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Ustwo Games abandons mobile subscriptions after Apple and Netflix pull premium funding

Summary
Ustwo CEO Maria Sayans admits the studio stayed in mobile subscriptions too long, calling it a "honeypot trap"
Apple and Netflix stopped funding low-retention premium titles, collapsing Ustwo's de facto client base
Studio runs AAA-level cost per employee, making unsubsidised premium mobile unviable
"Making premium games on mobile...that just wasn't going to fly on mobile. We'll see if it flies on PC"
— Maria Sayans, CEO, Ustwo Games
01

Ustwo was a developer-for-hire dressed as a premium mobile studio

Revenue came almost entirely through Apple Arcade and Netflix deals, not direct sales
Both platforms pivoted to higher-retention titles, cutting Ustwo's funding without a commercial fallback
Average cost per employee sits at AAA-developer levels, per Sayans
"Apple and Netflix didn't want to pay us anymore to make those kinds of games"
— Maria Sayans, CEO, Ustwo Games
02

The Ustwo Games PC shift is a survival bet, not a growth thesis

Choice was binary: adopt free-to-play mechanics or move to PC
Free-to-play was ruled out as incompatible with studio DNA
Sayans' "we'll see if it flies on PC" framing signals financial pressure, not validated demand
BD read: expect leaner headcount and contractor-heavy production to fit PC premium economics
03

Platforms are failing the 30% revenue share on discoverability

Sayans called industry discoverability "mind-boggling" and accused platforms of not earning their fee
"You pay 30% to a platform...to help you reach an audience and right now that's not really working"
— Maria Sayans, CEO, Ustwo Games
Ustwo response: 'Beautiful Games Club', a book-club-style channel building D2C audience parallel to releases
Structural drag: single-player launches reset the audience each cycle, unlike live-service compounding
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