There's a particular kind of honesty that's rare in the games industry: a developer sitting down and plainly explaining why their game didn't land. That's what Wildlight senior level designer Alex Graner did recently on the Quad Damage podcast, and fair dinkum, it's a more instructive post-mortem than most studios ever offer.
Graner's assessment of the free-to-play shooter Highguard is pretty straightforward: it was, in his own words, just too sweaty. The game launched as a 3v3-only experience, and that format demanded a level of coordination and communication that simply didn't suit the broad audience a free-to-play title needs to survive. "It doesn't leave much room for casualness," Graner said. "I think that was the biggest thing that turned a lot of players off Highguard."

Look, anyone who's spent time in competitive shooters knows exactly what Graner means. The 3v3 format, whether it's wingman in CS2 or a tight objective mode in any other game, consistently produces the most high-stakes, unforgiving matches in any given title. There's nowhere to hide, and one weak link can collapse the whole team. For a new game trying to build a playerbase from scratch, that's a brutal ask of first-timers.
Graner went further, as reported by Kotaku, pointing to the game's multi-stage structure as another barrier. The rules system that functions well at a competitive level becomes a cognitive overload for incoming players. "When players are first coming in it's a lot to grasp," he explained. Combine that with movement and shooting mechanics that reward high-skill play, and you get a situation where a few rough early sessions are enough to send someone packing for good.

Wildlight did try to course-correct. A 5v5 mode was added, along with an option that stripped out the looting phase entirely, presumably to reduce complexity and friction. But neither change moved the needle on Steam in any meaningful way. The damage to first impressions had already been done.
Here's the thing about free-to-play games: the business model only works if the funnel is wide. You need enormous numbers of players trying the game, because retention rates are brutal even in the best circumstances. Building your launch product around a format that filters out casual players from minute one is a structural problem that patches and new modes struggle to fix after the fact.

The wider fallout has been significant. Wildlight was reportedly backed in part by Tencent, and when Highguard's performance came up short, funding was pulled. The studio shed the majority of its workforce, leaving around 20 people still at the company. Anonymous sources have also pointed to internal overconfidence as a contributing factor, suggesting the team may have underestimated the access problem they were building into the product.
Highguard remains online and playable on PC, PS5, and Xbox Series X/S. Whether the skeleton crew at Wildlight can engineer a genuine comeback is a long shot, but Graner's candour at least suggests the lessons have been absorbed. I reckon that counts for something, even if it's cold comfort right now.