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Ustwo Games goes PC-first, cuts 4 of 30 staff, shifts to contractors

Summary
Monument Valley maker Ustwo has formally abandoned mobile, citing incompatibility with free-to-play economics
Layoffs hit 4 of 30 staff - the studio's first ever - tied to projects kept alive too long before the pivot
Ustwo is shifting to contractor-heavy hiring to cut fixed costs while carrying three unshipped PC titles
Platform contracts have covered development costs to date, a cushion CEO Maria Sayans says is ending
"Platform holders wanted to make games that had more retention and lasted longer. We'll never be good at that"
— Maria Sayans, CEO, Ustwo Games
01

Premium mobile broke on AAA-level cost base meeting free-to-play economics

Sayans put Ustwo's per-employee cost on par with an AAA developer
Platform holders pushed studios toward retention-driven titles - a model Sayans called "impossible to even consider"
Free-to-play barriers to entry are now high enough that pivoting into it was not viable either
"Ten years later, that's turned out not to be the case"
— Daniel Gray, Chief Creative Officer, Ustwo Games (on mobile becoming an artistic medium)
Desta tried to serve mobile and PC audiences simultaneously and underperformed commercially
02

Layoffs and contractor model are the cost mechanics of the PC pivot

4 of 30 staff cut earlier in 2024 - the studio's first redundancies
"Had we made this decision sooner, we wouldn't be in that situation"
— Maria Sayans, CEO, Ustwo Games
Contractor hiring replaces full-time headcount to reduce fixed development costs
Three PC titles in simultaneous development, none shipped - execution risk is concentrated
03

Platform contracts have masked commercial risk the studio has never faced

Development costs on prior releases were covered regardless of sales outcome
"We were releasing games knowing that development was paid for and that we weren't going to walk away with 10% of what we'd cost back"
— Daniel Gray, Chief Creative Officer, Ustwo Games
"We aren't thinking about mobile. We need to have a clear vision of the people playing the game and make the game for them"
— Peter Pashley, Chief Development Officer, Ustwo Games
Gray expects the identity and commercial calibration to take two years and "won't be solved upfront"
04

Mobile's operating discipline is following these studios onto PC

FunPlus went cross-platform in 2023; Outfit7 (26 billion Talking Tom downloads) now ships PC titles via internal cells
Outfit7's PC releases use mobile-style early audience testing and KPI-gated milestones
Studios like Ustwo moved to PC to escape retention metrics - mobile-native operators are importing them
Competitive pressure for mid-sized premium studios is data-led development crowding out creative-first identity
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