Just weeks after the highly anticipated launch of their debut game, Highguard, developer Wildlight Entertainment has made a shocking move: laying off multiple staff members. This decision comes as a surprise, given the game’s ambitious vision and the team’s confidence in its long-term success. But here’s where it gets controversial—could this be a sign of deeper challenges in the competitive gaming market, or simply a strategic pivot for the studio? Let’s dive in.
In a statement released Wednesday, Wildlight addressed the layoffs, emphasizing the difficulty of the decision: “Today, we made an incredibly tough choice to part ways with several team members while retaining a core group of developers to continue innovating and supporting the game. We’re immensely proud of the team, the talent, and the product we’ve built together. We’re also deeply grateful to the players who gave Highguard a chance and to those who remain part of our community.” The exact number of affected employees remains undisclosed, and a Wildlight representative declined to provide further comment to Variety.
Founded by CEO Dusty Welch and game director Chad Grenier, Wildlight Entertainment boasts a team of roughly 100 employees, many of whom previously collaborated with Grenier and Welch on Electronic Arts’ Apex Legends. Born during the pandemic, the indie studio focused exclusively on Highguard, a PvP raid shooter that launched on January 26 as a free-to-play title across PC, Xbox Series X|S, and PlayStation 5.
Highguard introduces a fresh competitive structure, blending siege warfare and territory control in dynamic matches where power levels escalate until only one base remains standing. The game has drawn comparisons to Blizzard’s Overwatch franchise and the short-lived PlayStation title Concord, which was shuttered just two weeks after its September 2024 launch. Interestingly, Highguard initially launched with a three-person-team structure, differing from the 5v5 model of Overwatch 2 and Concord. However, it quickly adapted to fan feedback by introducing a five-person-team option.
At a January 22 press preview, Grenier expressed enthusiasm for the game’s uniqueness: “We believe we’ve created something truly one-of-a-kind, unlike anything else on the market, and we’re incredibly excited about it.” Welch echoed this sentiment, emphasizing the studio’s commitment to longevity: “We’re here to stay. Our team has extensive experience building franchises with staying power, and *Highguard is no exception. We have a year’s worth of content nearly ready to engage players for a long time. We’re humbled by the opportunity and hope people love what we’ve created—we’re ready to engage with our community.”*
And this is the part most people miss—while Highguard shows promise, its sudden layoffs raise questions about the sustainability of indie studios in a crowded gaming landscape. Is this a cautionary tale about the risks of innovation, or a necessary growing pain for a studio with big ambitions? What do you think? Share your thoughts in the comments—let’s spark a conversation about the future of game development and the challenges studios face in today’s market.