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Live-Service Games Keep Getting Made... Despite These 15 Recent Failures

1-15

Ignacio Weil Ignacio Weil
Gaming - February 7th 2026, 11:00 GMT+1
Highguard

Highguard (2026)

A free-to-play shooter can survive almost anything except a first impression that turns into a meme, and that’s exactly the trap this one fell into. The launch drew a big crowd, but the conversation immediately pivoted to performance problems, unstable servers, and frustration with the overall feel. When matches don’t feel smooth and reliable, “come back next patch” isn’t much of a pitch – especially in a genre where players have endless alternatives. Even people who liked the core idea struggled to recommend it once the early reviews soured the mood. | © Wildlight Entertainment

SUPERVIVE 2025 cropped processed by imagy

SUPERVIVE (2025)

A top-down hero brawler with battle royale tension is the kind of pitch that sounds instantly streamable, and early matches really did deliver on that chaos. The problem was keeping people around once the novelty wore off, especially when progression became a sticking point. Players pushed back hard on the Armory-style systems, arguing they added grind and power gaps where a clean, competitive loop should’ve been the selling point. As queues slowed and lobbies got harder to fill, the game’s best moments became harder to reach, and the live-service plan was eventually ended with a shutdown set for late February 2026. | © Theorycraft Games

X Defiant

XDefiant (2024)

For a moment, it looked like the kind of fast, readable arena shooter that could live forever on pure momentum – snappy gunfights, familiar faction flavor, and the magic word: free. Then the player count drifted, the novelty faded, and the seasonal hook wasn’t strong enough to pull people back in once the first wave moved on. In a crowded shooter market, “pretty good” is a death sentence, because it’s not a reason to abandon what you already play nightly. Ubisoft eventually stopped new downloads and registrations, and the shutdown date turned the whole thing into a countdown. | © Ubisoft San Francisco

Suicide Squad Kill the Justice League

Suicide Squad: Kill the Justice League (2024)

The premise sold itself: chaotic characters, big DC spectacle, and a studio with real pedigree. What players got, though, leaned hard into live-service repetition – missions that blended together, gear chasing that felt more like obligation than excitement, and an always-online structure that clashed with what many wanted from a comic-book adventure. The backlash wasn’t just about balance or bugs; it was about identity, as if the game couldn’t decide whether it wanted to be a story-driven blockbuster or a seasonal treadmill. When the post-launch roadmap wrapped up and updates stopped, it left the whole experiment feeling shorter than intended. | © Rocksteady Studios

Concord

Concord (2024)

Sometimes a game doesn’t “fail loudly” – it just arrives, and nobody sticks around long enough to learn its name. That was the brutal reality here: a premium-priced hero shooter entering a market where free-to-play giants already own people’s time, friend groups, and habits. The gunplay and style couldn’t overcome the sense of familiarity, and early player numbers reportedly never found the floor needed for matchmaking health, let alone long-term seasons. Sony pulled it offline within weeks and issued refunds, turning what was meant to be a years-long service into a cautionary tale about timing, positioning, and audience appetite. | © Firewalk Studios

Foamstars

Foamstars (2024)

Dropping a colorful 4v4 party shooter onto PlayStation sounded like a safe bet – bright vibes, simple objectives, and enough chaos to keep matches lively. The problem was that the pitch arrived with baggage: comparisons to other ink-and-foam arena shooters were instant, and the game’s identity never fully escaped that shadow. Early reactions also got tangled up in monetization complaints, which is the quickest way to turn “fun little multiplayer thing” into a discourse fire. Even with seasonal updates and a later switch to free-to-play, it struggled to build the kind of sticky community a live service needs to survive long-term. When the final season wrapped and ongoing seasonal content stopped, it felt less like a dramatic shutdown and more like the quiet acceptance that the party didn’t pull a crowd. | © Toylogic

Redfall

Redfall (2023)

Arkane’s pedigree set the bar high, so the disappointment hit harder when the final package felt unfinished in all the ways that matter. Players ran into shaky performance, spotty AI, and bugs that made stealth, co-op, and even basic encounters feel unreliable instead of thrilling. The open-world structure also struggled to justify itself – big spaces, thin payoffs, and a loop that didn’t reward sticking around. When the launch conversation turns into clips of enemies forgetting how to fight back, the “live” part of live service becomes a liability. It never recovered momentum, and later updates couldn’t undo that first-week collapse in trust. | © Arkane Austin

The Day Before

The Day Before (2023)

Hype can carry a game to the starting line, but it can’t fake what happens once people actually get their hands on it. The pitch sounded like a dream to survival fans, yet the released version landed as a messy extraction-style experience with technical problems, confusing systems, and a lot less of the promised magic. On top of that, the project was already surrounded by controversy and skepticism before launch, so players were primed to assume the worst. The reaction on Steam was brutal, refunds dominated the discussion, and the studio announced its closure almost immediately afterward. When the servers went dark, it sealed the whole saga as one of the most infamous flameouts in the genre. | © Fntastic

Crossfire X 2022

CrossfireX (2022)

When a long-running shooter brand tries to reinvent itself, the first thing it can’t afford is “rough around the edges” – and this one arrived with a lot of rough. Players criticized the overall polish, from inconsistent feel and balance to technical frustrations that made the multiplayer hard to recommend. The single-player angle had extra pressure because it was positioned as the prestige hook, yet it didn’t do enough to change the broader narrative around quality. Without a strong foundation, live-service plans become irrelevant fast, because people won’t wait months for a game to become what it should’ve been on day one. Support ended quickly, and the shutdown date arrived before it ever built the community it needed. | © Smilegate Entertainment

Rumbleverse 2022

Rumbleverse (2022)

A wrestling-flavored battle royale sounded like the kind of weird idea that could become a streaming staple, and for a while it actually did – matches were chaotic, readable, and hilarious when things clicked. The catch was consistency: keeping a live-service brawler populated is hard when the learning curve is steep, matchmaking needs healthy numbers, and the meta can feel punishing for anyone who drops in late. Even though it went free-to-play and had real personality, it struggled to hold a stable audience week after week. Once the player base thinned, the whole thing became harder to enjoy, because a game built on close-quarters chaos lives or dies on good lobbies. Epic eventually announced the shutdown, and it disappeared far faster than its concept deserved. | © Iron Galaxy Studios

Knockout City4

Knockout City (2021)

There was a brief window where dodgeball as an online sport-brawler felt like the freshest idea in multiplayer – simple to learn, chaotic in the best way, and perfect for squads. The problem wasn’t charm; it was gravity, because keeping an audience is harder than earning one weekend of curiosity. As seasons rolled on, the player pool shrank, matchmaking health became a concern, and the game’s momentum never fully snapped back even after going free-to-play. In a crowded live-service world, niche brilliance still needs critical mass, and that’s where things slipped. The decision to shut down public servers turned it into a fond memory for fans, not a forever game. | © Velan Studios

BABYLONS FALL

Babylon’s Fall (2022)

PlatinumGames is usually a promise of slick combat, so watching this one land with a thud was genuinely surreal. Players bounced off the muddy visuals, repetitive mission structure, and an always-online loop that felt like it was designed around grinding rather than style. The gear and progression didn’t deliver that “one more run” pull, and the co-op focus couldn’t mask how quickly the content started repeating itself. Once reviews set the tone, the population collapsed so hard that even basic matchmaking became its own obstacle. Support was cut within the year, and the servers were shut down shortly after, turning it into a cautionary tale about forcing a live-service shape onto the wrong kind of game. | © PlatinumGames

Marvels Avengers

Marvel’s Avengers (2020)

The single-player story had sparks, and the combat could feel great in short bursts – then the grind showed up and wouldn’t leave. Repetitive missions, recycled environments, and a loot chase that rarely felt satisfying made the endgame loop feel more like chores than superhero power fantasy. Content cadence became its own problem: delays, uneven updates, and a player base that kept thinning between drops. Add in monetization controversies and the awkward balancing act between narrative and multiplayer treadmill, and the game struggled to define what it wanted to be. Eventually, support ended and the title was delisted, leaving a big-name IP with a surprisingly quiet exit. | © Crystal Dynamics

Cropped Spellbreak 2020

Spellbreak (2020)

Magic-based battle royale combat was a real hook here – combos felt creative, spells had personality, and fights looked different from the gun-heavy norm. The problem was momentum: it’s tough to keep a competitive multiplayer scene alive when the audience is spread thin and the onboarding doesn’t immediately click for newcomers. As bigger titles kept pulling players away, Spellbreak struggled to maintain that critical mass that makes queues fast and matches feel fair. The studio also began shifting focus, and once updates slowed, the community had even less reason to return. When the shutdown was announced, it didn’t feel like a shock so much as a sad confirmation that good ideas still need long-term oxygen. | © Proletariat

Hyper Scape 2020

Hyper Scape (2020)

Ubisoft tried to manufacture a battle royale moment built for Twitch – vertical movement, neon city vibes, and features aimed at audience participation. It was ambitious, but the game never found a wide, loyal player base outside the early curiosity spike, and that matters more than any clever overlay idea. Some players loved the speed and mobility; others found it overwhelming, hard to read, or simply not worth switching for when their squads already had a favorite BR. The live-service rhythm couldn’t overcome that initial drop-off, and once lobbies thinned, the experience degraded in the most brutal way: longer queues, less variety, less fun. Ubisoft eventually pulled the plug, and the experiment ended before it could truly evolve. | © Ubisoft Montreal

1-15

Live-service games are still the industry’s favorite gamble: build a community, sell seasons, keep the revenue flowing. The problem is that players have gotten brutally good at spotting the warning signs, and “we’ll fix it later” isn’t a strategy when your backlog is already full.

These are the recent cautionary tales – the live-service projects that launched into skepticism, burned through goodwill, or simply couldn’t keep lobbies alive. Some were backed by huge brands, others had clever hooks, but they all ran into the same wall: if the fun isn’t there right now, people move on.

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Live-service games are still the industry’s favorite gamble: build a community, sell seasons, keep the revenue flowing. The problem is that players have gotten brutally good at spotting the warning signs, and “we’ll fix it later” isn’t a strategy when your backlog is already full.

These are the recent cautionary tales – the live-service projects that launched into skepticism, burned through goodwill, or simply couldn’t keep lobbies alive. Some were backed by huge brands, others had clever hooks, but they all ran into the same wall: if the fun isn’t there right now, people move on.

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