Home News Layoffs Hit Suicide Squad Gaming Studio

Layoffs Hit Suicide Squad Gaming Studio

Author : Riley Jan 10,2025

Layoffs Hit Suicide Squad Gaming Studio

Rocksteady Faces Further Layoffs Following Suicide Squad's Underperformance

Rocksteady Studios, renowned for the acclaimed Batman: Arkham series, has experienced another wave of layoffs, following the disappointing performance of its latest title, Suicide Squad: Kill the Justice League. The game's mixed reception and underwhelming sales have reportedly led to significant staff reductions.

The studio's struggles began earlier in 2024, with the game's less-than-stellar launch and subsequent divisive post-launch content. This ultimately resulted in Rocksteady halting further content updates after a final January release. The financial impact was substantial for both Rocksteady and its parent company, WB Games, with Warner Bros. acknowledging the game's failure to meet sales projections.

Initial layoffs in September targeted the QA department, cutting roughly half its workforce. However, recent reports from Eurogamer reveal a further round of job losses impacting programming and art teams at the end of 2024. Several anonymous employees confirmed their dismissals, highlighting the ongoing repercussions of Suicide Squad's underperformance. Warner Bros. remains silent on these recent developments, echoing its previous response to the September cuts.

Ripple Effect Across WB Games

The fallout from Suicide Squad: Kill the Justice League's poor reception extends beyond Rocksteady. WB Games Montreal, the studio behind Batman: Arkham Origins and Gotham Knights, also experienced layoffs in December, with many reportedly from the QA team supporting Suicide Squad's post-launch DLC.

The final DLC, released December 10th, introduced Deathstroke as the fourth playable character. While a final update is slated for release later this month, the future of Rocksteady remains uncertain following this significant setback. The game's failure casts a shadow on the studio's impressive track record, serving as a stark reminder of the risks inherent in live-service game development.

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