive was expanding rather than contracting. The studio’s growth past 400 employees came during a period when choice-driven horror games, following the success of the original Until Dawn and early Dark Pictures entries, were viewed as a reliable mid-budget bet for publishers looking for an alternative to open-world blockbusters. The past three years have tested that assumption, and the current round of cuts suggests publishers are recalibrating how much they are willing to spend sustaining that format between releases.

Competitive Field: Anthology Horror Versus Single Big-Budget Bets

Supermassive’s anthology model, shipping a new Dark Pictures entry every year or two rather than one large game every four or five years, was originally meant to smooth out revenue and keep the studio’s headcount busy continuously. In practice, 2026’s cuts suggest that model has not insulated the studio from the boom-and-bust cycle it was designed to avoid. Studios pursuing a single larger franchise, like Remedy with its Alan Wake and Control properties, or an external publisher-backed anthology with tighter scope, may prove more resilient if they can stagger releases against a smaller, more stable core team and bring in contractors for production peaks rather than scaling permanent headcount.

The Dark Pictures Anthology’s future now looks less certain than at any point since its debut. With Until Dawn’s next chapter reportedly moving to Firesprite and Supermassive’s own headcount shrinking for a third year, the studio’s remaining identity rests heavily on whether Directive 8020 and Little Nightmares 3 can sustain enough revenue to avoid a fourth consecutive round of cuts in 2027.

What Happens Next for Supermassive’s Roadmap

Supermassive has not announced a new Dark Pictures entry publicly since Directive 8020, and the studio’s immediate priority appears to be supporting that title’s new online multiplayer mode rather than starting a new anthology chapter. With Until Dawn now associated with Firesprite rather than Supermassive, the studio’s next major announcement, whenever it comes, will say a great deal about whether Supermassive intends to keep building original horror IP or lean further into licensed and co-developed work like Little Nightmares 3.

Predictions: Where This Story Goes From Here

  • Expect more restructuring announcements from mid-size UK and European studios through early 2027 as console hardware demand remains soft and publishers tighten funding for single-player narrative projects.
  • Supermassive is likely to focus its reduced team on live support for Directive 8020, including further updates to its new multiplayer mode, rather than greenlighting a new Dark Pictures entry in the near term.
  • Sony’s apparent move of Until Dawn to Firesprite could be the first of several cases where PlayStation consolidates narrative-horror IP under first-party studios rather than long-time external developers.
  • Watch for Supermassive to reposition around licensed or co-developed titles such as Little Nightmares 3 as a hedge against the volatility of self-funded anthology horror.
  • The repeated nature of these cuts, three years running, is likely to keep Supermassive in industry conversations about job security in mid-size studios even after this specific round of departures is absorbed.

How This Compares to the Wider Gaming Industry Right Now

Supermassive’s news arrives in the same week that other corners of the gaming industry are dealing with their own upheavals, from leaked remasters to shifting studio ownership. Just days before the layoffs became public, a Shrek 2 Remastered listing leaked early on the Xbox Store, a reminder that even as some publishers pour resources into licensed remasters, others are cutting the teams that build original horror IP. Narrative adventure games more broadly have had an uneven year too, with titles like The Wolf Among Us Remastered facing its own platform-specific delays, highlighting how choice-driven, story-first games are navigating a tougher commercial environment across the board in 2026.

FAQ: Supermassive Games Layoffs Explained

How many people did Supermassive Games lay off in October 2026?
More than 70 employees, according to Eurogamer, Video Games Chronicle, Kotaku, and other outlets, following an August 2026 consultation that had flagged up to 75 roles as at risk.

Why is Supermassive Games cutting jobs again?
The studio said the redundancy consultation was a necessary step to help ensure its business sustainability. The cuts follow the May 2026 launch of Directive 8020 and come after Supermassive added an online multiplayer patch to the game in October 2026.

Who confirmed the layoffs publicly?
Frank Tindle, Supermassive’s departing IT and Facilities Director and a member of its senior leadership team, confirmed the scale of the cuts in a LinkedIn post, separately from any formal company statement.

Is this Supermassive’s first round of layoffs?
No. GameSpot reported roughly 90 employees let go in 2024, and the studio announced plans to cut up to 36 roles in July 2025 tied to a delay of Directive 8020. The 2026 round is the third consecutive year of workforce reductions.

What happens to Until Dawn now?
Reporting indicates the Until Dawn franchise has moved to Sony’s first-party studio Firesprite, with a sequel reportedly in development there rather than at Supermassive. Sony has not detailed the full scope of that arrangement.

Is Supermassive Games closing?
No. Unlike Ubisoft’s closure of its RedLynx studio in Singapore, Supermassive is reducing staff while continuing to operate and support Directive 8020.

What other games is Supermassive working on?
GameSpot’s reporting ties the studio to Little Nightmares 3, suggesting licensed and co-developed titles may play a larger role in Supermassive’s output going forward alongside The Dark Pictures Anthology.

Does this affect Directive 8020’s support going forward?
Supermassive shipped an online multiplayer update for Directive 8020 in October 2026, the same month as the layoffs, suggesting the game will continue receiving support even with a smaller team in place.

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Owen Castellanos

Owen Castellanos

Hardware & Gaming Reporter

Owen Castellanos is the Hardware & Gaming Reporter at TrendinTech, where he tests graphics cards, processors, consoles and peripherals and follows the games industry, from the major publishers to independent studios. He writes for readers who want to know whether a product is worth the money, and he is not shy about saying when it is not.

All stories by Owen Castellanos (373)

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