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Studio Kaiju confirms Neon Requiem delay to Q1Handheld sales up 41% year on yearAshfall Interactive unionises, first in the sector this yearSunset Harbour patch adds full photo modeEdge of Orbit hits ten million playersIndie showcase returns in SeptemberStudio Kaiju confirms Neon Requiem delay to Q1Handheld sales up 41% year on yearAshfall Interactive unionises, first in the sector this yearSunset Harbour patch adds full photo modeEdge of Orbit hits ten million playersIndie showcase returns in September

Neon Requiem and the long road back from a broken launch

Two years after one of the worst launches in recent memory, Studio Kaiju rebuilt its game — and quietly rebuilt itself. We spent a week inside the studio.

Pedro Lopes27 July 202614 min readMulti-platform
Neon Requiem and the long road back from a broken launch

The lift to Studio Kaiju's fourth floor still has the launch poster in it. Nobody has taken it down. Two years on, the team treats it less like a wound and more like a warning sign posted at the trailhead.

When Neon Requiem arrived it was, by every reasonable measure, unfinished. Frame pacing collapsed in the second act. Save files vanished. The ending that had been storyboarded for three years shipped as a slideshow. What followed was familiar: a public apology, a roadmap, a slow bleed of staff.

What is less familiar is what happened next. Rather than shovel content into the live game, Kaiju's leadership froze the roadmap for four months. No patches beyond stability fixes. No seasonal events. The studio spent that time doing something almost unheard of in a company of its size — asking its own developers what had gone wrong, and then publishing the answers internally, unedited.

The result is a game that now runs at a locked sixty on every platform it ships to, with an act three that finally plays like the one described in those old storyboards. But the more interesting artefact is the process document, forty pages of it, that the studio has begun sharing with other teams.

Whether that culture survives the next crunch cycle is the open question. Kaiju's next project is bigger, funded externally, and already behind. The poster in the lift, everyone insists, stays up.

We stopped asking how to save the game and started asking how to save the people making it.
Studio KaijuDevelopmentInterview

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